Typical Nanaeel

( this is just one possible representation using D&D 3.5 )

Nanaeel CR 20ish (this statblock is incomplete)
Usually N Small Outsider (extraplanar);
Init +10; Senses darkvision 1,000 ft., superior low-light vision,
    blindsight 500 ft., All-Around Vision, tremorsense 500 ft.,
    true seeing, Farsight, Listen +9, Spot +13;
Languages Common, Undercommon, Abyssal,
    Celestial, Infernal; telepathy 1,000 ft.

DEFENSE
AC 17, touch 16, flat-footed 17
    (+1 size, +1 natural armor, +5 mental);
hp 420 (30d8+180);
Fort +20, Ref +20, Will +20; SR 32 DR 20/magic, 10/epic, 10/adamantine;
Defensive Abilities Maximized Hit Points, Fast Healing 15,
    Regeneration 1, Prescient Sense, Mettle, Uncanny Dodge,
Immune death by massive damage, involuntary mind-affecting effects
    ability damage, ability drain, energy drain, involuntary polymorph effects,
    petrification, form-altering attacks, death effects, paralysis, sleep,
    stunning, blindness, deafness, sickness, nausea, fatigue, exhaustion,
    critical hits; Resist acid 10, cold 20, electricity 10, fire 20;

OFFENSE
Speed 10 ft., climb 10 ft., swim 20 ft.
Typical Full Melee unarmed strikes +36/+31/+26/+21 (2d4+7)
Space 5 ft.; Reach 5 ft.;
Base Atk +30; Grp +36;
Special Attacks Improved Grab, Pounce, Nethuamamagos Apothesis
Extraordinary Abilities (effective CL 20th, see text)
    Constant—amorphous form, nondetection, true seeing;

STATISTICS
Str 20, Dex 10, Con 20, Int 20, Wis 20, Cha 20
Weapon Group Proficiencies Basic and any five groups
Feats any 7 for which it qualifies
Epic Feats any 4 for which it qualifies
Bonus Feats Mindsight, Naturalized Denizen, Darkstalker, Insightful Reflexes,
    Improved Initiative, Power Attack, Brutal Throw, Improved Toughness,
    Run, Distant Charge, Alertness, Divine Denial, Quick Reconnoiter,
    Improved Unarmed Strike, Beast Strike, Blind-Fight, Superior Unarmed Strike,
    Versatile Unarmed Strike, Hammer Fist, Mind Over Body, Combat Reflexes,
    Combat Expertise, Improved Combat Expertise, Allied Defense,
Skills 429 total skill points, 33 maximum ranks in any one class skill
Skill Modifiers +8 Climb, +4 Hide, +4 Search, +4 Spot, +8 Swim
SQ Amphibious, Bend Light, Mind over Matter, Planar Body,
    Perfect Mutli-Weapon Fighting, Summon Nanaeel
Advancement 31+ HD (small)

ABILITIES
A nanaeel's natural attacks are considered epic adamantine weapons for the purpose of overcoming damage reduction. Each of a nanaeel's mental ability scores equals 5 plus 1/2 its racial HD (rounded down).
AC Bonus (Ex): A nanaeel may add its highest mental ability bonus to Armor Class, so long as it is unencumbered and wearing light or no armor. This bonus to AC applies even against touch attacks or when it is flat-footed. However, it loses this bonus when it is immobilized or helpless. This bonus applies to the host's AC as well.
Amphibious (Ex): A nanaeel breathes and operates just as well underwater, be it in fresh or salt water, as it does on land.
All-Around Vision (Ex): A nanaeel cannot be flanked, and both gain a +4 bonus on Search and Spot checks.  However, it suffers a -4 penalty to saves against gaze attacks.
Bend Light (Ex): A nanaeel can naturally render itself invisible (or visible again) at will as a free or immediate action, although a true seeing effect enables a creature to perceive it normally.
Extraordinary Abilities (Ex): As a free or immediate action, a nanaeel may toggle any number of these abilities.
Extraordinary Damage Reduction (Su): A nanaeel gains damage reduction 5/adamantine, increased by an amount equal to its constitution bonus (if any).
Supernatural Damage Reduction (Su): A nanaeel's damage reduction value overcome by magic weapons equals 1/2 its Hit Dice (rounded down) plus its highest mental ability modifier, while its damage reduction value overcome by epic weapons, equals half that amount (rounded down).
Energy Resistances (Ex): A nanaeel's cold and fire resistance both equal 1/2 its Hit Dice (rounded down) plus its constitution modifier, while its acid and electricity resistance both equal half that amount (rounded down).
Farsight (Ex): Nanaeel have great visual acuity. They suffer only half the normal penalty on Spot checks because of distance (-1 per 20 feet of distance, rather than -1 per 10 feet). In addition, they take only half the normal penalty on ranged attacks per range increment (-1 per range increment, rather than -2).
Fast Healing and Regeneration (Ex): A nanaeel suffers lethal damage from at least two types of hit point damage, unique to each nanaeel. A nanaeel's Fasting Healing equals 1/3 its Hit Dice (rounded down) plus its constitution modifier.
Improved Grab (Ex): A nanaeel that strikes a creature with an unarmed strike, may automatically initiate a grapple with that creature without provoking an attack of opportunity.
Mind Over Matter (Ex): A nanaeel may add its highest mental ability bonus to Strength checks, Dexterity checks, and checks involving skills based on Strength or Dexterity, such as Hide, Climb, and Jump. A nanaeel may choose to apply this bonus to the checks made by its host as well.
Nathuamamagos Apothesis (Ex): A nanaeel may merge with one other willing living corporeal creature as if by means of the fusion power, into what is called a nethuamamagos, with the following exceptions and traits:
  • The other creature may be of any type and size.
  • Its type becomes outsider and all subtypes are pooled.
  • Its size becomes that of the largest component creature.
  • The extraordinary movement speeds of both component creatures are combined.
  • The physical ability scores of both component creatures are combined.
  • The extraordinary natural armor bonus of both component creatures are combined.
  • Its natural armor bonus increases by an amount equal to 1/3 its Hit Dice (rounded down).
  • The extraordinary energy resistances of both component creatures are combined.
  • If it can jump, it gains a racial bonus on Jump checks equal to its Hit Dice.
    As a free or immediate action, a nethuamamagos may toggle any number of the following as constant extraordinary abilities: air walk, false gravity and water walk. (CL equals HD).
    As a standard action, a nethuamamagos may use one of the following as a supernatural ability: dream travel, etherealness, fire shield, greater teleport, plane shift or shadow walk. It must wait 1d4 rounds after using one of these abilities, before it can use another. (CL equals HD)
    As a full-round action that doesn't provoke attacks of opportunity, a nethuamamagos may assume (or dismiss) its protomorphic form. In this form, its extraordinary movement speeds all drop to 10 feet, it suffers penalties consistent with being exhausted, and it loses all of its normal extremities and natural weapons.
    A nethuamamagos in protomorphic form, gains a number of tentacles equal to 10 plus 1/3 its Hit Dice (rounded down). These tentacles grant the nethuamamagos concealment and increase its natural armor bonus to AC by an amount equal to the number of tentacles. It also gains an amount of acid, cold, electricity, fire and sonic resistance equal to the same amount, which stacks with all existing energy resistances. Each tentacle may be used to make a secondary natural attack that deals 1d4 damage (at small size) plus 1/2 its strength bonus.
    A nethuamamagos that spends 1 minute in this protomorphic form, may gain the effect of an aspect word (one at a time) as a free action. An aspect word persists while the nethuamamagos retains its protomorphic form, and lasts for a number of minutes after that, equal to its constitution score. An aspect word advances the size category of the nethuamamagos by one, and grants it one of the following options:
  • The "LASDI" aspect word doubles its extraordinary movement speeds, and enables it to use time stop as a supernatural ability once per minute with an effective caster level equal to its Hit Dice.
  • The "NAEL" aspect word allows it to use call weaponry as a supernatural ability with an effective manifester level equal to its HD. The weapon called is made of adamantine, gains abilities with a combined ability bonus of +5 and persists until the ability is used again, or the aspect word ends.
  • The "LEVITHMOG" aspect word increases the presence of a nethuamamagos, such that all other allies within 120 feet that can see and hear it, gain a +8 morale bonus to the ability score they depend on most to determine the extent of their abilities. This is an extraordinary mind-affecting morale effect.
    As a free or immediate action, a nethuamamagos with 2 or more hit points remaining may split back into its component creatures, ending all associated effects and splitting the remaining hit points between the two component creatures as it sees fit, so long as no single creature is left with fewer than 1 hit point.
Planar Body (Ex): A nanaeel's natural armor is effective against incorporeal and ethereal creatures. A nanaeel can strike incorporeal and ethereal creatures with its unarmed strikes and natural weapons normally without miss chance, and can even grapple them. An incorporeal creature cannot pass through a nanaeel.
Prescient Sense (Ex): Whenever a nanaeel makes a successful Reflex saving throw against an attack that normally inflicts half damage on a successful save (such as a red dragon’s fiery breath or a fireball spell), it instead takes no damage. This form of evasion works regardless of encumbrance or armor worn.
Senses (Ex): A nanaeel's darkvision has a range measured in feet, equal to 100 plus 30 times its Hit Dice. It also possesses blindsight and tremorsense out to half that range.
Summon Nanaeel (Sp): A nanaeel can summon another willing nanaeel with no more Hit Dice than its own, as a standard action once per day. A nanaeel summoned in this manner can not use this spell-like ability while so summoned, and returns whence it came after 1 hour, or sooner if slain. This spell-like ability is the equivalent of a 5th level spell.
Telepathy (Ex): A nanaeel can communicate telepathically with any creature within a number of feet, equal to 100 plus 20 times its Hit Dice, plus 60 times its highest mental ability modifier.

ADVANCEMENT
The caster level for its spell-like abilities equals its CR. Its spell resistance equals its CR plus 12.

SPECIFIC INDIVIDUAL NANAEEL

Solares:
Regeneration (epic lawful weapons, negative energy damage)
Additional Nethuamamagos Spell-like Abilities
    Constant—blood wind;

Promoted XETA PrC

A promoted XETA is...(to be completed)

ENTRY REQUIREMENTS
To qualify to become a promoted XETA, a character must fulfill all the following criteria.
Feats: Alertness, Blind-Fight, Diehard, Endurance, Guerrilla Scout, Guerrilla Warrior, Mind Mask, Mind Over Body, Quick Reconnoiter, Run, Skill Focus (Survival), Steadfast Determination and Hidden Talent.
Saves: A +2 base save of any type.
Special: Basic Persona trait.

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Class Features
1st +0 +0 +0 +0 Develop Persona      
Fast Recovery
Minor Body Boost
+1 level of one
existing class
2nd +1 +0 +0 +0 Regen Factor
Major Body Boost
+1 level of one
existing class
3rd +2 +1 +1 +1 Quick Regen
Total Body Boost
Xeno Feat
+1 level of one
existing class
Hit Die: d10.
Class Skills (4 + Int modifier per level): All class skills from previous classes.

CLASS FEATURES
All of the following are features of a promoted XETA prestige class.
Weapon Group Proficiencies: A promoted XETA gains no additional proficiencies with any weapon.
Armor and Shield Proficiencies: A promoted XETA gains no additional proficiency with any armor or shields.
Class Features: At every level, a promoted Xeta gains one effective level in one base class for the purpose of gaining and governing any of the following features: slots, spells, power points, powers, infusions, invocations, mysteries, vestiges, soulmelds, chakras, martial manuevers, rage, fast movement, AC bonus, unarmed strike damage, bardic music, bardic knowledge, lore, sneak attack, sudden strike, skirmish, Ki pool, Ki Strike, turn or rebuke undead or lay on hands. They do not, however, gain any other class feature a character of that class would have gained. If they had more than one such class before becoming a promoted XETA, they must decide which one to progress with each opportunity.
Develop Persona (Ex): A promoted XETA gains a +1 bonus on Will saves, and may reduce the penalty imposed upon them by their Basic Persona by an amount equal to their class level.
Fast Recovery (Ex): Assuming he still lives, a promoted XETA passively converts an amount of lethal damage equal to his class level, into non-lethal damage at the start of each turn. In addition, he automatically stabilizes when reduced to negative hit points.
Minor Body Boost (Ex): At 1st level, a promoted XETA may increase any single physical ability score by 2.
Regen Factor (Ex): At 2nd level, a promoted XETA may eventually regrow lost body parts, regrowing the equivalent of a lost limb in 5d6 days, a lost hand or foot in 2d6 days or a lost finger or eye in 12d6 hours. One may also may reattach a body part severed within the past day, by holding it to the stump for 10d6 rounds.
Major Body Boost (Ex): At 2nd level, a promoted XETA may increase any two physical ability scores by 2, in addition to all previous ability increases.
Quick Regen (Ex): At 3rd level, a promoted XETA that loses a body part, may roll twice and use the better result, when figuring how much time it will take to regrow or reattach.
Total Body Boost (Ex): At 3rd level, all of a promoted XETA's physical ability scores increase by 2, in addition to all previous ability score increases.
Xeno Feat (Ex): At 3rd level, a promoted XETA may select one aberrant feat, heritor feat, heritage feat, psionic feat or the Otherworldly feat as a bonus feat.

ProtoXETA Template


The ProtoXETA Creation Process

Stage 1 Hyper In Vitro Fertilization(HIVF)
The base sperm and egg are injected with biological energies known as Brio(M) and Elan(F). Intracytoplasmic sperm injection is performed by procedure and protocol to maintain high ratio of fertilization and embryonic development.

Stage 2 X-Cell Distribution
Embryo succession rate is 1.4% in the final processes of Stage 1. In the small percentage that survive, they are placed in growth containers that supply X-Cells in a compound nutrient solution through an artificial umbilical cord.

Stage 3 Programming & Final Touches
With development reaching the according age(7 months), the subject is transferred to a Class A growth container then flash programmed with implanted instruction through advanced audio and retinal information transfer. Accelerated aging agents and experimental serums to stabilize the X-Cell harmonization with the subjects given genetic makeup are induced through hypodermic means.

Stage 4 Activation
Once the subject has grown into the ‘Age of Ascent’(18 years) it will be scheduled for immediate activation. Medicinal sedation of the subjects consciousness is terminated and the subject is released from stasis.

The ProtoXETA template is an inherited template that can be added to any living corporeal creature with an intelligence score of at least 3 (except elementals, oozes and plants). They possess all the base creature's characteristics except as noted here.
Speed: A ProtoXETA’s movement speeds each increase by 10 ft.
Special Qualities: ProtoXETA retain all the special qualities of the base creature and gain those described below.
     Low-Light Vision (or existing Low-Light vision improves by one step).
     Darkvision +120 ft.
     Blindsight +60 ft.
    Mettle (Ex): A ProtoXETA can resist magical and unusual attacks with great willpower or fortitude. If one makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he or she instead completely negates the effect.
    Climate Tolerant (Ex): ProtoXETA suffer little harm from environmental extremes of heat or cold. They do not have to make Fortitude saves in extreme environments between –20° and 140° F (severe cold to severe heat). This ability does not provide any protection from fire or cold damage. This ability counts as if a ProtoXETA had the Cold Endurance and Heat Endurance feats for purposes of fulfilling prerequisites for other feats or prestige classes.
    Rapid Healing (Ex): ProtoXETA naturally heal a number of hit points per day equal to the standard healing rate + double their Constitution bonus. They heal even if they do not rest. This healing replaces their normal natural healing. If they are tended successfully by someone with the Heal skill, they instead regain double the normal amount of hit points + double their Constitution bonus.
    Farsight (Ex): ProtoXETA have great visual acuity. They suffer only half the normal penalty on Spot checks because of distance (-1 per 20 feet of distance, rather than -1 per 10 feet). In addition, they take only half the normal penalty on ranged attacks per range increment (-1 per range increment, rather than -2).
    Basic Persona (Ex): ProtoXETA have yet to develop a sense of self. As such they suffer a -3 penalty to all charisma-based skill checks and to their Leadership score.
    Xenomoprhic Affinity (Ex): For the purpose of feat prerequisites and benefits, ProtoXETA are treated as if they had the Aberration Blood feat along with any one heritage or heritor feat.
Abilities: +4 Str, +4 Dex, +4 Con, +2 Int
Skills: +2 racial bonus to Listen and Spot checks. ProtoXETA also gain a +4 bonus on Sense Motive checks to resist feint or demoralize attempts made against them.
Feats: ProtoXETA gain Alertness, Blind-Fight, Diehard, Endurance, Guerrilla Scout, Guerrilla Warrior, Mind Mask, Mind Over Body, Quick Reconnoiter, Run, Skill Focus (Survival), Steadfast Determination and Hidden Talent as bonus feats.
Challenge Rating: Base creature's CR +1
Level Adjustment: +3

Metamancer PrC

A metamancer is...(to be completed)

ENTRY REQUIREMENTS
To qualify to become a metamancer, a character must fulfill all the following criteria.
Skills: Knowledge (planes) 8 ranks.

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Class Features
1st +1 +0 +0 +0 Defenses (+1)
Affinity (first)
Aftersight
-
2nd +2 +0 +0 +0 Planar Aspects +1 level of one
existing class
3rd +3 +1 +1 +1 Elan or Brio Focus      -
4th +4 +1 +1 +1 Defenses (+2)
Affinity (second)
+1 level of one
existing class
5th +5 +1 +1 +1 Aftersight -
6th +6 +2 +2 +2 - +1 level of one
existing class
7th +7 +2 +2 +2 Defenses (+3)
Planar Embrace
-
8th +8 +2 +2 +2 Affinity (third) +1 level of one
existing class
9th +9 +3 +3 +3 Aftersight   -
10th +10 +3 +3 +3 Defenses (+4)
Partitioned Mind
+1 level of one
existing class
Hit Die: d8.
Class Skills (6 + Int modifier per level): Knowledge (planes) and all class skills from previous classes.

CLASS FEATURES
All of the following are features of the metamancer prestige class.
Weapon Group Proficiencies: A metamancer gains no additional proficiencies with any weapon.
Armor and Shield Proficiencies: A metamancer gains no additional proficiency with any armor or shields.
Class Features: At every even level, a metamancer gains one effective level in one base class for the purpose of gaining and governing any of the following features: slots, spells, power points, powers, infusions, invocations, mysteries, vestiges, soulmelds, chakras, martial manuevers, rage, fast movement, AC bonus, unarmed strike damage, bardic music, bardic knowledge, lore, sneak attack, sudden strike, skirmish, Ki pool, Ki Strike, turn or rebuke undead or lay on hands. They do not, however, gain any other class feature a character of that class would have gained. If they had more than one such class before becoming a metamancer, they must decide which one to progress with each opportunity.
Defenses (Ex): Upon becoming one, every metamancer must select two out of the three types of saving throws. From that point on, they gain the listed bonus when making saving throws of the selected types.
Affinity (Ex): At 1st level, 4th level and again at 8th level, a metamancer may pick one of the following, adding half his class level (rounded up) to the effective class level that governs what is chosen.
  • three spells or powers that share a descriptor, subschool, name or inherited effect
  • two mysteries, martial maneuvers or infusions
  • one invocation, vestige or soulmeld
  • AC Bonus, bardic music, bardic knowledge, fast movement, lore, rage, sneak attack, sudden strike, skirmish, Ki pool, Ki strike, turn or rebuke undead, lay on hands or unarmed strike damage.
Aftersight (Ex): At 1st level, 5th level and again at 9th level, the duration of abilities and effects laid directly upon a metamancer that enhance or improve his vision in some way are doubled, but only with regards to vision. All other portions of such effects remain unchanged, and do not linger past their normal durations.
Planar Aspects (Su): At 2nd level, a metamancer develops the supernatural ability to gain his choice of the anarchic, axiomatic, celestial or fiendish templates for 1 round, as a free or immediate action, a number of times each day equal to three times his class level.
Elan or Brio Focus (Ex): At 3rd level, a metamancer must permanently choose one of the following:
  • Once per day per class level, when a metamancer uses an ability or produces an effect, he may increase its save DC by 1 or gain a +1 bonus on caster level checks with it.
  • Once per day per class level, when a metamancer uses a harmless ability or places a harmless effect on one or more objects or willing creatures, he may add 2 to the effective class level or hit dice that governs it.
Planar Embrace (Su): At 7th level, a metamancer develops the supernatural ability to gain his choice of the half-celestial or half-fiend template for 1 round, with or without wings and a swim speed equal to his base land speed, as a free or immediate action, a number of times each day equal to three times his class level. The spell-like abilities normally included with these templates, are not gained.
Partitioned Mind (Ex): At 10th level, a metamancer forms a partition within his mind, gaining benefits similar to the effect of the schism power, except the secondary portion of his mind suffers no penalties when taking purely mental actions. In addition, as a standard action, this secondary portion may grant the metamancer himself, an additional move action for the current turn.

Zylace

Name: Sir Zylace (this character belongs to another)
Age: 27
Race: Blessed Human
Class: Knightly Defender

Appearance: Zylace is 5'9" and weighs 165 lbs with pale silver hair, violet eyes, tanned skin, and a trace of elven ancestry. Athletic, lean, hard and well balanced frame and musculature. He often wears durable, olive-gray drab clothing and durable leather accessories, made for utility and lengthy expeditions. He often dons an oerthblooded black mithral breastplate with black dragonscale greeves and bracers.

Personality: He is often a silent protagonist, lunging head first into the danger zone at even the sound of terror or monster’s. He rarely speaks, he shoes his emotion through his actions and his sword or rather his shield. He is first and foremost about defending the people; he stands a shield for the weak and a sword for righteousness. He will normally only act on order’s he sees to be just, if there is a scent of deceit or a second thought in his mind he will often find a different approach or a second route in sake of making the wrong choice. He is above all else a Hero and he will uphold these truths to be self evident when placed into conflict or danger, his true colors always shine through.

History: He’s a wanderer from a strange and faraway land, with no memory of home and no others like him he took up the one thing he felt right, with the aid of action in place of words he learned the land quite well and has had countless adventures and trophies to show for his efforts. He has spent the last 3 year’s walking the land, helping those he found in his way, conquering evil and first and foremost continuing his training in the use of different weaponry. He now stands at the edge of adventure just waiting for his next journey to come forth and call him to arms.

Blessed Sword: A simple sword that has not yet brought forth its true power, the weapon cannot be wielded by anyone but it’s owner, it’s edge has never been chipped or dulled and it shines with a hint of dormant light. “The sword was found on the hero’s body with his shield and said to be similar in construction, no matter where evil hides the blade is said to be able to seek it out, it’s holy light burns all in the darkness.”

Blessed Shield: It’s metal’s were alloyed in the forge of the mightiest volcano by a dwarven blacksmith and have said to been kissed by a goddess, but that light has long since laid dormant and now only retains a faint glow. “The metal used in its creation has been said to be an alloy of Oerthblood and Black Mithral”

Heroic Clothe: A blindfold he has wrapped around his eyes, the enchantment allow him to see the world through mystical energies, objects are formed in a grey tint while human’s and creatures are seen with their aura alignment or neutrals shining a grey light. “See No Evil, But See The Truth.”

Hero’s Bow: A bow he picked up when rescuing a princess, it’s never been broken and it’s string can survive contact with a blade. It causes arrows to fly faster and further than a bow of equal size as well as when using some magic ability can launch out two more arrows through small portals of equal size and velocity.

Hero’s Gauntlet: A pair of black gauntlets with the same material found in his other weapon’s and clothing, though with the something “missing.” A slot on the back of each gauntlet is missing or perhaps stolen, four slots fill the back of the knuckles the slot glows when a gem is nearby by flashing and emitting an odd hym almost like a melody. “In truth the hand can never conquer more than the heart or mind can imagine.”

Grappling Claw: Just what it says on the box, the chain extends out to 10 yards or 30 feet roughly the claw attachment then latches onto the surface if it can puncture or grab onto it otherwise it’ll just come back through the gear system and wind up around the wrist near the handle.

Strengths: Quick on his feet, even quicker with a sword. He’s calm in the face of death and danger while cool headed under heat, his willpower is his greatest strength, when he falls he never stays down for long. He’s a natural with a sword or any weapon he picks up as well as fluent in magic like a 6th sense.

Weaknesses: Somewhat Naive, he hasn’t fully grasped the language or the intentions that could be hidden within them. He can find it hard to display emotions that require a more subtle touch. He often runs into situations without thinking or taking a less subtle action to expressing himself but beyond his own foolhardiness.

Associates: Zylace as an affinity for non-evil fey creatures.

Zylace CR 30 (this statblock is incomplete)
Swordsage 20 // Knight 6, Hexblade 3, Defiant Defender 6, Occult Slayer 5
Warblade 10 // Factotum 3, Crusader 1, Paladin 3, Swashbuckler 3
LG Medium Humanoid (human);
Init +31;
Senses Auravision, Darkvision 120 ft., low-light vision, Listen +33, Spot +43;
Languages Common, Sylvan, plus 4 others

DEFENSE
AC 46, touch 36, flat-footed 46
    (+6 shield, +10 armor, +5 Dex, +5 deflection, +10 Int);
hp 365 (22d12+8d10+120+30+22);
Fort +33, Ref +33, Will +37; (+8 vs. spells and spell-like abilities), DR 2/-;
Defensive Abilities AC Bonus, Battle Clarity (+10), Blank Thoughts
    Improved Evasion, Mettle, Uncanny Dodge, Grace (+1)
    Divine Grace (+5), Improved Uncanny Dodge, Magical defense (+3)
    Holding Ground (+3), Impetuous Endurance, Resistance (+5)
    Mind Over Magic 2/day, Nondetection Cloak, Shield Ally,
Immune fear, disease
Typical Armor
    +5 oerthblooded black mithril breastplate
         (+2 luck bonus to saves vs. spells & spell-like abilities)
Typical Shield
    +5 oerthblooded black mithral light shield (+5 shield bash)
        hideaway, empyreal (magebane, ghost touch, shadow striking)

OFFENSE
Speed 30 ft., swim 30 ft.;
Typical Melee Weapons(s)
    +1 oerthblooded black mithral longsword (Master Sword)
        hideaway, holy, ghost strike, shadow striking, warning, magebane,
Typical Ranged Weapon(s)
    +1 dragonbone composite (+4) longbow,
        hideaway, seeking, shadow striking, magebane, ghost touch, distance, wounding
Space 5 ft.; Reach 5 ft.;
Base Atk +20; Epic Base Atk +5; Grp +30;
Special Attacks Smite Evil 1/day, Fearsome Display,
    Knight's Challenge 8/day, Vicious Strike
Swordsage Maneuvers and Stances Known (IL 25th, 12 readied)
    Stances—Child of Shadow (1st), Step of the Wind (1st),
        Assassin’s Stance (3rd), Pearl of Black Doubt (3rd),
        Stance of Alacrity (8th), Roots of the Mountain (3rd),
    StrikeTime Stands Still (9th), Crushing Vise (6th), Pouncing Charge (5th),
        Wolf Fang Strike (1st), Mountain Tombstone Strike (9th),
        Raging Mongoose (8th), Emerald Razor (2nd), Desert Tempest (6th);
    Boosts— Sudden Leap (1st), Burning Blade (1st), Distracting Ember (1st),
        Mind Over Body (3rd), Moment of Alacrity (6th); Inferno Blade (7th);
        Searing Blade (4th), Girallon Windmill Flesh Rip (8th), Quicksilver Motion (6th);
    Counter—Rapid Counter (5th), Feigned Opening (3rd), Zephyr Dance (3rd),
        Counter Charge (1st);
Warblade Maneuvers and Stances Known (IL 20th, 5 readied)
    Stance—Absolute Steel (3rd), Punishing Stance (1st);
    StrikeFinishing Move (7th), Adamantine Hurricane (8th), Lightning Throw (8th);
    Boost—Iron Heart Endurance (6th);
    Counter—Iron Heart Focus (5th), Lightning Recovery (4th), Wall of Blades (2nd);
    Other—Iron Heart Surge (3rd);
Crusader Maneuvers and Stances Known (IL 15th, 2 granted, 5 readied)
    Stance—Iron Guard's Glare (1st);
    Strike—Leading the Attack (1st), White Raven Strike (4th),
        White Raven Hammer (8th);
    Boost—White Raven Tactics (3rd);
    Counter—Shield Block (1st);

STATISTICS
Str 20, Dex 21, Con 22, Int 30, Wis 11, Cha 21
Weapon Group Proficiencies Basic Weapons, Light Blades,
    Heavy Blades, Firearms, Bows, Exotic Weapons, Whips,
    Crossbows, Thrown Weapons,
Feats Keen Intellect, Combat Expertise,
    Improved Combat Expertise, Multi-Weapon Fighting,
    Greater Multi-Weapon Fighting,
    Improved Multi-Weapon Fighting, Improved Initiative
Bonus Feats Kung-Fu Genius, Weapon Focus (heavy blades),
    Mounted Combat, Combat Reflexes, Weapon Finesse, Allied Defense,
    Improved Toughness
Epic Feats (2 non-epic feats for each epic feat)
    Shield Specialization, Improved Shield Bash, Shield Ward
    Knowledge Devotion (Nature), Point Blank Shot,
    Precise Shot, Far Shot, Mounted Archery
Skill Tricks Collector of Stories
Skills
Synergy
SQ Arcane Dilettante (one 1st level spell), Brains Over Brawn, Cunning Insight,
    Cunning Knowledge, Cunning Defense, Trapfinding, Battle Ardor (+10), Dual Boost
    Battle Cunning (+10), Discipline Focus, Inspiration (3 points), Vigilant Defvender (-6)
    Quick to Act (+5), Insightful Strike (+10), Divine Health, Steely Resolve,
    Weapon Bond (+1d6 dmg vs. spellcasters), Vicious Strike, Furious Counterstrike
    Armor Mastery (medium), Bulwark of Defens, Lay on hands
Defiant Defender SQ Combat Intuition (+6), Defensive Harrier (-6), Steadiness,
    Active Defense, Sure Grasp, Reign of Steel, Battle Tested,
    None Shall Pass, None Shall Flee, Contingency Plans, Fatal Finish

ABILITIES
Maneuvers: You begin your career with knowledge of six martial maneuvers. The disciplines available to you are Desert Wind, Diamond Mind, Setting Sun, Shadow Hand, Stone Dragon, and Tiger Claw.
Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by swordsages is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.
You learn additional maneuvers at higher levels, as shown on Table 1—2. You must meet a maneuver's prerequisite to learn it. See Table 3—1, page 39, to determine the highest-level maneuvers you can learn.
Upon reaching 4th level, and at every even-numbered swordsage level after that (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest- level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.
Maneuvers Readied: You can ready four of your six maneuvers known at 1st level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must still choose which maneuvers to ready. You ready your maneuvers by meditating and exercising for 5 minutes. The maneuvers you choose remain readied until you decide to meditate again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in meditation, you can change your readied maneuvers.
You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below).
You can recover an expended maneuver by using a fullround action to quickly meditate. Doing this does not provoke attacks of opportunity. If you complete your meditation, you can choose one expended maneuver to refresh. It is now available for use in a subsequent round.
Stances Known: You begin play with knowledge of one 1st-level stance from any discipline open to you. At 2nd, 5th, 9th, 14th, and 20th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.
Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.
AC Bonus: Starting at 2nd level, you can add your Intelligence modifier as a bonus to Armor Class, so long as you wear light armor, are unencumbered, and do not use a shield. This bonus to AC applies even against touch attacks or when you are flat-footed. However, you lose this bonus when you are immobilized or helpless.
Discipline Focus (Ex): As a swordsage, you can focus your training to take advantage of each discipline's fighting style. Each time you gain the discipline focus ability, select one of the six swordsage disciplines to which that focus applies. You can select a different discipline each time you gain discipline focus, but you must know at least one martial maneuver from the selected discipline. Even if you select a different discipline at higher levels, your discipline choice for earlier abilities does not change.
This focus manifests in the following ways.
Weapon Focus: At 1st level, you gain the benefit of the Weapon Focus feat for weapons associated with the chosen discipline. See the discipline descriptions in Chapter 4.
Insightful Strikes: At 4th level, you can add your Wisdom modifier as a bonus on damage rolls whenever you execute a strike from the chosen discipline. At 12th level, you can choose a second discipline to which this ability applies.
Defensive Stance: At 8th level, you gain a +2 bonus on saving throws whenever you adopt a stance from the chosen discipline. At 16th level, you can choose a second discipline to which this ability applies.
You gain a +2 bonus on Martial Lore checks made regarding a maneuver in a discipline in which you have discipline focus.
Quick to Act (Ex): You gain a +1 bonus on initiative checks. This bonus increases by 1 at 5th, 10th, 15th, and 20th level.
Sense Magic (Su): Beginning at 7th level, you can spend 10 minutes focusing upon a weapon or suit of armor. If you succeed on a level check (DC 10 + the caster level of the weapon or armor), you can identify the properties of that item, including its enhancement bonus and special abilities. This ability does not reveal the properties of artifacts or legacy weapons, though it does indicate that such items are significantly powerful.
Evasion (Ex): At 9th level, you can avoid even magical and unusual attacks with great agility. If you make a successful Reflex saving throw against an attack that normally deals damage on a successful save, you instead take no damage. Evasion can be used only if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.
Improved Evasion (Ex): From 17th level on, you gain the benefit of improved evasion. You still take no damage if you make a successful Reflex save against an attack, and even if you fail the Reflex save, you take only half damage from the attack. If you are helpless, you do not gain the benefit of improved evasion.
Dual Boost (Ex): When you reach 20th level, you can use two boost maneuvers simultaneously. whenever you initiate a boost maneuver, you can also initiate any other boost maneuver that you know as a free action. Both boosts you initiate are expended normally. You can use this ability three times per day.
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Maneuvers Readied: You can ready all three of the maneuvers you know at 1st level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. You ready your maneuvers by exercising for 5 minutes. The maneuvers you choose remain readied until you decide to exercise again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in practice, you can change your readied maneuvers. You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (until you recover them, as described below). You can recover all expended maneuvers with a single swift action, which must be immediately followed in the same round with a melee attack or using a standard action to do nothing else in the round (such as executing a quick, harmless flourish with your weapon). You cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.
Stances Known: You begin play with knowledge of one 1st level stance from any discipline open to warblades. At 4th, 10th, and 16th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.
Battle Clarity (Ex): You can enter a state of almost mystical awareness of the battlefield around you. As long as you are not flat-footed, you gain an insight bonus equal to your Intelligence bonus (maximum equals your warblade level) on your Reflex saves.
Weapon Aptitude (Ex): Your training with a wide range of weaponry and tactics gives you great skill with particular weapons. You qualify for feats that usually require a minimum number of fighter levels (such as Weapon Specialization) as if you had a fighter level equal to your warblade level –2. For example, as a 6th-level warblade, you could take Weapon Specialization, since you’re treated as being a 4th-level fighter for this purpose. These effective fighter levels stack with any actual fighter levels you have. Thus, a fighter 2/warblade 4 would also qualify for Weapon Specialization. You also have the flexibility to adjust your weapon training. Each morning, you can spend 1 hour in weapon practice to change the designated weapon for any feat you have that applies only to a single weapon (such as Weapon Focus). You must have the newly designated weapon available during your practice session to make this change. For example, if you wish to change the designated weapon for your Weapon Focus feat from greatsword to longsword, you must have a longsword available to practice with during your practice session. You can adjust any number of your feats in this way, and you don’t have to adjust them all in the same way. However, you can’t change the weapon choices in such a way that you no longer meet the prerequisite for some other feat you possess. For instance, if you have both Weapon Focus (longsword) and Weapon Specialization (longsword), you can’t change the designated weapon for Weapon Focus unless you also change the weapon for Weapon Specialization in the same way.
Uncanny Dodge (Ex): At 2nd level, you gain the ability to react to danger before your senses would normally allow you to do so. You retain your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if you are immobilized. If you already have uncanny dodge from a different class (barbarian or rogue, for example), you automatically gain improved uncanny dodge (see below) instead.
Battle Ardor (Ex): The sheer love of battle lends uncanny strength to your blows. Starting at 3rd level, you gain an insight bonus equal to your Intelligence bonus on rolls made to confirm critical hits.
Bonus Feat: At 5th level, you gain a bonus feat.
Battle Cunning (Ex): Your instinct for seizing the moment gives you a significant advantage over foes unprepared for your attack. At 7th level, you gain an insight bonus equal to your Intelligence bonus on melee damage rolls against flat-footed or flanked opponents.
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Knight's Challenge: Your dauntless fighting spirit plays a major role in your fighting style, as important as the strength of your arm or the sharpness of your blade. In battle, you use the force of your personality to challenge your enemies. You can call out a foe, shouting a challenge that boosts his confidence, or issue a general challenge that strikes fear into weak opponents and compels strong opponents to seek you out for personal combat. By playing on your enemies' ego, you can manipulate your foes.
You can use this ability a number of times per day equal to 1/2 your class level + your Charisma bonus (minimum once per day). As you gain levels, you gain a number of options that you can use in conjunction with this ability.
Even if you and your foes lack a shared language, you can still effectively communicate through body language, tone, and certain oaths and challenges you learn from a variety of different tongues.
Fighting Challenge (Ex): As a swift action, you can issue a challenge against a single opponent. The target of this ability must have an Intelligence of 5 or higher, have a language of some sort, and have a CR greater than or equal to your character level minus 2. If it does not meet these requirements, a use of this ability is expended without effect.
If the target does meet the conditions given above, you gain a +1 morale bonus on Will saves and a +1 morale bonus on attack rolls and damage rolls against the target of this ability. You fight with renewed vigor and energy by placing your honor and reputation on the line. If your chosen foe reduces you to 0 or fewer hit points, you lose two uses of your knight's challenge ability for the day because of the blow to your ego and confidence from this defeat.
The effect of a fighting challenge lasts for a number of rounds equal to 5 + your Charisma bonus (if any).
If you are capable of issuing a knight's challenge more than once per day, you can use this ability more than once in a single encounter. If your first chosen foe is defeated or flees the area, you can issue a new challenge to a different foe. You cannot switch foes if your original target is still active.
At 7th level, the bonus you gain from this ability increases to +2. At 13th level, it rises to +3. At 19th level, it increases to +4.
Test of Mettle (Ex): Starting at 4th level, you can shout a challenge to all enemies, calling out for the mightiest among them to face you in combat. Any target of this ability must have a language of some sort and an Intelligence score of 5 or higher. Creatures that do not meet these requirements are immune to the test of mettle. You must have line of sight and line of effect to the targets of this ability.
As a swift action, you can expend one use of your knight's challenge ability to cause all your enemies within 100 feet with a CR greater than or equal to your character level minus 2 to make Will saves (DC 10 + 1/2 your class level + your Cha modifier). Creatures that fail this save are forced to attack you with their ranged or melee attacks in preference over other available targets. If a foe attacks by casting a spell or using a supernatural ability, he must target you with the attack or include you in the effect's area.
An opponent compelled to act in this manner is not thrown into a mindless rage and does not have to move to attack you in melee if doing so would provoke attacks of opportunity against him. In such a case, he can use ranged attacks against you or attack any opponents he threatens as normal. If anyone other than you attacks the target, the effect of the test of mettle ends for that specific target.
If you are reduced to 0 or fewer hit points by an opponent forced to attack you due to this ability, you gain one additional use of your knight's challenge ability for that day. This additional use comes from increased confidence and the knowledge that you have proved your mettle as a knight against your enemies by calling out foes even against overwhelming odds. This additional use disappears if you have not used it by the start of the next day. You can only gain one additional use of your knight's challenge ability in this manner per day.
The effect of a test of mettle lasts for a number of rounds equal to 5 + your Charisma bonus (if any). Whether a creature fails or succeeds on its save against your test of mettle, it can only be targeted by this effect once per day.
Call to Battle (Ex): Starting at 8th level, you become an inspiring figure on the battlefield. When all seems lost, you are a beacon of hope who continues to fight on despite the odds. No cause is yet lost when a knight still battles on its name.
As a swift action, you can expend one use of your knight's challenge ability to grant an ally another save against a fear effect. The target gains a bonus on this save equal to your Charisma bonus (if any). If the target succeeds on this save, he gains the benefit for a successful save against the attack or spell. This ability reflects your talent to inspire your allies in the face of a daunting foe. For example, Lidda fails her save against a lich's fear spell. On his next action, Sir Agrivail uses his call to battle ability to grant Lidda another save. If she succeeds, she immediately shrugs off the effect of the fear spell.
Daunting Challenge (Ex): Starting at 12th level, you can call out opponents, striking fear into the hearts of your enemies. In this manner you separate the strong-minded from the weak-willed, allowing you to focus on opponents that are worthy foes.
As a swift action, you can expend one use of your knight's challenge ability to issue a daunting challenge. This ability affects all creatures within 100 feet of you that have a CR less than your character level minus 2. Targets must be able to hear you, speak or understand a language of some sort, and have an Intelligence score of 5 or more. All targets who meet these conditions must make Will saves (DC 10 + 1/2 your class level + your Cha modifier) or become shaken.
Whether a creature fails or succeeds on its save against your daunting challenge, it can only be targeted by this effect once per day.
Bond of Loyalty (Ex): Starting at 16th level, your loyalty to your comrades endures even in the face of powerful magic. You can expend one use of your knight's challenge ability to make an additional saving throw against a mind- affecting spell or ability. You can use this ability once per round as a free action and can continue to use it even if an opponent is controlling your actions with a mind-affecting spell or ability.
Loyal Beyond Death (Ex): At 20th level, if you are reduced to 0 or fewer hit points by an effect that otherwise leaves your body intact, you can expend one use of your knight's challenge ability to remain conscious and continue to act for 1 more round before dying. You can use this ability even if your hit point total is —10 or lower. If your body is somehow destroyed before your next action (such as by disintegrate), then you cannot act. You can continue to expend uses of your knight's challenge ability to survive from round to round until you run out of uses. If you receive healing that leaves you with more than —10 hit points, you survive (or fall unconscious, as appropriate to your new hit point total) when you stop using this ability. Otherwise, death overtakes you when you run out of uses of your knight's challenge ability.
The Knight's Code: You fight not only to defeat your foes but to prove your honor, demonstrate your fighting ability, and win renown across the land. The stories that arise from your deeds are just as important to you as the deeds them- selves. A good knight hopes that her example encourages others to lead righteous lives. A neutral knight wishes to uphold the cause of his liege (if he has one) and win glory. An evil knight seeks to win acclaim across the land and increase her own personal power. The knight's code focuses on fair play: A victory achieved through pure skill is more difficult, and hence wins more glory, than one achieved through trickery or guile.
  • A knight does not gain a bonus on attack rolls when flanking. You still confer the benefit of a flanking position to your ally, but you forgo your own +2 bonus on attack rolls. You can choose to keep the +2 bonus, but doing so violates your code of honor (see below).
  • A knight never strikes a flat-footed opponent. Instead, you allow your foe to ready himself before attacking.
  • A knight never deals lethal damage against a helpless foe. You can strike such a foe, but only with attacks that deal nonlethal damage.
If you violate any part of this code, you lose one use of your knight's challenge ability for the day. If your knight's challenge ability is not available when you violate the code (for example, if you have exhausted your uses for the day), you take a —2 penalty on attack rolls and saves for the rest of that day. Your betrayal of your code of conduct undermines the foundation of confidence and honor that drives you forward.
While you cleave to your view of honor, chivalry, and pursuit of glory, you do not force your views on others. You might chide a rogue for sneaking around a battlefield, but you recognize (and perhaps even feel a bit smug about) the reality that not everyone is fit to follow the knight's path.
Mounted Combat: At 2nd level, you gain Mounted Combat as a bonus feat.
Shield Block (Ex): Starting at 2nd level, you excel in using your armor and shield to frustrate your enemy's attacks. During your action, designate a single opponent as the target of this ability. Your shield bonus to AC against that foe increases by 1, as you move your shield to deflect an incoming blow, possibly providing just enough protection to turn a telling swing into a near miss.
This shield bonus increases to +2 at 11th level and +3 at 20th level.
Bulwark of Defense (Ex): When you reach 3rd level, an opponent that begins its turn in your threatened area treats all the squares that you threaten as difficult terrain. Your strict vigilance and active defensive maneuvers force your opponents to move with care.
Armor Mastery (Ex): Starting at 4th level, you are able to wear your armor like a second skin and ignore the standard speed reduction for wearing medium armor. Starting at 9th level, you ignore the speed reduction imposed by heavy armor as well.
Bonus Feat: At 5th level, you gain a bonus feat chosen from the following list: Animal Affinity, Diehard, Endurance, Great Fortitude, Iron Will, Quick Draw, Ride-By Attack, Spirited Charge, Trample, or Weapon Focus (lance). You must still meet any prerequisites for the feat. You gain an additional bonus feat from this list at 10th level and again at 15th level.
Vigilant Defender (Ex): Starting at 5th level, you stand your ground against all enemies, warding the spot where you make your stand to prevent foes from slipping past and attacking those you protect. If an opponent attempts to use the Tumble skill to move through your threatened area or your space without provoking attacks of opportunity, the Tumble check DC to avoid your attacks of opportunity increases by an amount equal to your class level.
Shield Ally (Ex): Starting at 6th level, as an immediate action you can opt to absorb part of the damage dealt to an adjacent ally. Each time this ally takes damage from a physical attack before your next turn, you can take half this damage only absorb damage from physical melee attacks and ranged attacks, such as an incoming arrow or a blow from a sword, not from spells and other effects.
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Inspiration: The factotum is a dabbler, a professional explorer who plunders a wide variety of fields to find the tools he needs to survive. He reads through tomes of arcane magic to gain a basic understanding of spells. He offers prayers to a variety of deities to gain their blessings. He observes warrior stances and exercises to understand the art of fighting. But while a factotum learns many paths, he masters none of them. Rather than train in a given field, he masters all the basics and manages to pull out something useful when the situation is desperate enough.
To represent this seemingly random body of knowledge, a factotum gains inspiration points that he can spend to activate his abilities. At the beginning of each encounter, he gains a number of inspiration points determined by his level (see Table 1–1).
Cunning Insight (Ex): Before making an attack roll, damage roll, or saving throw, you can spend 1 inspiration point to gain a competence bonus on the roll equal to your Intelligence modifier. Cunning insight does not require an action, and you can use it as often as you wish during your turn or others’ turns—provided that you have the inspiration points to spend. Because this ability provides a competence bonus, it does not stack with itself.
Cunning Knowledge (Ex): When making a check involving a skill in which you have at least 1 rank, you can spend 1 inspiration point to gain a bonus on the check equal to your factotum level. You can use this ability once per day for a particular skill. For example, if you use cunning knowledge to gain a bonus on a Hide check, you cannot use the ability to improve other Hide checks for the rest of the day, though you can use it on different skills.
Trapfinding (Ex): You can use the Search skill to locate traps with a DC higher than 20, and you can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature (PH 50).
Arcane Dilettante (Sp): At 2nd level, you acquire a vague understanding of magic. You know that with a few weird hand gestures and an array of grunts and bizarre words, you can conjure up something that looks like a spell. By spending 1 inspiration point, you can mimic a spell as a spell-like ability.
At the start of each day, choose a number of spells from the sorcerer/wizard spell list based on your factotum level. You can choose one spell at 2nd level, and you gain additional spells as shown on Table 1–1. The maximum level of spell you can use, according to your class level, is also shown on the table. You can select any sorcerer/wizard spell up to that level, but you can prepare only one spell of your maximum level. Your caster level equals your level in this character class. The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Int modifier.
Once you have used a spell, you cannot use it again until you have rested for 8 hours. After resting for this time, you choose new spells and lose any unused spells from the previous day, though you can select the same spell on consecutive days. You cannot prepare the same spell multiple times to use it more than once during the same day.
You cannot use spells that require an XP cost. You must otherwise provide the necessary material components as normal.
If you wish to enhance a spell with a metamagic feat, you must apply the feat when you prepare the spell. In addition, you must be capable of using a spell of the modified spell’s level.
Brains over Brawn (Ex): At 3rd level, you gain your Intelligence bonus as a modifier on Strength checks, Dexterity checks, and checks involving skills based on Strength or Dexterity, such as Hide, Climb, and Jump.
Cunning Defense (Ex): You study your opponents and learn to anticipate their attacks. Starting at 3rd level, you can spend 1 inspiration point to gain your Intelligence bonus as a dodge bonus to Armor Class against one opponent for 1 round. Using this ability is a free action. You gain this benefit even while wearing medium or heavy armor. You can use this ability multiple times to gain a bonus against different opponents, but you cannot use it more than once during your turn against a single foe.
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Aura of Good (Ex): The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level, just like the aura of a cleric of a good deity.
Detect Evil (Sp): At will, a paladin can use detect evil, as the spell.
Smite Evil (Su): Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. For example, a 13th-level paladin armed with a longsword would deal 1d8+13 points of damage, plus any additional bonuses for high Strength or magical affects that would normally apply. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table 3–12: The Paladin, to a maximum of five times per day at 20th level.
Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Lay on Hands (Su): Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level × her Charisma bonus. For example, a 7th-level paladin with a 16 Charisma (+3 bonus) can heal 21 points of damage per day. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.
Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.
Aura of Courage (Su): Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions while the paladin is conscious, but not if she is unconscious or dead.
Divine Health: At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases (such as mummy rot and lycanthropy).
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Resistance (Su): At 2nd level, a hexblade gains a bonus equal to his Charisma bonus (minimum +1) on saving throws against spells and spell-like effects.
Mettle (Ex): At 3rd level and higher, a hexblade can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping hexblade does not gain the benefit of mettle.
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Weapon Finesse (Ex): A swashbuckler gains Weapon Finesse as a bonus feat at 1st level even if she does not qualify for the feat.
Grace (Ex): A swashbuckler gains a +1 competence bonus on Reflex saves at 2nd level. This bonus increases to +2 at 11th level and to +3 at 20th level. A swashbuckler loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.
Insightful Strike (Ex): At 3rd level, a swashbuckler becomes able to place her finesse attacks where they deal greater damage. She applies her Intelligence bonus (if any) as a bonus on damage rolls (in addition to any Strength bonus she may have) with any light weapon, as well as any other weapon that can be used with Weapon Finesse, such as a rapier, whip, or spiked chain. Targets immune to sneak attacks or critical hits are immune to the swashbuckler's insightful strike. A swashbuckler cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.
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Magical Defense (Ex): An occult slayer's constant training in countering magic of all types manifests itself as a bonus on saving throws against spells or spell-like abilities. This bonus is +1 at 1st level, and it increases to +2 at 3rd level and to +3 at 5th level.
Weapon Bond (Su): An occult slayer must choose a particular weapon of at least masterwork quality as the focus of her power. Upon making her selection, she immediately forms a bond with the chosen weapon that imbues it with the force of her hatred for spellcasters. Thereafter, any successful attack she makes with that weapon against a spellcaster or a creature with spell-like abilities deals an extra 1d6 points of damage. If this particular weapon is lost or destroyed, the occult slayer loses the ability to deal the extra damage until she acquires and bonds with another weapon of the same kind of at least masterwork quality. The occult slayer must spend one day per character level practicing with the replacement weapon (and doing very little else—no adventuring) to create a new weapon bond.
Mind over Magic (Su): Starting at 2nd level, an occult slayer can cause a spell or spell-like ability targeted against her to rebound onto the originator as a free action. This ability otherwise functions as the spell turning spell (caster level equals the character's occult slayer level + 5). An occult slayer can use this ability once per day at 2nd level and twice per day at 4th level.
Vicious Strike (Ex): At 2nd level and higher, an occult slayer who readies an attack action to disrupt a spellcaster deals double damage if the attack hits.
Auravision (Su): At 3rd level, an occult slayer gains the ability to see magical auras at a range of up to 60 feet as a free action. This ability otherwise functions as the detect magic spell. The character cannot use this ability to determine anything but the number of magical auras present.
Nondetection Cloak (Su): Upon reaching 4th level, an occult slayer (and any gear she wears or carries) becomes more difficult to locate through divinations such as clairaudience/clairvoyance, locate object, and other detection spells. The occult slayer gains magical protection from divinations equivalent to a nondetection spell (caster level equals the character's occult slayer level), except that it affects only the occult slayer and her possessions.
Blank Thoughts (Ex): At 5th level, an occult slayer can induce within herself a state of mental absence, thereby becoming immune to mind-affecting effects (charms, compulsions, patterns, phantasms, and morale effects). She can suppress or resume this ability as a free action.


SOME ITEMS
Dragonsight Goggles
Necklace of Aquatic Adaptation
Superior Gloves of Balanced Hands (Multi-Weapon Fighting Feats)
Cloak of Comfort +5
Ring of Protection +5
Marathon Boots (grant Run and Endurance)



Xukhezur Kavinath

Xukhezur Kavinath (voice) is an arctic "grimaskari" mechamancer. He stands about three inches over six feet tall, with pale gray hairless skin, glossy black eyes, and a broad muscular build. He often conjures an articulated, form fitting suit of ablative, stabilized protomatter over an undershirt, breeches, knee high boots and fingerless leather gloves. He also wears a pocketed nightscale utility belt.

He is about forty-two years of age, despite having been born nearly a century and a half ago. Upon acquiring and exercising the level of skill required to scribe a very particular and powerful scroll, he entrusted his mentor to cast its effect upon him and a well fashioned magic ring made of black dragonbone. He now shares a connection to this "Ring of Ages", allowing him to draw upon its strange, inanimate resilience whenever he wears it, in effect halting the aging process. This ring is virtually indestructible while he lives, but if separated from it, Xukhezur would be slightly weakened until he could reclaim it. However, thankfully the connection he shares with it would allow him to sense its location, wherever it might be if on the same plane.

As a mechamancer, which is a type of artificer, Xukhezur is a crafter of various objects, constructs and magic implements, and capable of manipulating them by means of imbuing them with magic infusions. Utilizing the assistance of a magically conjured minion and small contingent of construct servitors, he also builds, maintains and pilots constructs with the mecha subtype. In addition, he is relatively accomplished in martial arts, exploration, tracking, and loreseeking, often employing a number of optic orb homunculi as a means of surveillance and scouting.

Xukhezur can be hired to build or create a vast array of objects and devices for a prospective client, as a means of advancing his own projects, and has also taken to adventuring, contractual mission assignments and remote mercantile enclaves as a means of financing them. He loves the challenge and satisfaction he gets from accomplishing difficult and often risky tasks on behalf of his people. Raised in the reasonably comfortable household environment maintained by his parents, he took quickly to learning the skills of his father, Kavuzaar, until it was obvious he would need more advanced tutelage. He was approached and recruited as an apprentice within a few days of submitting his application to the various guilds of magical artifice. His new mentor, was a skilled artificer named Nur'Zod, who guided him for the next thirty years, as he developed his craft and tested their applications in the fields of exploration and combat.

Xukhezur in a protomorphic jump suit.
In the decades since, his restless appetite for discovery has often led him far afield, beyond the comforts of his homeland. He lives to serve his people in an almost competitive manner, that he might occasionally return to present or demonstrate the products of his accomplishments in an open forum, and take in the welcoming praise and share accounts of his endeavors.

Medieval Fantasy Version
From among his various creations, he often utilizes a mecha effigy construct simply dubbed "Shroud".  Xukhezur is also an interplanar and interplanetary explorer hailing from the growing nation sprouting from the city of Deep Imaskar on the world of Toril.  He is often sent on errands and assignments by the various imaskari enclaves, using their powerful portal terminals as a means of transportation. These portals are capable of establishing a two-way portal with almost any other location that isn't properly warded or subjected to adverse magical conditions, be it on another plane or planet. The portal magic of the imaskari has its roots in the reverse engineering of batrachi devices that they discovered, starting about 9,500 years ago.

Future Fantasy Version
Xukhezur is also a dimensional explorer who has crossed over from an alternate version of reality where both technology and magic prevail. He typically utilizes a suit of robotic power armor, simply dubbed "Rubicon" for scouting, and when engaging enemies in battle.

Statistical Write Up
What lies below, is a draft of Xukhezur Kavinath created by gestalting the non-caster classes without adjusting the effective level, as an attempt to balance those levels against caster class levels. These stats reflect the character when he is not occupying a construct with the mecha subtype. Clearly this information can be adjusted to better fit the parameters of whatever game or role play he may become a part of.

Xukhezur Kavinath CR 30
    5 Artificer, 20 Mechamancer, *5 non-caster gestalt levels
        *Gestalt A // 3 Factotum, 2 Unarmed Swordsage
        *Gestalt B // 2 Survivor, 1 Lion Totem Brb, 1 Warblade, 1 Arcane Hunter
N Medium Humanoid (human);
Init +23 (+4 Dex, +15 Int, +4 racial);
Senses arcane sight, battlemagic perception, darkvision 60 ft.,
    superior low-light vision, Listen +26, Spot +35;
Languages Undercommon, Roushoum, Common,
    Dwarven, Gnome, Terran, Elven (drow);

DEFENSE  (when not occupying a construct with the mecha subtype)
AC 35, touch 29, flat-footed 35 (+6 armor, +4 Dex, +15 Int);
hp 310 (5d6+20d4+4d12+1d8+210);
Fort +26, Ref +22, Will +34;
Racial Modifiers +2 electricity effects, +2 deafness,
    +4 disease, +4 inhaled and ingested poisons,
    +4 starvation, +4 dehydration, +4 altitude
Defensive Abilities AC Bonus, Battle Clarity (+1), Evasion,
    Fast Healing 2, Improved Evasive Action, Mettle,
    Resurgent, Uncanny Dodge, Cannot be flanked
DR 1/-; Resist acid 15, cold 25, electricity 20, fire 15, sonic 15;
Typical Armor
    Protomorphic Jump Suit infusion
        w/ Magic Vestment infusion;

OFFENSE (when not occupying a construct with the mecha subtype)
Speed 40 ft.;
Typical Melee Weapon(s)
    +5 unarmed strike +30 (1d6+12, see gear)
        w/ Greater Magic Weapon infusion;
Typical Ranged Weapon(s)
    +5 unarmed strike +28 (1d6+12, see gear)
        w/ Greater Magic Weapon infusion;
Space 5 ft.; Reach 5 ft.;
Base Atk +13; Epic Base Atk +5; Grp +24;
Special Attacks Pounce
Infusions Per Day (CL 30th)
    8/8/8/7/7/7/4/3/3
Epic Spells Known (CL 30th, 3 slots)
    ...to be determined;
Swordsage Maneuvers and Stances Known (IL 16th, 4 readied)
    Stances—Assassin’s Stance (3rd), Pearl of Black Doubt (3rd);
    Boosts— Burning Blade (1st), Distracting Ember (1st),
        Mind Over Body (3rd), Moment of Alacrity (6th);
    Counter—Zephyr Dance (3rd), Counter Charge (1st);
    Other—Shadow Stride (5th);
Warblade Maneuvers and Stances Known (IL 15th, 3 readied)
    Stance—Punishing Stance (1st);
    Boost—Iron Heart Endurance (6th);
    Counter—Iron Heart Focus (5th);
    Other—Iron Heart Surge (3rd);

STATISTICS (when not occupying a construct with the mecha subtype)
Str 23, Dex 19, Con 25, Int 40 (+8 gear), Wis 13, Cha 13
Character Traits Passionate (+1 fort, -1 will), Jumpy (+1 ref, -1 will)
Weapon Group Proficiencies Basic Weapons, Druid Weapons,
    Maces/Clubs, Light Blades, Heavy Blades, Firearms,
    Bows, Exotic Weapons, Chains and Flails, Crossbows,
    Monk Weapons, Thrown Weapons,
Feats Keen Intellect, Extend Spell, Rapid Spell, Echoing Spell,
    Persistent Spell, Twin Spell, Kung-Fu Genius
Bonus Feats Scribe Scroll, Craft Wondrous Item, Quicken Spell,
    Craft Magic Arms and Armor, Craft Construct, Chain Spell,
    Improved Unarmed Strike, Knowledge Devotion,
    Weapon Focus (unarmed strike, dagger, short sword, sai),
Mechamancer Bonus Feats Mecha Operation,
    Mecha Weapons Proficiency, Eschew Materials
Epic Feats (2 non-epic feats for each epic feat)
    Ignore Material Components, Practiced Spellcaster [Artificer],
    Node Spellcasting [Earth], Metanode Spell, Epic Spellcasting,
    Additional Traits [Magical Knack (Artificer), Heart of Clay]
Mechamancer Epic Bonus Feats
    Improved Spell Capacity x3
Item Granted Feats Endurance, Run,
    Mutli-Weapon Fighting, Improved Multiweapon Fighting
    Greater Mutli-Weapon Fighting
Skill Tricks Collector of Stories
Skills Appraise +20, Balance +26, Bluff +18, Climb +21,
    Concentration +40, Craft (sculpting) +23,
    Decipher Script +20 (+23 w/ scrolls), Disable Device +35,
    Disguise +1, Diplomacy +16, Escape Artist +23, Forgery +15,
    Handle Animal +2, Heal +20, Hide +25, Gather Information +12,
    Intimidate +4, Jump +23, Knowledge (arcana) +45,
    Knowledge (dungeoneer, engineer, local, nature, planes, religion) +25,
    Knowledge (prestige, geography, history, psionics) +20,
    Listen +26, Move Silently +27, Profession (pilot) +34,
    Psicraft +32 (+34 w/ power stones), Ride +19, Search +35,
    Sense Motive +35, Sleight of Hand +19,
    Spellcraft +52 (+56 w/ scrolls), Spot +35, Survival +20, Swim +21,
    Tumble +28, Use Magic Device +34 (+40 w/ scrolls),
    Use Psionic Device +34 (+37 w/ power stones);
Synergy +2 Balance, +7 Diplomacy, +3 Gather Information, +2 Jump,
    +3 Intimidate, +2 Knowledge (nature), +2 Psicraft, +4 Spellcraft,
    +3 Sleight of Hand, +2 Survival
Racial  +2 Bluff, +2 Intimidate, +4 Escape Artist,
    +6 Balance, +4 Tumble, +4 Spot, +2 Listen,
Gear +6 Hide,  +8 Move Silently
Gear SQ Hide in Plain Sight
Graft SQ Bioshock (1d4), Silthilar Recovery
SQ Arcane Dilettante (one 1st level spell), Artificer Knowledge, Artisan Bonus,
    Brains Over Brawn, Craft Reserve, Cunning Insight, Cunning Knowledge,
    Cunning Defense, Disable Trap, Discipline Focus,
    Favored Enemies [arcanists +4, evil outsiders +2], Inspiration (3 points),
    Item Creation, Poison Use, Quick to Act, Retain Essence, Wild Empathy;
Mechamancer SQ Artificer Features, Call Construct (1/day),
    Reinforce Construct, Blink Aboard (1/minute), Mechamancy,
    Hold Fast +2, Proven Jockey, Masterful Jockey, Final Reinforcements,
    Protomorphic Domain, Construct Expertise (+10 and 50% gp cost)

SPECIAL ABILITIES
Xukhezur's ability scores each include a +5 inherit bonus.
Infusions: An artificer is not a spellcaster, but he does have the ability to imbue items with magical infusions. Infusions are neither arcane nor divine; they are drawn from the artificer infusion list (see Chapter 5: Magic). They function just like spells and follow all the rules for spells. For example, an infusion can be dispelled, it will not function in an antimagic area, and an artificer must make a Concentration check if injured while imbuing an item with an infusion.
    An artificer can imbue an item with any infusion from the list without preparing the infusion ahead of time. Unlike a sorcerer or bard, he does not select a subset of the available infusions as his known infusions; he has access to every infusion on the list that is of a level he can use.
    It is possible for an artificer to learn infusions that are not on the normal artificer infusion list. These might include ancient infusions he finds in the ruins of Xen'drik or secret infusions known only to the members of certain guilds or organizations. When he encounters such an infusion, an artificer can attempt to learn it by making a Spellcraft check (DC 20 + spell level). If this check succeeds, he adds the infusion to his list. If not, he can try again when he gains another rank in Spellcraft, assuming he still has access to the new infusion.
    To imbue an item with an infusion, an artificer must have an Intelligence score equal to at least 10 + the infusion level (Int 11 for 1st-level infusions, Int 12 for 2nd-level infusions, and so forth). The save DC is Intelligence-based.
    Like spellcasters, an artificer can use only a certain number of infusions of a particular level per day. His base daily infusion allotment is given on the accompanying table. In addition, he receives extra infusions per day if he has a sufficiently high Intelligence score (see Table 1—1: Ability Modifiers and Bonus Spells, page 8 of the Player's Handbook).
    An artificer's infusions can only be imbued into an item or a construct (including warforged). He cannot, for example, simply imbue an ally with bull's strength. He must instead imbue that ability into an item his ally is wearing. The item then functions as a belt of giant strength for the duration of the infusion. He can, however, imbue bull's strength directly on a construct or a character with the living construct subtype, and infusions such as repair light damage and iron construct function only when imbued on such characters.
    Many infusions have long casting times, often 1 minute or more. An artificer can spend 1 action point to imbue any infusion in 1 round (like a spell that takes 1 round to cast).
    Like a spellcaster, an artificer can apply metamagic feats he knows to his infusions. Like a sorcerer, an artificer can apply a metamagic feat to an infusion spontaneously, but doing this requires extra time. An artificer can craft alchemical items as though he were a spellcaster.
    An artificer cannot automatically use a spell trigger or spell completion item if the equivalent spell appears on his infusion list. For example, an artificer must still employ the Use Magic Device skill to use a wand of light, even though light appears on his infusion list.
Each day, an artificer must focus his mind on his infusions. He needs 8 hours of rest, after which he spends 15 minutes concentrating. During this period, the artificer readies his mind to hold his daily allotment of infusions. Without such a period of time to refresh himself, the character does not regain the infusion slots he used up the day before. Any infusions used within the last 8 hours count against the artificer's daily limit.
    An artificer never requires a divine focus to imbue an item with an infusion. In cases where an infusion duplicates a spell that requires either a material component or a divine focus, or requires either an arcane focus or a divine focus, the artificer uses the arcane material component or arcane focus.
Craft Reserve: An artificer receives a pool of points he can spend instead of experience points when crafting a magic item. Each time the artificer gains a new level, he receives a new craft reserve; leftover points from the previous level do not carry over. If the points are not spent, they are lost. An artificer can also use his craft reserve to supplement the XP cost of the item he is making, taking a portion of the cost from his craft reserve and a portion from his own XP.
Artificer Knowledge: An artificer can make a special artificer knowledge check with a bonus equal to his artificer level + his Int modifier to detect whether a specific item has a magical aura.
    The artificer must hold and examine the object for 1 minute. A successful check against DC 15 determines that the object has magical qualities, but does not reveal the specific powers of the item.
    An artificer cannot take 10 or take 20 on this check. A particular item can only be examined in this fashion one time; if the check fails, the artificer can learn no more about that object.
Artisan Bonus: An artificer gains a +2 bonus on Use Magic Device checks to activate an item of a kind for which he has the prerequisite item creation feat. For example, an artificer who has the Craft Wand feat gains a +2 bonus on checks to use a spell from a wand.
Disable Trap: An artificer can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create the trap.
    An artificer can use the "Disable Device"skills/disable-device/ skill to disarm magic traps. Usually the DC is 25 + the level of the spell used to create the trap.
    An artificer who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.
Item Creation (Ex): An artificer can create a magic item even if he does not have access to the spells that are prerequisites for the item. The artificer must make a successful Use Magic Device check (DC 20 + caster level) to emulate each spell normally required to create the item. Thus, to make a 1st-level wand of magic missile, an artificer would need a Use Magic Device check result of 21 or higher.' To create a bottle of air (caster level 7th), he would need a check result of 27 or higher to emulate the water breathing prerequisite.
    The artificer must make a successful check for each prerequisite for each item he makes. If he fails a check, he can try again each day until the item is complete (see Creating Magic Items, page 282 of the Dungeon Master's Guide). If he comes to the end of the crafting time and he has still not successfully emulated one of the powers, he can make one final check—his last-ditch effort, even if he has already made a check that day. If that check also fails, then the creation process fails and the time, money, and XP expended to craft the item are lost.
    For purposes of meeting item prerequisites, an artificer's effective caster level equals his artificer level +2. If the item duplicates a spell effect, however, it uses the artificer's actual level as its caster level. Costs are always determined using the item's minimum caster level or the artificer's actual level (if it is higher). Thus, a 3rd-level artificer can make a scroll of fireball, since the minimum caster level for fireball is 5th. He pays the normal cost for making such a scroll with a caster level of 5th: 5 X 3 X 12.5 = 187 gp and 5 sp, plus 15 XP. But the scroll's actual caster level is only 3rd, and it produces a weak fireball that deals only 3d6 points of damage.
    An artificer can also make Use Magic Device checks to emulate non-spell requirements, including alignment and race, using the normal DCs for the skill. He cannot emulate skill or feat requirements, however, including item creation feat prerequisites. He must meet the caster level prerequisite, including the minimum level to cast a spell he stores in a potion, wand, or scroll.
    An artificer's infusions do not meet spell prerequisites for creating magic items. For example, an artificer must still employ the Use Magic Device skill to emulate the light spell to create a wand of light, even though light appears on his infusion list.
    Magic items created by an artificer are considered neither arcane nor divine.
Bonus Feat: An artificer gains every item creation feat as a bonus feat at or near the level at which it becomes available to spellcasters. He gets Scribe Scroll as a bonus feat at 1st level, Brew Potion at 2nd level, Craft Wondrous Item at 3rd level, Craft Magic Arms and Armor at 5th level, Craft Wand at 6th level, Craft Rod at 9th level, Craft Staff at 12th level, and Forge Ring at 14th level.
    In addition, an artificer gains a bonus feat at 4th level and every four levels thereafter (8th, 12th, 16th, and 20th). For each of these bonus feats, the artificer must choose a metamagic feat or a feat from the following list: Attune Magical Weapon, Craft Construct (see the Monster Manual, page 303), Exceptional Artisan, Extra Rings, Extraordinary Artisan, Legendary Artisan, Wand Mastery.
Craft Homunculus (Ex): At 4th level, an artificer can create a homunculus as if he had the Craft Construct feat. He must emulate the spell requirements (arcane eye, mending, and mirror image) as normal for making a magic item, and he must pay all the usual gold and XP costs (though he can spend points from his craft reserve). An artificer can also upgrade an existing homunculus that he owns, adding 1 Hit Die at a cost of 2,000 gp and 160 XP.
    If an artificer gives his homunculus more than 6 Hit Dice, it becomes a Small creature and advances as described in the Monster Manual (+4 Str, —2 Dex, damage increases to Id6). The homunculus also gains 10 extra hit points for being a Small construct.
    An artificer's homunculus can have as many Hit Dice as its master's Hit Dice minus 2. No matter how many Hit Dice it has, a homunculus never grows larger than Small.
Retain Essence (Su): At 5th level, an artificer gains the ability to salvage the XP from a magic item and use those points to create another magic item. The artificer must spend a day with the item, and he must also have the appropriate item creation feat for the item he is salvaging. After one day, the item is destroyed and the artificer adds the XP it took to create the item to his craft reserve. These points are lost if the artificer does not use them before gaining his next level.
    For example, an artificer wants to retain the essence of a wand of summon monster IV that has 20 charges. Originally created (like all wands) with 50 charges, it required 840 XP when initially made, or 16.8 XP (840 – 50) per charge. The artificer is able to recover the XP from the remaining charges. He puts 336 XP (16.8 X 20) into his craft reserve.
AC Bonus (Ex): Xukhezur may add his Intelligence bonus to Armor Class, so long as he is unencumbered and is wearing light or no armor, and is not using a shield. This bonus to AC applies even against touch attacks or when he is flat-footed. However, he loses this bonus when she is immobilized or helpless. 
Swordsage Maneuvers Readied: You can ready four of your six maneuvers known at 1st level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must still choose which maneuvers to ready. You ready your maneuvers by meditating and exercising for 5 minutes. The maneuvers you choose remain readied until you decide to meditate again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in meditation, you can change your readied maneuvers. You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per  encounter (unless you recover them, as described below).
You can recover an expended maneuver by using a full-round action to quickly meditate. Doing this does not provoke attacks of opportunity. If you complete your meditation, you can choose one expended maneuver to refresh. It is now available for use in a subsequent round.
Swordsage Stances Known: You begin play with knowledge of one 1st-level stance from any discipline open to you. At 2nd, 5th, 9th, 14th, and 20th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.
    Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.
Discipline Focus (Ex): As a swordsage, you can focus your training to take advantage of each discipline's fighting style. Each time you gain the discipline focus ability, select one of the six swordsage disciplines to which that focus applies. You can select a different discipline each time you gain discipline focus, but you must know at least one martial maneuver from the selected discipline. Even if you select a different discipline at higher levels, your discipline choice for earlier abilities does not change.
    This focus manifests in the following ways.
    Weapon Focus: At 1st level, you gain the benefit of the Weapon Focus feat for weapons associated with the chosen discipline. See the discipline descriptions in Chapter 4.
    Insightful Strikes: At 4th level, you can add your Wisdom modifier as a bonus on damage rolls whenever you execute a strike from the chosen discipline. At 12th level, you can choose a second discipline to which this ability applies.
    Defensive Stance: At 8th level, you gain a +2 bonus on saving throws whenever you adopt a stance from the chosen discipline. At 16th level, you can choose a second discipline to which this ability applies.
    You gain a +2 bonus on Martial Lore checks made regarding a maneuver in a discipline in which you have discipline focus.
Quick to Act (Ex): You gain a +1 bonus on initiative checks. This bonus increases by 1 at 5th, 10th, 15th, and 20th level.
Warblade Maneuvers Readied: You can ready all three of the maneuvers you know at 1st level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. You ready your maneuvers by exercising for 5 minutes. The maneuvers you choose remain readied until you decide to exercise again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in practice, you can change your readied maneuvers. You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (until you recover them, as described below). You can recover all expended maneuvers with a single swift action, which must be immediately followed in the same round with a melee attack or using a standard action to do nothing else in the round (such as executing a quick, harmless flourish with your weapon). You cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.
Warblade Stances Known: You begin play with knowledge of one 1st level stance from any discipline open to warblades. At 4th, 10th, and 16th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.
Battle Clarity (Ex): You can enter a state of almost mystical awareness of the battlefield around you. As long as you are not flat-footed, you gain an insight bonus equal to your Intelligence bonus (maximum equals your warblade level) on your Reflex saves.
Inspiration: The factotum is a dabbler, a professional explorer who plunders a wide variety of fields to find the tools he needs to survive. He reads through tomes of arcane magic to gain a basic understanding of spells. He offers prayers to a variety of deities to gain their blessings. He observes warrior stances and exercises to understand the art of fighting. But while a factotum learns many paths, he masters none of them. Rather than train in a given field, he masters all the basics and manages to pull out something useful when the situation is desperate enough.
   To represent this seemingly random body of knowledge, a factotum gains inspiration points that he can spend to activate his abilities. At the beginning of each encounter, he gains a number of inspiration points determined by his level (3 points at 3rd level).
Cunning Insight (Ex): Before making an attack roll, damage roll, or saving throw, you can spend 1 inspiration point to gain a competence bonus on the roll equal to your Intelligence modifier. Cunning insight does not require an action, and you can use it as often as you wish during your turn or others’ turns—provided that you have the inspiration points to spend. Because this ability provides a competence bonus, it does not stack with itself.
Cunning Knowledge (Ex): When making a check involving a skill in which you have at least 1 rank, you can spend 1 inspiration point to gain a bonus on the check equal to your factotum level. You can use this ability once per day for a particular skill. For example, if you use cunning knowledge to gain a bonus on a Hide check, you cannot use the ability to improve other Hide checks for the rest of the day, though you can use it on different skills.
Arcane Dilettante (Sp): At 2nd level, you acquire a vague understanding of magic. You know that with a few weird hand gestures and an array of grunts and bizarre words, you can conjure up something that looks like a spell. By spending 1 inspiration point, you can mimic a spell as a spell-like ability.
At the start of each day, choose a number of spells from the sorcerer/wizard spell list based on your factotum level. You can choose one spell at 2nd level, and you gain additional spells as shown on Table 1–1. The maximum level of spell you can use, according to your class level, is also shown on the table. You can select any sorcerer/wizard spell up to that level, but you can prepare only one spell of your maximum level. Your caster level equals your level in this character class. The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Int modifier.
    Once you have used a spell, you cannot use it again until you have rested for 8 hours. After resting for this time, you choose new spells and lose any unused spells from the previous day, though you can select the same spell on consecutive days. You cannot prepare the same spell multiple times to use it more than once during the same day.
    You cannot use spells that require an XP cost. You must otherwise provide the necessary material components as normal.
    If you wish to enhance a spell with a metamagic feat, you must apply the feat when you prepare the spell. In addition, you must be capable of using a spell of the modified spell’s level.
Brains over Brawn (Ex): At 3rd level, you gain your Intelligence bonus as a modifier on Strength checks, Dexterity checks, and checks involving skills based on Strength or Dexterity, such as Hide, Climb, and Jump.
Cunning Defense (Ex): You study your opponents and learn to anticipate their attacks. Starting at 3rd level, you can spend 1 inspiration point to gain your Intelligence bonus as a dodge bonus to Armor Class against one opponent for 1 round. Using this ability is a free action. You gain this benefit even while wearing medium or heavy armor. You can use this ability multiple times to gain a bonus against different opponents, but you cannot use it more than once during your turn against a single foe.

SOME GEAR ON PERSON (already included in stat block)

Protomorphic Jump Suit (w/ Magic Vestment infusion)

SOME "PROTOMORPHIC REPLICAS" ON PERSON

Headband of Epic Intellect (head slot, +8 ehancement bonus to Intelligence)
Superior Bracers of Balanced Hands (arms slot)
Casting Gloves (hands slot)
Drazzik's Vest (torso slot, +5 to existing spell resistance)
Mantle of the Dark (shoulders slot, grants Dark template)
Magesight Goggles (face slot, as arcane sight and battlemagic perception)
Marathon Boots (feet slot, grant the Run and Endurance feats)
Ring of Ages (ring slot, via Kissed by the Ages)
Ring of Evasion (ring slot, made of black dragonbone)
Belt of Comfort
    (waist slot, endure elements to allies within 30', +5 resistance bonus to saves)
+1 Necklace of Natural Weapons (throat slot)
    (affects unarmed strikes and up to 2 natural weapons)
    ghost touch (+1) = strikes incorporeal and ethereal creatures without miss chance
    shadow striking (+3) = overcomes damage reduction of any alignment or material
    kinetic discharging (+4) = throw force of melee attacks using weapon
        (as a thrown ranged weapon with a 100 ft. range increment)
    distance (+1) = range increment doubled
    greater anchoring (+40k) = any creature struck by the weapon...
        ...is affected as though by dimensional anchor for 1 minute

SOME MEDIEVAL GEAR ON HIS "PROTOMORPHIC DEMIPLANE"

+1 Oerthblooded Obdurium Katana & Short Sword
    hideaway (+2k) = shrinks down to fit inside hand as a free action
    shadow striking (+3) = overcomes damage reduction of any alignment or material
    kinetic discharging (+4) = throw force of melee attacks using weapon
        (as a thrown ranged weapon with a 100 ft. range increment)
    distance (+1) = range increment doubled
    sizing (+1) = change size as standard action
    greater anchoring (+40k) = any creature struck by the weapon...
        ...is affected as though by dimensional anchor for 1 minute

SOME FUTURE GEAR ON HIS "PROTOMORPHIC DEMIPLANE"

Oscillating Concussive ElectroStun
Monomolecular Edged mastercraft +3 
Oerthblooded Obdurium Katana & Short Sword

Attacks rolls with each of these weapons gain a +3 equipment bonus. Both can be toggled on or off simultaneously as free or immediate action. When on, the katana deals 8d8 base slashing damage, +1d10 concussion damage, +1d10 electricity damage, and stuns any living target struck for 1d4 rounds if it fails fort save (DC 10 + 1/2 base damage dealt). When on, the short sword deals 6d6 base slashing damage, +1d6 concussion damage, +1d6 electricity damage, and stuns any living target struck for 1d4 rounds if it fails fort save (DC 10 + 1/2 base damage dealt). These weapons also possess the same magical characteristics as the medieval katana and short sword previously shown.

SILTHILAR TISSUE GRAFTS (already included in stat block, from LoM 216 & here)
Healing Blood
    Fast Healing 2
Silthilar Bones
    +2 Constitution
Flexible Spine
    +4 racial bonus to Initiative, Balance, Escape Artist and Tumble checks
Rudimentary Eyespots
    +4 "racial?" bonus to Spot checks. Cannot be flanked.
Silthilar Tendons
    +2 Dexterity
Silthilar Muscles
    +2 Strength
Silthilar Heart
    Silthilar Recovery (Su): When the subject drops below 1 hit point, but not below -9 hit points, this graft generates a pulse of magic healing that cures 4d8+20 points of damage. This ability can only be triggered once every 24 hours.

PROTOMORPHIC MINION  (typically left on Xukhezur's protomorphic demiplane)
Small N Construct
Init +9; Senses All-Around Vision, Darkvision 500 ft.,
    Scent, Superior Low-light Vision, See in darkness,
    Farsight, see invisibility, true seeing*, Listen +30, Spot +34;
Languages All of those known by its creator when created;

DEFENSE
AC 31, touch 21, flat-footed 31
    (+5 Dex, +10 natural, +1 size, +5 Wis);
hp 140 (20d10+30)
Fort +14, Ref +19, Will +19; SR CL + 10 (up to HD + 20);
DR 15/magic and adamantine
Defensive Abilities AC Bonus, Evasion, Fast Healing 1,
    Mettle, Uncanny Dodge;
Immune blindness, deafness, construct traits,
    involuntary polymorph effects, petrification;
Resist acid 15, cold 15, electricity 15, fire 15, force 15, sonic 15

OFFENSE
Standard Melee astral waraxe +22 (1d10+5/x3)
Full Melee astral waraxe +20/+15/+10 (1d10+5/x3)
    and astral spiked light shield +20/+15/+10 (1d6+2)
Standard Ranged astral waraxe +22 (1d10+5/x3)
Speed 20 ft., climb 20 ft., swim 20 ft., fly 40 ft. (perfect)
Space 5 ft.; Reach 5 ft.;
Base Atk +15; Grp +20;
Spell-like Abilities (CL equals creator's unmodified CL when created)
    Constant—foresight*, freedom of movement*, haste*,
        mind blank, see invisibility, true seeing*;
    At will—augment object, glory of the martyr, mystic aegis,
        unseen crafter (up to one per HD at a time),
    3/daygreater levitate, make whole, mass repair light damage,
        sending (standard action), xorn movement (self only);
    (*available only while on creator's protomorphic demiplane)

STATISTICS
Str 21, Dex 21, Con —, Int 32, Wis 21, Cha 7
Feats Air Heritage, Multi-Weapon Fighting,
    Improved Multi-Weapon Fighting, Greater Multi-Weapon Fighting,
    Combat Expertise, Improved Combat Expertise, Allied Defense;
Bonus Feats Alertness, Blind-Fight, Brutal Throw, Clever Wrestling,
    Combat Reflexes, Exceptional Artisan, Great Fortitude,
    Improved Initiative, Improved Toughness, Iron Will, Lightning Reflexes,
    Run, Throw Anything, Tunnel Fighting, Weapon Finesse;
Skills Balance +30, Concentration +35, Craft (any six) +30, Climb +13,
    Diplomacy +1, Disable Device +34, Escape Artist +25, Forgery +30, Hide +28,
    Jump +8, Knowledge (architecture and engineering, technology) +30,
    Listen +30, Move Silently +28, Psicraft +30, Search +25, Sense Motive +28,
    Spellcraft +30, Spot +34, Swim +13, Tumble +30;
Synergy +3 Balance, +3 Diplomacy, +3 Jump, +2 Tumble
Racial Modifiers +12 Concentration, +4 Search, +4 Spot
SQ Ability Scores, Astral Armaments, Command, Effective Hit Dice,
    Efficiency (+1k/day), Epic Efficiency (+8k/day), Gravity Field,
    Item Creation, Outsider Saves and Skills, Planar Body,
    Powerful Build, Reaving Strikes, Stability, Steady, Tempered;

ABILITIES
Ability Scores (Ex): Each of a protomorphic minion's Strength, Dexterity and Wisdom scores each equal to 11 plus 1/2 its Hit Dice (rounded down), while its Intelligence score equals its creator's highest unmodified mental ability score (minimum 11) at the time of its creation.
AC Bonus (Ex): A protomorphic minion may add its Wisdom bonus to Armor Class, so long as it is unencumbered and is wearing light or no armor. This bonus to AC applies even against touch attacks or when it is flat-footed. However, it loses this bonus when it is immobilized or helpless.
All-Around Vision (Ex): A protomorphic minion cannot be flanked, and gains a +4 bonus to Search and Spot checks. However, it suffers a -4 penalty on saves against gaze attacks.
Astral Armaments (Ex): Once per round as an immediate or free action, a protomorphic minion may fill each hand with a masterwork melee weapon or a masterwork spiked shield appropriate to its size, created out of stabilized protomatter. These objects can strike incorporeal creatures normally, function as through made of adamantine and persist until no longer attended by the minion for more than 1 round. A protomorphic minion is always proficient with its astral armaments and may use this ability to produce the masterwork tools needed for any Craft or Profession skill checks.
Command (Ex): As long as the its orders don't conflict with those given by their creator, a protomorphic minion may command and direct other constructs in its creator's stead.
Darkvision (Ex): The range of a protomorphic minion's darkvision in feet, equals 100 plus 20 times its Hit Dice.
Efficiency (Ex): A protomorphic minion creating any magic item may expand its daily progress by an additional amount of gp equal to 10 times its Hit Dice squared, to a maximum of +1000gp.
Epic Efficiency (Ex): A protomorphic minion creating any magic item may expand its daily progress by an additional amount of gp equal to (80 x (its Hit Dice - 10) + 800) multiplied by (its Hit Dice - 10) and divided by 2, to a maximum of +8,000gp.
Effective Hit Dice (Ex): For the purpose of spells and effects that function based on Hit Dice a protomorphic minion uses its creator's total at the time of its creation.
Farsight (Ex): A protomorphic minion has great visual acuity. It suffers only half the normal penalty on Spot checks because of distance (-1 per 20 feet of distance, rather than -1 per 10 feet). In addition, it takes only half the normal penalty on ranged attacks per range increment (-1 per range increment, rather than -2).
Gravity Field (Ex): A protomorphic minion produces a gravity field around itself in order to fly at a speed of 20 ft. with perfect maneuverability. When flying in this manner, it gains a +10 circumstance bonus on Move Silently checks, and may fly with no more than a heavy load.
Item Creation (Su): A protomorphic minion can perform the daily tasks related to item creation on behalf of its creator. Its creator must meet (or emulate) all the prerequisites to create the desired item normally, and pays the gold and XP cost himself. The only cost a protomorphic minion can help with is time. The creator spends 1 hour initiating the process, channeling the spell prerequisites into the protomorphic minion, and paying the XP cost to make the item. He may then leave, allowing the minion to carry the process through to completion.
Outsider Saves and Skills (Ex): For the purpose of saving throws and skill points, protomorphic minion is an Outsider with the following class skills. Balance, Craft, Concentration, Climb, Disable Device, Escape Artist, Forgery, Hide, Jump, Knowledge (architecture and engineering, technology), Listen, Move Silently, Profession, Psicraft, Search, Sense Motive, Spellcraft, Spot, Swim and Tumble.
Planar Body (Ex): A protomorphic minion's natural armor bonus equals 1/2 its hit dice (rounded down) and is effective against incorporeal and ethereal creatures. It may strike incorporeal and ethereal creatures with its natural attacks and unarmed strikes normally without miss chance. The construct can even grapple incorporeal and ethereal creatures normally, and such creatures cannot pass through it. 
Powerful Build (Ex): Whenever it is advantageous, a protomorphic minion is treated as being one size larger than it really is, for the purpose of opposed checks and abilities that function based on size. In addition, the minion may wield weapons one size larger than its own size, without penalty.
Reaving Strikes (Ex): A protoplasmic minion's natural attacks, unarmed strikes and Astral Armaments overcome magic-based and all forms of metallic-based damage reduction.
Stability (Ex): A protomorphic minion gains a +4 bonus to resist bull rush, overrun, and trip attempts made against it, but only while it is standing on a firm, solid surface.
Steady (Ex): A protomorphic minion's speed is not reduced when carrying a medium or heavy load, or when wearing medium or heavy armor.
Tempered (Ex): A protomorphic minion's damage reduction and energy resistances each equal 5 plus 1/2 its Hit Dice (rounded down).

DESCRIPTION
Typically about 4 feet tall and weighing in at about 120 lbs, a protomorphic minion looks like an astral construct, in the form of a hefty, broad dwarf with webbed digits. Protomorphic minions are typically used by mechamancers to attend to their projects and other constructs back home. They are also capable of mining and excavation activities, and are useful in hostile environments. These constructs can also serve as bodyguards in a pinch, though they typically lack the necessary hit points.