Bane Troll

Under Construction

Bane Troll CR 12
CN Large Outsider (Chaotic, Extraplanar);
Init +3 (+3 Dex); Senses darkvision 90 ft., Scent,
low-light vision, Listen +13, Spot +13;
Languages Common, Giant;

DEFENSE
AC 23, touch 12, flatfooted 20 (-1 size, +3 Dex, +11 natural);
hp 138 (12d8+84);
Fort +15, Ref +11, Will +11;
Racial Save Modifiers +4 fear;
DR 5/lawful; Resist cold 10;
Defensive Abilities Regeneration 7;
Immune death effects, death by massive damage,
petrification, involuntary polymorph effects;

OFFENSE
Speed 40 ft., climb 20 ft., swim 20 ft.;
Space 10 ft.; Reach 10 ft.;
Base Atk +12; Grp +24;
Full Melee 2 claws +19 (1d6+8) and bite +14 (1d6+4);
Special Attacks Magic Chaos Strike, On Demand Weaponry, Rebounding Weaponry;
Spell-like Abilities (CL 12th, Wis-based DC 13 + spell level)
Constant—camouflage, deep breath, nondetection; At will—greater energy surge, returning weapon, summon weapon; 1/minute—mass align weapon;

STATISTICS
Str 27, Dex 16, Con 25, Int 8, Wis 17, Cha 10;
Feats Brutal Throw, Quick Draw;
Custom Feats Off-Hand Fighting, Improved Off-Hand Fighting, Strong Off-Hand Fighting;
Racial Bonus Feats Darkstalker, Track;
Skill Ranks Balance 6 ranks, Bluff 5 ranks, Concentration 12 ranks, Hide 8 ranks, Knowledge (arcana, dungeoneering, geography, local, nature, planes, religion) 1 rank, Move Silently 8 ranks, Listen 10 ranks, Search 6 ranks, Sense Motive 5 ranks, Spellcraft 5 ranks, Spot 10 ranks, Survival 10 ranks, Tumble 13 ranks;
Synergy +2 Balance, +4 Diplomacy, +2 Disguise (acting), +2 Intimidate, +2 Jump, +2 Knowledge (nature), +2 Sleight of Hand, +2 Survival (to follow tracks);
Racial +8 Climb, +8 Swim;
Size Modifiers -4 Hide, +4 Intimidate;
SQ Flawless Stride, Swift Tracker, Alter Regeneration;
Advancement by character class;

ABILITIES
Bane trolls are proficient with all weapons it can summon using its summon weapon spell-like ability, in addition to any other weapons for which it gains proficiency normally.
On Demand Weaponry (Su): Any weapon summoned by a bane troll using its summon weapon spell-like ability is a masterwork weapon made of any functional material it chooses. While the effect lasts, any thrown weapon summoned becomes a +1 aquatic returning weapon with a bane ability keyed to any single creature type chosen by the bane troll upon summoning the weapon.
Rebounding Weaponry (Su): When thrown by a bane troll, a weapon with the returning special ability returns immediately after the attack is resolved, back to the hand that threw it so that it may be used again that turn.
Flawless Stride (Ex): Bane trolls can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at their normal speed and without taking damage or suffering any other impairment.
    This ability does not let them move more quickly through terrain that requires a Climb or Swim check to navigate, nor can they move more quickly through terrain or undergrowth that has been magically manipulated to impede motion.
Swift Tracker (Ex): Bane trolls can move at their normal speed while following tracks without taking the normal -5 penalty. They take only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
Regeneration (Ex): In addition to fire, lawful weapons and effects deal normal damage to a bane troll. If a bane troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.
Alter Regeneration (Ex): As a standard action that does not provoke attacks of opportunity, a bane troll may alter its physiology, so that acid deals normal damage to it instead of fire. This change persists for a number of rounds equal to 1d4 + its constitution score, or until dismissed as a swift action.
Magic Chaos Strike (Su): A bane troll's natural weapons and unarmed strikes are considered magic and chaotic for the purpose of overcoming damage reduction.

TYPICAL GEAR
large masterwork studded leather
    (+3 AC, +5 max Dex, -0 check penalty, 15% AF, 160 lbs.);
large +1 aquatic adamantine cutting wheel
    (1d8+1 piercing and slashing Dmg, 19-20/x2 Critical, 20 ft. Range Inc, 8 lbs.)
    +2 bonus on opposed attack rolls to avoid being disarmed;
large +1 aquatic adamantine sai
    (1d6+1 bludgeoning Dmg, x2 Critical, 20 ft. Range Inc, 8 lbs.);
    +4 bonus on opposed attack rolls to disarm enemy...
        and to avoid being disarmed if you fail

NOTES
Note A constant spell-like ability has no use limit; unless otherwise stated, a creature can only use a constant spell-like ability on itself. Dismissing or reactivating a constant spell-like ability is a swift action.

Taunting Troll

Taunting Troll CR 3
CN Small Outsider (Chaotic, Extraplanar);
Init +5 (+5 Dex); Senses darkvision 90 ft., Scent,
low-light vision, Listen +3, Spot +3;
Languages Common, Giant;

DEFENSE
AC 19, touch 16, flatfooted 19 (+1 size, +5 Dex, +3 natural);
hp 19 (3d8+6);
Fort +5, Ref +8, Will +2;
Racial Save Modifiers +4 fear;
DR 2/lawful; Resist cold 5;
Defensive Abilities Evasion, Uncanny Dodge, Regeneration 1;
Immune death effects, death by massive damage,
petrification, involuntary polymorph effects;

OFFENSE
Speed 40 ft. climb 20 ft., swim 20 ft.;
Space 5 ft.; Reach 5 ft.;
Base Atk +3; Grp -1;
Typical Full Melee 2 claws +4 (1d3) and bite -1 (1d3);
Special Attacks Magic Chaos Strike, Skirmish (+1d6/+1 AC);
Spell-like Abilities (CL 3rd, Cha-based DC 12 + spell level)
Constant—blood wind, blur, deep breath, swift haste, lightfoot; At will—instant diversion, mindless rage;

STATISTICS
Str 11, Dex 21, Con 15, Int 10, Wis 8, Cha 15;
Feats Expeditious Dodge, Point Blank Shot;
Racial Bonus Feats Darkstalker;
Skill Ranks Balance 5 ranks, Bluff 5 ranks, Craft (trapmaking) 6 ranks, Concentration 5 ranks, Hide 4 ranks, Move Silently 4 ranks, Listen 4 ranks, Sense Motive 5 ranks, Spot 4 ranks, Survival 1 rank, Tumble 5 ranks;
Synergy +2 Balance, +4 Diplomacy, +2 Disguise (acting), +2 Intimidate, +2 Jump, +2 Sleight of Hand;
Racial +8 Climb, +4 Craft (trapmaking), +8 Swim;
Size Modifiers +4 Hide, -4 Intimidate;
SQ Nimble;
Advancement by character class;

ABILITIES
Skirmish (Ex): A taunting troll has the Skirmish ability of a scout (CAd 10) with an effective level equal to its racial Hit Dice, which stack with any class levels that advance the Skirmish feature.
Nimble (Ex): As a full-round action, a taunting troll can move before and after it takes any standard action, provided the distance moved doesn't exceed its speed.
Regeneration (Ex): In addition to fire, lawful weapons and effects deal normal damage to a taunting troll. If a taunting troll loses a limb or body part, the lost portion regrows in 10d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.
Magic Chaos Strike (Su): A taunting troll's natural weapons and unarmed strikes are considered magic and chaotic for the purpose of overcoming damage reduction.

NOTES
Note A constant spell-like ability has no use limit; unless otherwise stated, a creature can only use a constant spell-like ability on itself. Dismissing or reactivating a constant spell-like ability is a swift action.

Gaunt Troll

Gaunt Troll CR 30
CN Colossal Outsider (Chaotic, Extraplanar);
Init +2 (+2 Dex); Senses darkvision 180 ft., Scent,
low-light vision, blindsight 60 ft., Mindsight, true seeing,
superior darkvision, see invisibility, Listen +38, Spot +38;
Languages Common, Giant, Undercommon; tongues, telepathy 100 ft.;
Aura Improbable Command;

DEFENSE
AC 44, touch 4, flatfooted 42 (-8 size, +2 Dex, +40 natural);
hp 1,475 (50d8+1,250);
Fort +52, Ref +29, Will +52;
DR 15/epic and lawful, 5/adamantine; SR CR + 8;
Defensive Abilities Fast Healing 5, Regeneration 10;
Resist acid 30, cold 30, electricity 30, sonic 30;
Immune death effects, death by massive damage,
fear, petrification, involuntary polymorph effects;

OFFENSE
Speed 120 ft., swim 60 ft.;
Space 30 ft.; Reach 40 ft. (30 ft. bite);
Base Atk +50; Grp +91;
Typical Full Melee unarmed strike +75/+70/+65/+60 (12d6+37) and
    2 claws +75/+70/+65 (4d6+12) and bite +75 (3d6+12);
Special Attacks Pounce, Rend, Reaving Strikes, Epic Chaos Strike, Frightful Presence, Improved Grab, Swallow Whole, Trample;
Spell-like Abilities (CL 30th, Cha-based DC 19 + spell level)
Constant—greater cloak of bravery, decomposition, deep breath, ghost trap, nondetection, see invisibility, superior darkvision, tongues, true seeing; At will—freedom, panacea, regenerate, remove curse, resurgence, wingbind; 1/minute—mass bull's strength, mass death ward, imperious glare, lion's roar, maddening whispers, maw of chaos, plague, mass restoration, tactical teleportation, mass true seeing, mass lesser vigor; 1/day—gate, teleportation circle, unyielding roots;

STATISTICS
Str 60, Dex 15, Con 60, Int 13, Wis 17, Cha 29;
Feats Blind-Fight, Brutal Throw, Endurance, Steadfast Determination, Insane Defiance, Multigrab, Greater Multigrab, Power Attack, Rock Hurling, Improved Rock Hurling, Fling Ally, Fling Enemy, Rapidstrike (claws), Improved Rapidstrike (claws), Improved Natural Attack (claws), Improved Unarmed Strike, Superior Unarmed Strike, Beast Strike, Versatile Unarmed Strike, Hammer Fist, Mutliattack, Improved Multiattack, Combat Reflexes, Improved Bull Rush, Knockback;
Epic Feats Spellcasting Harrier;
Racial Bonus Feat Mindsight;
Skill Tricks Collector of Stories;
Skill Ranks Appraise 10 ranks, Balance 15 ranks, Bluff 15 ranks, Concentration 35 ranks, Diplomacy 10 ranks, Hide 15 ranks, Gather Information 10 ranks, Intimidate 15 ranks, Move Silently 15 ranks, Listen 35 ranks, Knowledge (arcana, dungeoneering, nature, planes, religion) 25 ranks, Knowledge (geography, local) 15 ranks, Search 25 ranks, Sense Motive 35 ranks, Spellcraft 20 ranks, Spot 35 ranks, Survival 15 ranks, Tumble 15 ranks;
Synergy  +3 Balance, +10 Diplomacy, +3 Disguise (to act), +3 Gather Information, +3 Knowledge (nature), +3 Intimidate, +3 Jump, +3 Sleight of Hand, +4 Spellcraft, +4 Survival (to get along, track), +3 Survival (to navigate);
Racial Modifiers +8 Swim;
SQ Improbable Command, Last Stand, Gangly Arms;
Advancement by character class;

ABILITIES
Improbable Command (Su): Allies with the chaotic subtype, gain full control over any rage effects upon them and may ignore any penalties they impose, while they are able to see and hear the gaunt troll within 120 feet.
Last Stand (Ex): While a gaunt troll's hit point total is less than 5 times its Hit Dice, it gains a +8 morale bonus to Strength and an immunity to involuntary mind-affecting effects, removing those in effect upon the gaunt troll itself.
Gangly Arms (Ex): The natural reach of a gaunt troll in its true form, equals that of a creature one size larger than its actual size. A colossal gaunt troll has a natural reach of 40 ft. The natural reach of its bite attack however, remains unaffected.
Pounce (Ex): A gaunt troll can make a full attack at the end of a charge, but only the first attack made gains the benefits associated with charging.
Rend (Ex): If a gaunt troll hits the same creature with both claw attacks, it latches on and tears the flesh, This automatically deals the base damage of both claws, plus 1-1/2 times its Str bonus. A given creature can only suffer this damage once per round.
Regeneration (Ex): In addition to fire, lawful weapons and effects deal normal damage to a gaunt troll. If a gaunt troll loses a limb or body part, the lost portion regrows in 5d6 rounds. The creature can reattach the severed member instantly by holding it to the stump.
Reaving Strikes (Ex): A gaunt troll's natural weapons and unarmed strikes overcome all forms of damage reduction based on a metallic material.
Magic Chaos Strike (Su): A gaunt troll's natural weapons and unarmed strikes are considered epic and chaotic for the purpose of overcoming damage reduction.
Frightful Presence (Ex): A gaunt troll can unsettle foes with its mere presence. The ability takes effect automatically whenever the gaunt troll attacks or charges. Enemies that can see the gaunt troll within 80 feet are subject to the effect if they have fewer HD than the gaunt troll. A potentially affected creature that succeeds on a Will save (DC 44) remains immune to that troll’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become frightened for 5d6 rounds and those with 5 or more HD become shaken for 5d6 rounds.
Improved Grab (Ex): If a gaunt troll hits with a claw or bite attack, it deals normal damage and may attempt to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required.
    This works only against opponents at least one size category smaller than the gaunt troll. The gaunt troll has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. If it chooses to do the latter, it takes a no penalty on grapple checks (due to feats) , but is not considered grappled itself; the gaunt troll does not lose its Dexterity bonus to AC, still threatens an area, and can use its remaining attacks against other opponents.
    Each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. When the gaunt troll gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent), provided it can drag the opponent’s weight.
Swallow Whole (Ex): If a gaunt troll begins its turn with an opponent held in its mouth (see Improved Grab), it can attempt a new grapple check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage. The opponent must be at least two size categories smaller than the gaunt troll.
    Once inside, the opponent takes 3d6+25 points of crushing damage plus 25 points of acid damage per round from the gaunt troll’s gizzard. It must also hold its breath while inside or suffocate. A swallowed creature is considered to be grappled, while the gaunt troll is not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon by dealing 150 damage to the gizzard (AC 10 + 1/2 the gaunt troll's natural armor bonus) against which the gaunt troll's damage reduction applies, or it can just try to escape the grapple. If a swallowed creature cuts its way out, muscular action closes the hole, and another swallowed creature must cut its own way out. If a swallowed creature escapes the grapple, success puts it back in the gaunt troll’s mouth, where it may be bitten or swallowed again. A gaunt troll's interior can hold 2 Huge, 8 Large, 32 Medium, 128 Small, 512 Tiny or 2,048 Diminutive or smaller creatures.
Trample (Ex): As a full-round action, a gaunt troll can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. It merely has to move over the opponents in its path; any creature whose space is completely covered by the gaunt troll's space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if the gaunt troll moves over all the squares it occupies. If the gaunt troll moves over only some of a target’s space, the target can make an attack of opportunity against it at a -4 penalty. A gaunt troll that accidentally ends this movement in an illegal space returns to the last legal position it occupied, or the closest legal position, if there’s a legal position that’s closer.
    This attack deals bludgeoning damage to each trampled target, equal to 3d6 + 1-1/2 times the gaunt troll's strength modifier. Trampled opponents can attempt attacks of opportunity, but these take a -4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage.
    The save DC against a gaunt troll’s trample attack is strength-based (DC 60 half). A gaunt troll can only deal trampling damage to a given creature once per round, no matter how many times its movement takes it over that creature.

NOTES
Note A constant spell-like ability has no use limit; unless otherwise stated, a creature can only use a constant spell-like ability on itself. Dismissing or reactivating a constant spell-like ability is a swift action
Note In some cases where this creature would have been entitled to an epic feat, two non-epic feats were chosen to replace it.

Frost Trolls

Frost Troll CR 3
CN Medium Outsider (Chaotic, Cold, Extraplanar);
Init +3 (+3 Dex); Senses darkvision 90 ft., Scent,
low-light vision, Listen +5, Spot +5;
Languages Common, Giant;

DEFENSE
AC 17, touch 13, flatfooted 14 (+3 Dex, +4 natural);
hp 28 (3d8+15);
Fort +8, Ref +6, Will +3;
Racial Save Modifiers +4 fear;
DR 2/lawful; Defensive Abilities Regeneration 1;
Immune cold, death effects, death by massive damage,
petrification, involuntary polymorph effects;
Weakness vulnerability to fire;

OFFENSE
Speed 40 ft. swim 20 ft., burrow 10 ft. (snow);
Space 5 ft.; Reach 5 ft.;
Base Atk +3; Grp +6;
Typical Full Melee 2 claws +6 (1d4+3 plus 1 cold) and bite +1 (1d4+1 plus 1 cold);
Special Attacks Rend, Frost Fever, Magic Chaos Strike, Death Throes;
Spell-like Abilities (CL 3rd, Wis-based DC 11 + spell level)
Constant—deep breath, snowshoes, snowsight; 1/minute—ice dagger, ice slick;

STATISTICS
Str 17, Dex 16, Con 21, Int 6, Wis 13, Cha 8;
Feats Blind-Fight, Power Attack;
Racial Bonus Feats Darkstalker;
Skill Ranks Balance 5 ranks, Concentration 5 ranks, Hide 5 ranks, Intimidate 5 ranks, Move Silently 5 ranks, Listen 5 ranks, Spot 5 ranks, Survival 1 rank;
Racial +4 Hide (ice,snow), +8 Swim;
Advancement by character class;

ABILITIES
Rend (Ex): If a frost troll hits the same creature with both claw attacks, it latches on and tears the flesh, This automatically deals the base damage of both claws, plus 1-1/2 times its Str bonus.
Regeneration (Ex): In addition to fire, lawful weapons and effects deal normal damage to a frost troll. If a frost troll loses a limb or body part, the lost portion regrows in 10d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.
Magic Chaos Strike (Su): A frost troll's natural weapons and unarmed strikes are considered magic and chaotic for the purpose of overcoming damage reduction.
Frost Fever (Su): Whenever a frost troll injures a living creature with any of its natural weapons, the creature must make a Fortitude save (DC 16 negates) or contract a supernatural disease known as frost fever. Every minute after contracting this disease, the afflicted creature must make a Fortitude save at the same DC or suffer 1d6 cold damage. The disease persists until the affected creature succeeds at two consecutive saving throws against it. After taking damage from this disease, a creature is fatigued until that damage is healed. This save DC is constitution-based.
Death Throes (Ex): When a frost troll is killed, its body instantly evaporates as it absorbs heat, dealing 1d4 cold damage per Hit Die to everything within a 60-ft.-radius spread (Fort DC 16 half). At that time, other frost trolls in the area gain one additional saving throw against each mind-affecting effect currently upon them. At the start of their next turn, each of those same frost trolls must enter a rage matching that of a Barbarian with an effective class level equal to their racial Hit Dice, stacking with any class levels that advance the Rage class feature. A frost troll cannot end this rage prematurely and becomes fatigued as normal afterwards. This rage does not count against other uses of rage a frost troll might have. This save DC is constitution-based.

NOTES
Note A constant spell-like ability has no use limit; unless otherwise stated, a creature can only use a constant spell-like ability on itself. Dismissing or reactivating a constant spell-like ability is a swift action.

Revised Martial Maneuvers

The initial versions of the following martial maneuvers can be found in the 3.5 manual entitled Tome of Battle: The Book of Nine Swords. This sample is still incomplete.

Fiery Assault
Desert Wind (Stance) [Fire]
Level: Swordsage 5
Prerequisite: Two Desert Wind maneuvers
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: Stance
Waves of intense heat limn you and your weaponry, simmering malevolently.

While you are in this stance, every melee attack you make deals an extra 1d6 points of fire damage. This stance is a supernatural ability.

Entangling Blade
Devoted Spirit (Strike)
Level: Crusader 3
Prerequisite: One Devoted Spirit maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: See text
You hack into your foe’s limbs, forcing its movement to slow and resolution to falter.

As part of this maneuver, you make a single melee attack. If it hits, this attack deals extra damage equal to 1d6 + your initiator level. In addition, provided your target is dealt damage from this attack, all of its extraordinary movement speeds are reduced by half until the end of its next turn, during which time it cannot run or charge.

Foehammer
Devoted Spirit (Strike)
Level: Crusader 2
Initiation Acton: 1 standard action
Range: Melee attack
Target: One creature
You pour great fervor into an attack that goes unhindered by any resistance to harm your opponent might have to offer.

As part of this maneuver, you make a single melee attack. If it hits, this attack automatically overcomes the target's damage reduction and deals extra damage equal to 1d6 + your initiator level.

Martial Spirit
Devoted Spirit (Stance)
Level: Crusader 1
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: Stance
You capture the momentum of your fighting spirit, so you may later channel it towards recovery.

While you are in this stance, you gain 1d4 momentum points each time you make a successful melee attack that deals damage to an opponent posing a threat to you or your allies in some direct or immediate way.
    Momentum points are cumulative, but they expire all at once for a given creature when it fails to gain more of them for a consecutive number of rounds equal to 10 + its initiator level + its Charisma modifier. As a standard action that does not provoke attacks of opportunity, a creature with momentum points may spend any number of them to restore an equal number of hit points in themselves or another single creature they touch. Momentum points cannot be spent in excess of what it takes to restore a creature to its full normal maximum hit point total.

Iron Heart Endurance
Iron Heart (Boost)
Level: Warblade 6
Prerequisite: Two Iron Heart maneuvers
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: 1 round
You push aside the pain of your injuries and fight on past mortal limits.

You recover 1d4 hit points per initiator level. Upon recovering these hit points, those that carry your current total of actual hit points above half your normal maximum, are instead gained as temporary hit points that last for 1 round.

Leaping Dragon Stance
Tiger Claw (Stance)
Level: Swordsage 3, Warblade 3
Prerequisite: One Tiger Claw maneuver
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: Stance
The state of your relationship with gravity improves by leaps and bounds.

You may enter this stance only when you are upon a firm surface that you can jump from without penalty. While you are in this stance, you may reroll each Jump check once, and keep the best result. In addition, you may use your Dexterity or Strength modifier for any Jump check you make, and all jump checks you make are considered running jumps. Any falling damage you suffer while in this stance is reduced by half and rounded down.

Rabid Bear Strike
Tiger Claw (Strike)
Level: Swordsage 5, Warblade 5
Prerequisite: Two Tiger Claw maneuvers
Initiation Acton: 1 standard action
Range: Melee attack
Target: One creature
You drop your guard a little to make a powerful lunge attack against a nearby opponent.

As rabid wolf strike, except this strike deals extra damage equal to 10d6 + your initiator level.

Rabid Wolf Strike
Tiger Claw (Strike)
Level: Swordsage 2, Warblade 2
Initiation Acton: 1 standard action
Range: Melee attack
Target: One creature
You drop your guard a little to make a powerful lunge attack against a nearby opponent.

As part of this maneuver, you make a single melee attack. You gain a +4 bonus on this attack roll and if it hits, it deals extra damage equal to 2d6 + your initiator level. After finishing this maneuver, you also suffer a -4 penalty to AC until the start of your next turn, as you are taken off balance.

Battle Leader's Charge
White Raven (Strike)
Level: Crusader 2, Warblade 2
Prerequisite: One White Raven maneuver
Initiation Acton: 1 full-round action
Range: Melee attack
Target: One creature
You rush an opponent with elusive alacrity and attack with calculated momentum.

As part of this maneuver, you charge an opponent. You do not provoke attacks of opportunity for moving as part of this charge. If your charge attack hits, it deals extra damage equal to 2d6 + your initiator level.

War Leader's Charge
White Raven (Strike)
Level: Crusader 5, Warblade 5
Prerequisite: Two White Raven maneuvers
Initiation Acton: 1 full-round action
Range: Melee attack
Target: One creature
Duration: 1 round
You rush an opponent with elusive alacrity and attack with calculated momentum, briefly unbalancing them upon success.

As battle leader's charge, except that a successful charge attack deals extra damage equal to 8d6 + your initiator level. In addition, provided your target is dealt damage from this attack, it suffers a -1 penalty to attack rolls, skill checks, ability checks, AC and Reflex saves for 1 round.

War Master's Charge
White Raven (Strike)
Level: Crusader 8, Warblade 8
Prerequisite: Three White Raven maneuvers
Initiation Acton: 1 full-round action
Range: Melee attack
Target: One creature
Duration: 1 round
You rush an opponent with elusive alacrity and attack with calculated momentum, briefly unbalancing them upon success.

As battle leader's charge, except that a successful charge attack deals extra damage equal to 14d6 + your initiator level. In addition, provided your target is dealt damage from this attack, it suffers a -2 penalty to attack rolls, skill checks, ability checks, AC and Reflex saves for 1 round.

White Raven Hammer
White Raven (Strike)
Level: Crusader 7, Warblade 7
Prerequisite: Three White Raven maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
You deliver a powerful blow capable of knocking your foe senseless.

As part of this maneuver, you make a single melee attack. If it hits, this attack deals extra damage equal to 3d6 + your initiator level. In addition, provided your target is dealt damage from this attack, it is also dazed for 1 round.

White Raven Strike
White Raven (Strike)
Level: Crusader 4, Warblade 4
Prerequisite: One White Raven maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
You aim a well placed attack that seeks to expose your opponent to attack from others nearby.

As part of this maneuver, you make a single melee attack. If it hits, this attack deals extra damage equal to 2d6 + your initiator level. In addition, provided your target is dealt damage from this attack, it instantly provokes an attack of opportunity from every other creature that currently threatens it.

New Martial Maneuvers

The initial body of published martial maneuvers can be found in the 3.5 manual entitled Tome of Battle: The Book of Nine Swords. The following sample of maneuvers are drafted here to offer additional options and flexibility.

Spellbreaking Strike
Diamond Mind (Strike)
Level: Swordsage 4, Warblade 4
Prerequisite: One Diamond Mind maneuver
Initiation Acton: 1 standard action
Range: Melee
Target: One creature or object
You briefly limn yourself in a layer of disruptive ki energy as you attack an opponent, bypassing and possibly negating various forms of magic protecting that opponent.

As part of this maneuver, you make a single melee attack. This attack ignores any bonuses to AC the target might have from ongoing spells and spell-like abilities in effect upon it and its possessions. If this attack hits and deals damage to the target, you instantly and automatically dispel all ongoing spells and spell-like abilities in effect upon it and its possessions, which grant a bonus to AC.

Iron Heart Vitality
Iron Heart (Boost)
Level: Warblade 3
Prerequisite: One Iron Heart maneuver
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: 1 round
You momentarily gird yourself with a rush of vital energy and tolerance to harm.

You gain 1d4 temporary hit points per initiator level, which last for 1 round.

Blackfrost Barrage
Shadow Hand (Stance) [Cold]
Level: Swordsage 5
Prerequisite: Two Shadow Hand maneuvers
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: Stance
A thin layer of frost forms upon you and your weaponry, glimmering malevolently.

While you are in this stance, every melee attack you make deals an extra 1d6 points of cold damage. This stance is a supernatural ability.

Freezing Blade
Shadow Hand (Boost) [Cold]
Level: Swordsage 4
Prerequisite: One Shadow Hand maneuver
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Ice shards swarm about you and bond to the wounds you score upon your foes.

For the rest of your turn, your melee attacks deal extra cold damage equal to 2d6 + your initiator level. This maneuver is a supernatural ability.

Glacial Blade
Shadow Hand (Boost) [Cold]
Level: Swordsage 7
Prerequisite: Three Shadow Hand maneuvers
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Particles of frozen atmosphere, weave misty trails in the wake of your attacks.

For the rest of your turn, your melee attacks deal extra cold damage equal to 3d6 + your initiator level. This maneuver is a supernatural ability.

Grace Incarnate
Shadow Hand (Stance)
Level: Swordsage 1
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: Stance
You achieve a state of increased bodily awareness, enabling you to better coordinate your movements.

While in this stance, you may reroll each Dexterity-based skill check once, and keep the best result.

Shivering Blade
Shadow Hand (Boost) [Cold]
Level: Swordsage 1
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Ice particles form to flurry about you, gathering in the wounds you score upon your foes.

For the rest of your turn, your melee attacks deal extra cold damage equal to 1d6 + your initiator level. This maneuver is a supernatural ability.

Discharging Torrent
Storm Scion (Stance) [Electricity, Sonic]
Level: Swordsage 8
Prerequisite: Three Storm Scion maneuvers
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: Stance
Electricity pulsates through you and your weaponry, thrumming malevolently.

While you are in this stance, every melee attack you make deals an extra 1d4 points of electricity damage and an extra 1d4 points of sonic damage. This stance is a supernatural ability.

Flash Bang Breach
Storm Scion (Strike) [Light, Sonic]
Level: Swordsage 1
Initiation Acton: 1 standard action
Range: As weapon (see text)
Target: One creature
Area: 20-ft.-radius burst centered on target (see text)
Duration: 1 round
You focus your ki into an attack that hits with the sight and sound of the coming storm.

As part of this maneuver, you make a single melee attack. Alternatively, you can instead choose to make a single ranged attack by throwing any weapon associated with the Storm Scion discipline. If this attack hits and deals damage to the target, that creature and any flat-footed creatures within the area of effect, become dazzled and deafened for 1 round. This maneuver is a supernatural ability.

Howling Blade
Storm Scion (Boost) [Sonic]
Level: Swordsage 4
Prerequisite: One Storm Scion maneuver
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Muted echoes rumble about you to unhinge upon your foes as you strike them.

For the rest of your turn, your melee attacks deal extra sonic damage equal to 2d6 + your initiator level. This maneuver is a supernatural ability.

Lightning Blade
Storm Scion (Boost) [Electricity]
Level: Swordsage 7
Prerequisite: Three Storm Scion maneuvers
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Bolts of electricity jump about you and arc into your foes as you strike them.

For the rest of your turn, your melee attacks deal extra electricity damage equal to 3d6 + your initiator level. This maneuver is a supernatural ability.

Pandemonium Blade
Storm Scion (Boost) [Sonic]
Level: Swordsage 7
Prerequisite: Three Storm Scion maneuvers
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Cacophonous curtains of energy lie in wait about you, to break through your foes as you strike them.

For the rest of your turn, your melee attacks deal extra sonic damage equal to 3d6 + your initiator level. This maneuver is a supernatural ability.

Roaring Blade
Storm Scion (Boost) [Sonic]
Level: Swordsage 1
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Fierce vibrations thrum about you and crash into your foes as you strike them.

For the rest of your turn, your melee attacks deal extra sonic damage equal to 1d6 + your initiator level. This maneuver is a supernatural ability.

Shocking Blade
Storm Scion (Boost) [Electricity]
Level: Swordsage 4
Prerequisite: One Storm Scion maneuver
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Ribbons of electricity jump about you and arc into your foes as you strike them.

For the rest of your turn, your melee attacks deal extra electricity damage equal to 2d6 + your initiator level. This maneuver is a supernatural ability.

Zapping Blade
Storm Scion (Boost) [Electricity]
Level: Swordsage 1
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Threads of electricity jump about you and arc into your foes as you strike them.

For the rest of your turn, your melee attacks deal extra electricity damage equal to 1d6 + your initiator level. This maneuver is a supernatural ability.

Deep Imaskari Revision

This deep imaskari revision focuses on their desire to remain hidden, elusive and secretive, both by practice and successive alterations to their physiology over time. They've also been given a penchant for being more self-sufficient, due to having fewer practitioners of divine magic to rely upon within their private, less diverse communities. Their previous Spell Clutch racial feature could only be used by spellcasters with spell slots, so I replaced it with a feature that works for characters regardless of their chosen class levels.

DEEP IMASKARI (link)
  • Humanoid (Human): Despite their marble and granite skin tones, deep imaskari are humanoids with the human subtype.
  • +2 Intelligence, –2 Dexterity: Deep Imaskari are bright and quick to learn arcane lore, but they lack the balance and agility of most other humanoid races.
  • Medium: As Medium creatures, deep imaskari have no special bonuses or penalties due to their size.
  • Deep imaskari base land speed is 30 feet.
  • Low-Light Vision: Deep imaskari can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
  • Nondetection (Su): Deep imaskari have a continuous nondetection ability, as if each of them had cast the spell upon him or herself, as a wizard with an effective caster level equal to their Hit Dice.
  • +4 racial bonus on saving throws against divination and mind-affecting spells and effects, as well as any others that might affect one or more mental ability scores, those that offer control of the subject's actions, and those that provide information from or about the subject.
  • +2 racial bonus on Hide checks, which improves to +4 underground.
  • +2 racial bonus on Escape Artist, Heal, Move Silently and Survival checks.
  • Automatic Languages: Common and Roushoum. Bonus Languages: Aquan, Draconic, Dwarven, Elven, Terran, Undercommon.
  • Favored Class: Wizard. A multiclass deep imaskari's wizard class does not count when determining whether she takes an experience point penalty for multiclassing.

Deep Imaskari Height:
[ 4'10" ][ +2d10" ] (Male)
[ 4'5" ][ +2d10" ] (Female)
Deep Imaskari Weight:
[ 120 lbs. ][ +1d6 lbs. for each additional inch rolled ] (Male)
[ 85 lbs. ][ +1d6 lbs. for each additional inch rolled ] (Female)
Deep Imaskari age according to the following progression (in years):
Adult @ 20 // Middle Aged @ 60 // Old @ 120 // Venerable @ 200 // Maximum Age +4d%

The Imaskari Enclaves

Since the fall of the old Imaskar Empire on the world of Toril and the subsequent founding of Deep Imaskar far beneath its surface, some of the deep imaskari (revision) have been covertly scrying upon and expanding to other planets using powerful portal terminals as a means of transportation. Each of these devices are capable of establishing a two-way portal with almost any other observed or visited 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 ancient batrachi devices that they first discovered starting sometime between -8,100 and -8,000 DR. Upon traveling to each of these distant, often untamed worlds, the imaskari quickly established a well warded, concealed and sustained subterranean settlement for which they soon built at least one other portal terminal, eventually creating a vast network throughout the cosmos.

The imaskari arcanists always establish perpetual wards (mythals) using potent ritual magic to cover each enclave, helping sustain the populace, reinforcing the structures and protecting the area against both divination and undesired intrusion. In addition, extensive numbers of interconnected magic circles, and monoliths inscribed with powerful diagrams, are also used to the same effect.

Beneath magically altered and carefully attended bio-luminescent oak trees, potent earth nodes permeate the centers of nearly every imaskari enclave. These nodes help gather and amplify leyline energies drawn from the living subterranean depths of the host planet, as well as from the ethereal vapors and protomatter that lie along the local planar veils. Citizen spellcasters and psions alike, often train to make good use of these nodes to help them amplify and modify their capabilities.

Imaskari enclaves also use permanent extra-dimensional spaces, to expand the interior of various structures and chambers, making the most of their often limited subterranean environments. They also supplement the available space with modest demiplanes, created with controlled environments suitable for cultivating a variety of plants and livestock found throughout the cosmos.

The above summary is written for the purpose of being inserted into a typical medieval high-fantasy setting and does not account for the level of technology available with more advanced settings in which the Imaskari Enclaves might appear, or how said technology might mingle with their existing magical disciplines. Additional links regarding these enclaves can be found in the Imaskari Index.

New Spells

Solid Undertow
Transmutation
Level: Druid 9
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Four 10-ft.-square solid surfaces / level (S)
Duration: 1 round/level and Instantaneous (D) (see text)
Saving Throw: Will negates
Spell Resistance: Yes

Creatures upon the affected surfaces are pulled through them to another location on the same body of solid matter.

While this spell lasts, each creature that touches one of the affected surfaces must make a Will save or be instantaneously transported in an unbroken path through solid matter to another locale you designate on the same body of solid matter, as if affected by master earth (SpC 139). If no such path exists between an affected surface and the designated location, that surface is not affected.
When this spell is first cast, creatures closest to the point of casting are affected first. Each creature affected after the first, appears in a random space located 5 x 1d6 feet away from the creature affected just before it, in a way that doesn't break line of sight between them. If that space is occupied, then it is shunted harmlessly to the nearest unoccupied space that can accommodate it, without breaking its line of sight with the creature affected just before it.
An unwilling creature that makes its Will save, cannot be affected by that same casting of this spell while it lasts, unless they choose to be.

Elan Revision

Elan are not born, they are made. Living humans are selected from a pool of applicants and screened by a special elan council. Those who pass muster undergo a secret psionic process in one of several hidden elan enclaves, where they abandon their humanity for a new, psionically energized existence. Thus, elans don't reproduce biologically, but rather psionically, through a mysterious psionic ritual known only to elans. Even then, their children are usually already fully formed human adults. Nonhuman elans are never created, and it could be that the ritual simply doesn't work for any creatures that weren't originally human.

ELAN
  • Elans retain the appearance, size, speed, ability scores, languages and favored class they possessed before their transformation, but lose the humanoid type and all other traits of their former base race.
  • Aberration: Despite their human appearance, elans are aberrations and thus not subject to spells and effects that affect only humanoids, such as charm person or dominate person.
  • -2 Charisma. Elans typically find themselves preoccupied with their altered state of being.
  • Low-Light Vision: An elan can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
  • Darkvision: Elan can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and elans can function just fine with no light at all.
  • Naturally Psionic: Elans gain 2 bonus power points. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
  • Resistance (Su): Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.
  • Resilience (Su): When an elan takes damage, she can spend power points to reduce its severity. As an immediate action, she can reduce the damage she is about to take by 2 hit points for every 1 power point she spends.
  • Repletion (Su): An elan can sustain her body without need of food or water. If she spends 1 power point, an elan does not need to eat or drink for 24 hours.
  • Reverie: Elan do not sleep. Elans that trance for 4 hours gain the same benefit a human does from 8 hours of sleep. A creature in trance may make Listen checks with half the penalty that sleeping creatures do (normally -10 for sleeping creatures).
  • Additional Favored Class: Psion. In addition to their original favored class, a multiclass elan’s psion class does not count when determining whether he takes an experience point penalty for multiclassing.
  • Level Adjustment: +0.



Elan Height & Weight:

Elan retain the height and weight the possessed before their transformation.
Elan age according to the following progression (in years):
Adult @ 15 // Middle Aged @ 200 // Old @ 400 // Venerable @ 1,000 // No Maximum Age
Humans that undergo the process to become an elan, emerge as individuals at the start of their current age category.

The Nord of Caledon


The nord are a type of human found primarily on the world of Caledon, and are currently the dominant race within the Caledonian Empire. While they have many similarities with normal humans, there are some distinct differences. The nord stand between 6' to 8' tall, have pale blue markings over most of their bodies, and are highly gifted in magic. The nord however prefer the warrior skills to magic, and few nord are known to focus solely on magic. They are natural warriors, and because of this warrior nature, they retain their youthful appearance their entire lives, only showing aging when they are advanced in age. Another difference in the nord from normal humans is their lifespan. While humans can live a little over 100 years in an advanced society, the nord have been known to reach ages of 600 years. Not even the nord themselves know their true lifespan, as most nord die between their fourth and fifth centuries of life. This is caused mainly by condition that is common for all nord, and it is known as the Warrior's Fate. When this condition occurs, affected nord disappear into the most dangerous regions of the planet their own, and very few are heard from again. It has been speculated that the longing to revisit past glories drives them to seek untold perils, and this is one reason why the nord are fewer in number than typical humans.

NORD
  • Humanoid (Human): Despite their extraordinary stature and improved faculties, nord are humanoids with the human subtype.
  • +6 Strength, -2 Dexterity, +4 Constitution, +2 Intelligence, +2 Wisdom.
  • Medium: As Medium creatures, nord have no special bonuses or penalties due to their size.
  • Nord base land speed is 40 feet.
  • Weapon Group Proficiency: Nord are proficient with any one group of weapons in addition to any others.
  • Powerful Build (Ex): The physical stature of nord lets them function in many ways as if they were one size category larger. Whenever a nord is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the nord is treated as one size larger if doing so is advantageous to him. A nord is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A nord can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
  • Nord are immune to all disease, including supernatural disease.
  • Automatic Languages: Common and Draconic. Bonus Languages: Any (other than secret languages, such as Druidic).
  • Favored Class: Any. When determining whether a multiclass nord takes an experience point penalty, her highest-level class does not count.
  • Level Adjustment: +2.


Nord Height:
[ 6'4" ][ +2d10" ] (Male)
[ 6'0" ][ +2d10" ] (Female)
Nord Weight:
[ 210 lbs. ][ *2d4 lbs. ] (Male)
[ 170 lbs. ][ *2d4 lbs. ] (Female)
Nord age according to the following progression (in years):
Adult @ 15 // Middle Aged @ 200 // Old @ 300 // Venerable @ 400 // Maximum Age +2d%
Nord Racial and Regional Feats:
Ancestral Knowledge (Ros 136), Battle Hardened (RoS 137), Blooded (PGtF 35), Bullheaded (PGtF 37), Dreadful Wrath (PGtF 38), Fearless (PGtF 38), Lightbringer (RoF 166), Strong Soul (PGtF 44), Tireless (PGtF 46)

Revised Spells

Color Spray
Illusion (Pattern) [Mind-Affecting]
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: 40 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

A vivid cone of clashing colors springs forth from your hand, causing creatures to become dazed and perhaps blinded.

Each creature within the cone is affected according to its Hit Dice. Creatures with 4 or less Hit Dice are blinded and dazed for 1 round, then dazed for 1 round. Creatures with 5 or more Hit Dice are dazed for 1 round.
Sightless creatures are not affected by color spray.

Material Component: A pinch each of powder or sand that is colored red, yellow, and blue.

Magic Items

ZEALOT'S DEMISE

Price (Item Level): 125gp (1st)
Body Slot:
Caster Level: 1st
Aura: Faint; (DC 15) evocation
Activation: Standard (drink)
Weight: 1/10 lb.

This one ounce stoppered vial of black ceramic, carries an odorless liquid within.

The timely consumption of this potion helps prevent the drinker from being taken alive or leaving behind an intact corpse that can be subject to divination. Imbibing this potion confers the effect of beastland ferocity (SpC 25) and fatal flame (CS 99) upon the drinker for 1 minute.

Prerequisites: Brew Potion, beastland ferocityfatal flame.
Cost to Create: 62 gp 5 sp, 5 XP, 1 day.
Note: This item assumes the spell level of fatal flame has been reduced to 1 by DM revision.

Freemind Avenger

A primary freemind avenger credo is “Do or die,” where “do” means “find and slay mindslavers.” Avengers have no use for those with faltering hearts (another of their credos—which, truth be told, number in the hundreds). It is a poorly kept secret that while avengers are most adept at hunting and slaying those that would control the minds of others, their abilities make them deadly to many spellcasting and psionic creatures.

ENTRY REQUIREMENTS
To qualify to become a freemind avenger, a character must fulfill all the following criteria.
Base Attack Bonus: +4
Skills: Concentration 8 ranks, Survival 4 ranks
Feats: Track
Psionics: Must have a power point reserve of at least 1 power point.

LevelBase
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
SpecialPowers Known
1st+1+0+0+2Lucid Buffer+1 level of existing manifesting class
2nd+2+0+0+3Bonus Feat+1 level of existing manifesting class
3rd+3+1+1+3-+1 level of existing manifesting class
4th+4+1+1+4Breach Resistance+1 level of existing manifesting class
5th+5+1+1+4Bonus Feat+1 level of existing manifesting class
6th+6+2+2+5-+1 level of existing manifesting class
7th+7+2+2+5Cerebral Blind+1 level of existing manifesting class
8th+8+2+2+6Cerebral Immunity+1 level of existing manifesting class
9th+9+3+3+6-+1 level of existing manifesting class
10th+10+3+3+7Liberation Strike+1 level of existing manifesting class

Hit Die: d8
Class Skills (4 + Int modifier per level): Bluff, Concentration, Escape Artist, Gather Information, Knowledge (arcana, dungeoneering, local, nature, planes, religion, psionics), Listen, Search, Sense Motive, Psicraft, Spot and Survival.

CLASS FEATURES
All the following are class features of the freemind avenger prestige class.

Weapon and Armor Proficiency: Freemind avengers gain proficiency in two additional weapon groups, along with proficiency with light, medium and heavy armor as well as shields.

Powers Known: At each level, a freemind avenger gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that she adds the level of freemind avenger to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly. If a character had more than one manifesting class before she became an freemind avenger, she must decide to which class she adds the new level of freemind avenger for the purpose of determining power points per day, powers known, and manifester level.

If the character did not belong to a manifesting class before taking this prestige class (for example, if she was a soulknife or a ranger with the Wild Talent feat), she does not gain manifesting levels.

Lucid Buffer (Ex): A freemind avenger becomes especially skilled at resisting mental attacks and effects that reveal information. She gains a bonus equal to her class level on saving throws against all divination, clairsentience, and mind-affecting effects. This ability is active even if the she is unconscious, stunned, or otherwise helpless.

Bonus Feat (Ex): At 2nd level, and again at 5th level, a freemind avenger may select one of the following feats as a bonus feat, even if she doesn't meet the prerequisites: Focused Skill User, Improved Grapple, Quick Recovery, Mental Juggernaut, Mind Mask, Psionic Meditation, Skill Focus (Concentration) or Subduing Strike.

Breach Resistance (Su): By 4th level, whenever a freemind avenger attacks a creature with a manufactured weapon, natural weapon or unarmed strike, she may expend her psionic focus to alter that attack. If the altered attack is successful, that creature's power (and spell) resistance is reduced by 1d4. Unless the creature is slain, its reduced resistance recovers at a rate of 1 point per hour.

Cerebral Blind (Su): After reaching 7th level, a freemind avenger is protected from all devices, powers, and spells that reveal location. This ability protects against information gathering by clairsentience powers or effects that reveal location. The ability even foils bend reality, limited wish, miracle, reality revision, and wish when they are used to gain information about the avenger's location (however, metafaculty can pierce this protective barrier). In the case of remote viewing or scrying that scans an area a freemind avenger is in, the effect works, but the avenger simply isn't detected. Remote viewing or scrying attempts that are targeted specifically at a freemind avenger do not work. This ability is active as long as the avenger is psionically focused.

Cerebral Immunity (Su): On reaching 8th level, a freemind avenger gains protection from all devices, powers, and spells that influence the mind. This ability shields her against almost all mind-affecting powers and effects (though the slayer can selectively allow powers or spells to affect her). The ability even foils bend reality, limited wish, miracle, reality revision, and wish when they are used to mentally influence a mindslayer. This ability is active as long as the avenger is psionically focused.

Liberation Strike (Su): By 10th level, whenever a freemind avenger attacks a creature with a manufactured weapon, natural weapon or unarmed strike, she may expend her psionic focus to alter that attack. If the altered attack is successful, all of those subject to ongoing mind-affecting effects produced by the creature struck, are granted one additional saving throw against each such effect. In this case, a successful save always negates the effect against which it is made. If such effects normally don't allow a saving throw, treat them as if they did. If such an effect doesn't have an effective spell level, give it a save DC equal to 10 + 1/2 the producing creature's Hit Dice + its most relevant ability modifier.

Revised Kelvezu

In its true form, this rosy-skinned fiend resembles a human standing about five feet tall, with a black eyes, hair and a tiny pair of ebony horns on its head.

REVISED KELVEZU CR 18
CE Medium Outsider (Evil, Chaotic, Extraplanar, Tanar'ri);
Init +10 (+10 Dex); Senses darkvision 120 ft., detect good, detect law, detect magic, see invisibility, true seeing, see in darkness, superior low-light vision, Mindsight, Listen +30, Spot +30; Languages Common, Celestial, Infernal, Abyssal, Draconic, plus any 3 others, tongues, telepathy 100 ft.

DEFENSE
AC 40, touch 25, flatfooted 30 (+10 Dex, +15 natural, +5 insight);
hp 171 (18d8+90);
Fort +16, Ref +21, Will +16;
SR 26 (base CR + 8);  DR 10/good or lawful, 10/cold iron;
Defensive Abilities Evasion, Fast Healing 1, Uncanny Dodge; Resist 10 acid, 10 cold, 10 fire; Immune electricity, poison

OFFENSE
Speed 30 ft., fly 120 ft. (good), swim 30 ft.;
Space 5 ft.; Reach 5 ft.;
Base Atk +18; Grp +23;
Main Hand Melee +1 adamantine kukri +27/+22/+17/+12 (1d4+6/15-20), Off-Hand Melee +1 adamantine kukri +27/+22/+17/+12 (1d4+3/15-20), Off-Hand Melee unarmed strike +26/+21/+16/+11 (2d6+2),
Special Attacks Chaotic Evil Cold Iron Strike, Poison, Pounce, Sneak Attack +9d6, Summon Fiend, Wounding Strikes;
Spell-like Abilities (CL 18th, Cha-based DC 15 + spell level)
Constant—blur, cloak of khyber, detect good, detect law, detect magic, freedom of movement, golem strike, grave strike, greater invisibility, lightfoot, nondetection, read magic, see invisibility, tongues, true seeing, vine strike;
At will—brain spiderdarkness, deeper darkness, desecrate, greater dispel magic, greater teleport (self only), rapture of the deep, resurgence, unhallow; 3/day—limited wish;

STATISTICS
Str 21, Dex 31, Con 21, Int 25, Wis 20, Cha 20;
Feats Mindsight, Improved Unarmed Strike, Telling Blow,
Superior Unarmed Strike, Knowledge Devotion,
Versatile Unarmed Strike, Improved Critical (Light Blades);
Racial Feats Combat Reflexes, Darkstalker, Greater Multi-Weapon Fighting,
Improved Multi-Weapon Fighting, Superior Multi-Weapon Fighting,
Multi-Weapon Fighting, Weapon Finesse;
Skill Ranks Appraise 10 ranks, Balance 15 ranks, Bluff 15 ranks, Climb 5 ranks, Concentration 21 ranks, Decipher Script 5 rank, Disguise 10 ranks, Escape Artist 10 ranks, Handle Animal 5 ranks, Heal 5 ranks, Hide 15 ranks, Gather Information 10 ranks, Jump 5 ranks, Knowledge (arcana, dungeoneering, local, nature, planes, religion) 5 ranks, Knowledge (any 5 others) 5 ranks, Listen 21 ranks, Move Silently 15 ranks, Ride 15 ranks, Spellcraft 20 ranks, Search 15 ranks, Sense Motive 15 ranks, Spot 21 ranks, Survival 5 ranks, Swim 5 ranks, Tumble 15 ranks, Use Magic Device 20 ranks;
Synergy +3 Balance, +3 Disguise (to act), +6 Diplomacy, +5 Gather Information, +3 Intimidate, +3 Jump, +2 Ride, +2 Survival;
Racial +12 Hide, +4 Listen, +12 Move Silently, +4 Spot, +8 Swim;
SQ Amphibious, Change Shape, Hide in Plain Sight, Shadow Blend, 

ABILITIES
Amphibious (Ex): A kelvezu can breathe air and water equally well.
Change Shape (Su): A kelvezu can assume the form of any Small or Medium humanoid.
Evasion (Ex): A kelvezu gains Evasion, as per the rogue's class feature.
Hide in Plain Sight (Ex): A kelvezu can use the hide skill even while observed, except in natural daylight or the area of a daylight spell or similar effect.
Chaotic Evil Cold Iron Strike (Su): A kelvezu's natural weapons, unarmed strikes and any weapons it uses in melee are each considered chaotic, evil and cold iron for the purpose of overcoming damage reduction.
Poison (Ex): A kelvezu continually coats its weapons with an injury poison (Fortitude save DC 24) produced from its fingertips. The initial and secondary damage is the same (1d6 points of Constitution damage). Kelvezu poison is highly perishable, becoming inert 1 minute after the creature stops applying it. The poison's save DC is constitution based.
Pounce (Ex): If a kelvezu charges, it can make a full attack.
See in Darkness (Su): A kelvezu can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
Shadow Blend (Su): In any conditions other than full daylight, a kelvezu creature can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability, but a daylight spell will.
Sneak Attack (Ex): A kelvezu gains the sneak attack of a rogue with a level equal to its racial Hit Dice.
Summon Tanar'ri (Sp): Once per day, a kelvezu can attempt to summon another kelvezu with a 25% chance of success.
Uncanny Dodge (Ex): A kelvezu gains Uncanny Dodge, as per the rogue's class feature.
Wounding Strikes (Su): A kelvezu's natural weapons, unarmed strikes and any weapons it uses in melee are each considered to have the wounding weapon abilities.
Drafted for campaign purposes.

Custom Firenewt Update


FIRENEWTS
  • Monstrous Humanoid (Fire, Reptilian): Firenewts, also known as salamen, are distant relatives of lizard men. They are cruel marauders that roam hot regions. The firenewt’s dry skin is a mottled sepia color, darkest along the spine and fading to near-white on the belly. The smooth flesh and features resemble those of an eel. The eyes are deep crimson. Females are slightly shorter, and a duller brown.
  • +2 Dexterity, +2 Constitution, -2 Intelligence
  • Medium: As Medium creatures, firenewts have no special bonuses or penalties due to their size.
  • Firenewt base land speed is 30 feet.
  • Darkvision: Firenewts can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and firenewts can function just fine with no light at all.
  • Low-Light Vision: Firenewts can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
  • Racial Hit Dice: A firenewt begins with two levels of monstrous humanoid, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +0, Ref +3, and Will +3.
  • Racial Skills: A firenewt's monsterous humanoid levels give it skill points equal to 5 × (2 + Int modifier). Its class skills are Climb, Intimidate, Jump, Listen, Ride, Spot, Survival and Swim.
  • Racial Feats: A firenewt's monstrous humanoid levels give it one feat.
  • +4 racial bonus on Balance, Jump and Swim checks.
  • +2 racial bonus to natural armor.
  • Tail Torch (Su): As a free or immediate action, a firenewt in its true form may emit a burning jet of flame from the end of their tail, producing a light equivalent to that of a torch. This jet of flame can be used as a primary or off-hand weapon and treated like a dagger for the purpose of proficiency, feats and features. Attacks with this tail torch are resolved as melee touch attacks that deal an amount of fire damage equal an appropriately sized dagger's base damage plus 1 point for every 2 Hit Dice (rounded down) the firenewt has. Strength does not apply to the damage dealt by a tail torch. When pressed into a stationary, unattended object as a standard or full attack action, the tail torch deals its full normal damage (though hardness still applies). This ability functions normally underwater. A firenewt may extinguish or reignite its tail torch as a free or immediate action. A firenewt's tail torch does not function while it is unconscious, asleep or otherwise helpless.
  • Breath Weapon (Su): A firenewt's breath weapon is a line of fire measuring 5 feet per Hit Die, up to a maximum of 100 feet at 20 HD. The breath weapon deals 1d8 points of fire damage, plus an extra 1d8 points for each 3 HD a firenewt possesses (2d8 at 3 HD, 3d8 at 6 HD, and so on). A successful Reflex save (DC 10 + 1/2 the firenewt's HD + his Con modifier) halves the damage. A firenewt can use his breath weapon as a standard action once every 1d4 rounds. This breath weapon functions normally underwater, producing steam instead of flames.
  • Fire Subtype (Ex): Firenewts have an immunity to fire and a vulnerability to cold. They take half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.
  • Proficiencies (Ex): Firenewts are automatically proficient with light and medium armor, basic weapons and any two other groups of weapons.
  • Automatic Languages: Common and Draconic. Bonus Languages: Ignan, Terran, Giant, Goblin.
  • Favored Class: Barbarian. A multiclass firenewt's barbarian class does not count when determining whether he takes an experience point penalty for multiclassing.
  • Level Adjustment: +1