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

Monk Class Features

Here's an attempt to help the monk a little bit, though it still doesn't offer many choices as one levels up. My jury is still out on the idea of giving the class a high base attack bonus.


LevelSpecial
1stBonus Feat, Flurry of Blows,  
Unarmed Strike, Dropdown, Self Mastery
2ndBonus Feat, Evasion
3rdSolid Body, Wuxia
4thMystic Body, Nourishing Spirit  
5thStill Mind, Enlightenment
6thBonus feat
7thWholeness of Body
8thImproved Wuxia
9thImproved Evasion
10thAligned Body
Improved Enlightenment
11thWakefulness, Greater Flurry
12thHard Body
13thDiamond Soul
14thResurgent Soul
15thGreater Enlightenment
16thMettle, Quivering Palm
17thTimeless Body
18thEmpty Body
19thSpiritual Sustenance
20thTranscendent Form
Dropdown (Ex): A monk gains a bonus on Tumble checks equal to five times her class level, to treat a fall as being shorter than it actually is when determining damage. This ability does not function while the monk wears armor, uses a shield or carries more than a light load.

Self Mastery (Ex): A monk may add his Wisdom bonus (if any) to all ability and skill checks that are based on Strength or Dexterity, to a maximum equal to her class level. This ability does not function while the monk wears armor, uses a shield or carries more than a light load.

Wuxia (Su): By 3rd level, a monk gains the benefit of a continuous balancing lorecall effect. She may activate or dismiss this ability once per round as a free or immediate action. This ability does not function while the monk wears armor, uses a shield or carries more than a light load. A monk may use her Wuxia ability for a maximum number of rounds equal to twice her class level plus her Wisdom modifier, before she must rest for 5 minutes in order to regain full use of this ability again.

Solid Body (Ex): For every two class levels beyond the first, a monk gains a +1 bonus on saves against the environmental effects of temperature, altitude and water pressure. She gains an equal bonus on saves against poison, disease, energy drain, death effects, petrification, polymorph or any attack that would otherwise alter her form.

Nourishing Spirit (Ex): Staring at 4th level, a monk may go a number of days between meals equal to half her class level (rounded down) without penalty. She may also multiply the period of time she can hold her breath before making checks, by the same amount.

Mystic Body (Su): At 4th level, a monk gains damage reduction 1/magic. This damage reduction increases by 1 for every four additional class levels, to a maximum of 5/magic at 20th level. In addition, the monk's natural weapons and unarmed strikes are considered magic for the purpose of overcoming damage reduction.

Still Mind (Ex): For every four class levels beyond the first, a monk gains a +1 bonus on saves against mind-affecting spells and effects.

Enlightenment (Sp): By 5th level, a monk may use augury with a caster level equal to her class level. After successfully casting this spell-like ability, a monk must wait 4d12 hours or until she gains a level in any class, before she can use it again.

Improved Wuxia (Su): At 8th level, a monk gains the following additional effects when using her Wuxia ability: air walk, false gravity and water walk.

Aligned Body (Su): At 10th level, a monk gains damage reduction 1/chaotic. This damage reduction increases to 2/chaotic at 20th level. In addition, the monk's natural weapons and unarmed strikes are considered lawful for the purpose of overcoming damage reduction.

Improved Enlightenment (Sp): At 10th level, a monk may use divination with a caster level equal to her class level. After successfully casting this spell-like ability, a monk must wait 2d4 days or until she gains a level in any class, before she can use it again.

Wakefulness (Ex): At 11th level, a monk may reduce by 50%, the time she needs to sleep (or trance) each day in order to function normally. She must still observe an 8 hour period of restful calm in order to restore spells, power points and other similar abilities.

Hard Body (Ex): By 12th level, a monk gains damage reduction 1/adamantine. This damage reduction increases by 1 for every two additional class levels, to a maximum of 5/adamantine at 20th level. In addition, the monk's natural weapons and unarmed strikes are considered adamantine for the purpose of overcoming damage reduction.

Diamond Soul (Su): By 13th level, a monk may use a mystic aegis effect (as the spell) at will, with an effective caster level equal to her class level.

Resurgent Soul (Su): By 14th level, a monk may use a resurgence effect (as the spell) with an effective caster level equal to her class level, but only on herself. After using this ability, a monk must wait 4d12 hours or until she gains a level in any class, before she can use it again.

Greater Enlightenment (Sp): At 15th level, a monk may use vision with a caster level equal to her class level. After successfully casting this spell-like ability, a monk must wait 8d6 days or until she gains a level in any class, before she can use it again.

Quivering Palm (Su): By 16th level, whenever a monk harms a stunned or helpless foe with an unarmed strike, or scores a critical hit with an unarmed strike, she may deal that foe 1 point of ability damage to any physical ability score of her choice.

Spiritual Sustenance (Ex): By 19th level, a monk no longer needs to breathe, drink, eat, sleep or trance. She must still observe an 8 hour period of restful calm in order to restore spells, power points and other similar abilities.

Transcendent Form (Su): At 20th level, a monk may an astral projection effect (as the spell) at will, with an effective caster level equal to her class level, but only on herself. If her astral or second body is slain, she loses access to all of the supernatural and spell-like abilities she has from her monk levels for 24 hours and must wait a year before she can use this ability again.

Revised Dark Chaos Spells

Embrace the Dark Chaos
Transmutation [Chaotic]
Level: Cleric 9, Sorcerer 8, Wizard 8
Components: V, S, Sacrifice
Casting Time: 1 standard action
Range: Touch
Target: Willing living creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You infuse the creature touched with raw chaos channeled from the Abyss.
Somehow it looks more fiendish than before.
The subject immediately gains one Abyssal heritor feat for which it qualifies, chosen by you at the time of casting. If the subject does not qualify for the designated feat, the spell fails.
This Abyssal heritor feat replaces one feat of the subject's choice that it already possesses. The replaced feat need not have been an Abyssal heritor feat. If the lost feat was a prerequisite for other feats or prestige classes, the subject loses access to those feats or prestige class abilities until it once again meets all the prerequisites.
Once the subject has the Abyssal heritor feat, only a miracleshun the dark chaos, or wish spell can reverse the change.
Sacrifice: 2d4 ability burn to the ability score required to cast this spell.

Shun the Dark Chaos
Transmutation [Chaotic]
Level: Cleric 9, Sorcerer 8, Wizard 8
Components: V, S, Sacrifice
Casting Time: 1 standard action
Range: Touch
Target: Willing living creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You remove a vestige of the creature's Abyssal heritage, making it seem less fiendish.
You strip the taint of the Abyss from the creature touched.
If the subject possesses any Abyssal heritor feats, one of them is immediately removed and replaced by any other feat for which the subject qualifies (except an Abyssal heritor feat).
The subject chooses both the feat lost and its replacement. If the lost Abyssal heritor feat was a prerequisite for other feats or prestige classes, the recipient loses access to those feats or prestige class abilities until it once again meets all the prerequisites.
The subject can regain its original Abyssal heritor feat (and lose the replacement feat) by means of embrace the dark chaos, miracle, or wish.
Sacrifice: 2d4 ability burn to the ability score required to cast this spell.

Additional Fighter Feats

Strong Two-Hand Striker [Combat]
Benefit: Whenever you would normally add 1-1/2 times your Strength bonus (if any) to damage rolls with a manufactured weapon using your primary hand and at least one off-hand, you may add 2 times your Strength bonus (if any) instead.
Special: A fighter may select Strong Two-Hand Striker as one of his fighter bonus feats.

Revised feats involving fighting with more than one weapon can be found here.

Martial Pounce [Combat]
You may bring your full wrath to bear upon enemies you engage in melee combat at the end of a charge.
Prerequisites: Base Attack Bonus +1, Run.
Benefit: You gain Pounce as an extraordinary special ability (MM 313).
Special: A fighter can select Martial Pounce as one of his fighter bonus feats.

Sniper Sight [Combat]
Your training enables you to deliver precise attacks at a greater range.
Prerequisites: Skirmish, Sneak Attack and/or Sudden Strike ability, Spot 1 rank.
Benefit: The maximum range at which you can utilize your Skirmish, Sneak Attack and/or Sudden Strike ability, is increased by a measure of distance that imposes a penalty to your Spot checks, equal to the ranks you possess in that skill (normally 10 feet per rank).
Special: A fighter can select Sniper Sight as one of his fighter bonus feats.

Focused Strike [Combat]
With enough time, you can pour your focus into delivering a single deadly strike.
Prerequisites: Base Attack Bonus +6,
Benefit: As a full-round action, you can take careful aim and pool all of your attack potential into a single, deadly strike. When you do this, you attack a single target using a single manufactured weapon, natural weapon or unarmed strike, but make as many attack rolls as you can, based on your base attack bonus. These attack rolls are made in order from highest bonus to lowest, as if you were making a full attack with a single manufactured weapon. If any of these attack rolls hit the target, your actual attack is considered to have hit.
    For each additional successful attack roll beyond the first, you increase the damage dealt by the base damage dice of the weapon used. For instance, if a 6th-level fighter firing a composite longbow hits with both  attack rolls, she does 2d8 points of damage with the actual attack, instead of 1d8 points of damage, before adding any other damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added as damage modifiers and are not increased by using this feat. If one or more rolls are critical threats, you confirm the critical once using your highest base attack bonus –5. For each critical threat beyond the first, you reduce this penalty by 1 (to a maximum of 0).
Special: A fighter can select Focused Strike as one of his fighter bonus feats.

Using Two or More Weapons

The feats below both merge and revise the series of Two-Weapon Fighting and Multi-Weapon Fighting feats.

Off-Hand Fighting [Combat]
You are adept at fighting with more than one weapon at a time.
Benefit: Your penalties on attack rolls for fighting with more than one weapon are reduced. The penalty for your primary hand lessens by 2 and the off-hand penalty lessens by 6.
Normal: You may designate your primary hand at the start of your turn as a free action. For each off-hand weapon you wield, you can get one extra attack per round with that weapon. When fighting in this way you suffer a -6 penalty with your regular attack or attacks with your primary-hand weapon and a -10 penalty to an attack with an off-hand weapon. If all of your your off-hand weapons are light, these penalties are reduced by 2 each. (An unarmed strike is always considered light.)
Special: A fighter may select Off-Hand Fighting as one of his fighter bonus feats.

Improved Off-Hand Fighting [Combat]
Prerequisites: Dex 13, Off-Hand Fighting, Base Attack Bonus +6.
Benefit: Whenever you can make one or more iterative attacks according to your Base Attack Bonus, you can make a set of them for each primary-hand and off-hand weapon you wield.
Special: A fighter may select Improved Off-Hand Fighting as one of his fighter bonus feats.

Strong Off-Hand Fighting [Combat]
Benefit: You may add your full Strength bonus (if any) to damage rolls made using any off-hand weapon, instead of 1/2 your Strength bonus (if any).
Special: A fighter may select Strong Off-Hand Fighting as one of his fighter bonus feats.

Off-Hand Opportunist [Combat]
Prerequisites: Dex 13, Combat Reflexes, Off-Hand Fighting, Improved Off-Hand Fighting, Base Attack Bonus +6.
Benefit: When allowed an attack of opportunity using a primary-hand or off-hand weapon, you may attack the same provoking target once with each primary-hand and off-hand weapon you threaten it with at that time. For any given attack of opportunity, you must decide before your first attack roll whether you want to use this feat. If you do, all of the attacks you make involving that opportunity, take the standard penalties for fighting with more than one weapon.
Special: A fighter may select Off-Hand Opportunist as one of his fighter bonus feats.

Off-Hand Rend [Combat]
Prerequisite: Dex 13, Off-Hand Fighting, Base Attack Bonus +6.
Benefit: Whenever you successfully harm the same opponent with a primary-hand weapon and at least one off-hand weapon in the same round, one of the off-hand weapons involved in doing so, may deal that opponent extra damage equal to 1d6 plus 1-1/2 times your Strength bonus (if any). You can gain this extra damage once per round against a given opponent.
Special: A fighter can select Off-Hand Rend as one of his fighter bonus feats.

Paladin Spells

A variety of other spells previously created, can be found here.

Share Wounds
Abjuration
Level: Pal 1
Components: V or S
Casting Time: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature other than yourself
Duration: 1 minute + 1 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Each time hit point damage would be taken by the subject, half of it (rounded up) is transferred to you instead, provided the distance between you and the subject does not exceed the spell's range at that time.

Spur Momentum
Transmutation
Level: Pal 1
Components: V or S
Casting Time: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature other than yourself
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The subject's initiative count immediately equals your initiative count – 1 and they may then act on this new initiative count as normal. If the subject has already acted in the current round, they can act again. If this spell would not change the subject's initiative count, it has no effect. If the subject has not yet acted during this round, their initiative count changes, and they act on that count as normal. They can not act again on their original initiative count.

Timely Transposition
Conjuration (Teleportation)
Level: Pal 1
Components: V or S
Casting Time: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: You and one willing creature
Duration: Instantaneous
Spell Resistance: Yes (harmless)

You and one other willing creature within range, instantly swap positions. Objects carried by you and the other creature (up to the maximum load of each) go with each of you, but other creatures do not, even if they are carried. The movement is instantaneous and does not provoke attacks of opportunity. If cast in response to an attack or similar event that occurs with regard to one target of this spell, there is only a 50% chance that this spell will resolve before that event, which would cause it to affect the other subject of this spell instead. Upon arrival, each of you must occupy an available space that lies within or entirely overlaps the space previously occupied by the other. If no such space exists for either creature, the spell fails.

Fighter Feat Scaling

These sample feats are part of an experiment to help improve the fighter class, in addition to giving the class a bonus feat at every level and a d12 Hit Dice. At this time however, I don't see every feat from the list of fighter bonus feats, being given a scaling effect. So far, figuring the rate of how each feat might scale, is guesstimated depending on how often the feat will likely come into play, as well as the value and potency of its initial benefits.
_______________________________

Combat Reflexes [Combat]
Benefit: You may make a number of additional attacks of opportunity in a given round, equal to your Dexterity bonus (if any). With this feat, you may also make attacks of opportunity while flat-footed. You may also make 1 additional attack of opportunity each round for every five feats you possess from the list of fighter bonus feats (rounded down), including this one.
Special: A fighter may select Combat Reflexes as one of his fighter bonus feats. A monk may select Combat Reflexes as a bonus feat at 2nd level. The Combat Reflexes feat does not allow a rogue to user her opportunist ability more than once per round.

Deft Opportunist [Combat]
Prerequisite: Dex 13, Combat Reflexes.
Benefit: You gain a +4 bonus on attack rolls when making attacks of opportunity. This bonus increases by 1 for every five feats you possess from the list of fighter bonus feats (rounded down), including this one.
Special: A fighter may select Deft Opportunist as one of his fighter bonus feats.

Heavy Armor Optimization [Combat]
You have trained extensively with heavy armor, and can better use the protection it offers.
Prerequisites: Base Attack Bonus +4, Proficiency with heavy armor.
Benefit: When you wear heavy armor, you may lessen its armor check penalty by 1 and increase its armor bonus to AC by 1. For every seven feats you possess from the list of fighter bonus feats (rounded down), including this one, you may increase its armor bonus to AC by 1. The bonus to AC this feat provides, is lost whenever you are denied your Dexterity bonus to AC (if any).
Special: A fighter may select Heavy Armor Optimization as one of his fighter bonus feats.

Improved Disarm [Combat]
Prerequisites: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +4 bonus on the opposed attack roll you make to disarm your opponent. This bonus increases by 1 for every seven feats you posses from the list of fighter bonus feats (rounded down), including this one.
Special: A fighter may select Improved Disarm as one of his fighter bonus feats. A monk may select Improved Disarm as a bonus feat at 6th level, even if she does not meet the prerequisites.

Improved Grapple [Combat]
Prerequisite: Dex 13, Improved Unarmed Strike.
Benefit: You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple. This bonus increases by 1 for every seven feats you posses from the list of fighter bonus feats (rounded down), including this one.
Special: A fighter may select Improved Grapple as one of his fighter bonus feats. A monk may select Improved Grapple as a bonus feat at 1st level, even if she does not have the prerequisites.

Improved Initiative [Combat]
Benefit: You gain a +4 bonus on initiative checks. This bonus increases by 1 for every six feats you posses from the list of fighter bonus feats (rounded down), including this one.
Special: A fighter may select Improved Initiative as one of his fighter bonus feats.

Improved Toughness [Combat]
A creature with this feat is significantly tougher than normal.
Prerequisite: Base Fortitude Save +2.
Benefit: Your maximum hit point total increases by an amount equal to your Hit Dice plus half the number of feats you possess from the list of fighter bonus feats (rounded down), including this one. If and when this total changes, the hit points you gain from this feat change accordingly.
Special: A fighter can select Improved Toughness as one of his fighter bonus feats.

Improved Trip [Combat]
Prerequisites: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent. This bonus increases by 1 for every seven feats you posses from the list of fighter bonus feats (rounded down), including this one. If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt.
Special: At 6th level, a monk may select Improved Trip as a bonus feat, even if she does not have the prerequisites. A fighter may select Improved Trip as one of his fighter bonus feats.

Mobility [Combat]
Prerequisites: Dex 13, Dodge
Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. This bonus increases by 1 for every five feats you possess from the list of fighter bonus feats (rounded down), including this one. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
Special: A fighter may select Mobility as one of his fighter bonus feats.

Point Blank Shot [Combat]
Benefit: You gain a +1 bonus on attack and damage rolls with any ranged weapon you use against a target that lies within that weapon's first range increment. You also gain a +4 dodge bonus to AC against attacks of opportunity provoked when you attack with or load a ranged weapon while threatened. This dodge bonus to AC increases by 1 for every five feats you possess from the list of fighter bonus feats (rounded down), including this one.
Special: A fighter may select Point Blank Shot as one of his fighter bonus feats.

Power Critical [Combat]
You are adept in delivering critical strikes using weapons upon which you have focused.
Prerequisites: Base Attack Bonus +4, Weapon Focus (any)
Benefit: You gain a +4 bonus on rolls to confirm critical threats using weapons for which you have taken the Weapon Focus feat. This bonus increases by 1 for every seven feats you possess from the list of fighter bonus feats (rounded down), including this one.
Special: A fighter may select Power Critical as one of his fighter bonus feats.

Note Many feats that previously applied their benefits to a chosen kind of weapon would be changed to affect all the weapons for which one has taken the Weapon Focus feat.

Shield Optimization [Combat]
You've grown adept at bringing your shield to bear, where it is most needed.
Prerequisites: Proficiency with shields.
Benefit: When personally wielding any shield other than a tower shield or buckler, you may increase its shield bonus to AC by 1. For every seven feats you possess from the list of fighter bonus feats (rounded down), including this one, you may increase its shield bonus to AC by 1. The bonus to AC this feat provides, is lost whenever you are denied your Dexterity bonus to AC (if any).
Special: A fighter may select Shield Optimization as one of his fighter bonus feats.

Stunning Fist [Combat]
Prerequisite: Improved Unarmed Strike, base attack bonus +4.
Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + half your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC. You may attempt a stunning attack once each day for every four levels you have attained (but see Special) and once for every four feats you possess from the list of bonus fighter feats (rounded down), including this one. You may not attempt more than one stunning attack each round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
Special: A monk may select Stunning Fist as a bonus feat at 1st level, even if she does not meet the prerequisites. A monk who selects this feat may attempt a stunning attack a number of times per day equal to her class level, plus one more time per day for every four levels she has in classes other than monk. A fighter may select Stunning Fist as one of his fighter bonus feats.

Weapon Focus [Combat]
You have developed your techniques for using a select variety of weapons.
Prerequisites: Base Attack Bonus +1
Benefit: Choose one group of weapons with which you are proficient. You gain a +1 bonus on all attack rolls you make using weapons from the selected group. This bonus increases by 1 for every eight feats you possess from the list of fighter bonus feats (rounded down), including this one.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new group of weapons. You may instead choose unarmed strike or grapple (or ray or missile, if you are a spellcaster) as your weapon for purposes of this feat.

Weapon Specialization [Combat]
You deal extra damage using weapons upon which you have focused.
Prerequisites: Base Attack Bonus +4, Weapon Focus (any)
Benefit: You gain a +2 bonus on damage rolls using weapons for which you have taken the Weapon Focus feat. This bonus increases by 1 for every six feats you possess from the list of fighter bonus feats (rounded down), including this one.
Special: A fighter may select Weapon Specialization as one of his fighter bonus feats.

Other recently drafted feats:

Tower Shield Optimization [Combat]
You have trained extensively with tower shields, and can better handle them in battle.
Prerequisites: Base Attack Bonus +4, Proficiency with tower shields
Benefit: When personally wielding a tower shield, you may lessen its check penalty by 3, lessen its attack roll penalty by 1, increase its maximum Dexterity bonus to AC by 1, and increase its shield bonus to AC by 2. For every six feats you possess from the list of fighter bonus feats (rounded down), including this one, you may increase its shield bonus to AC by 1. The bonus to AC this feat provides, is lost whenever you are denied your Dexterity bonus to AC (if any).
Special: A fighter may select Tower Shield Optimization as one of his fighter bonus feats.

Note I always felt the penalties for using a tower shield were a little too burdensome, and instead of revising the shield itself, I decided offering a feat like this would prove a better remedy.

Garzugrond

In its horrifically fiendish true form, this pitch-black scaled humanoid stands at least fifteen feet tall. Vast dragon-like wings enfold it, but are unable to hide the tearing claws, the hellish maw, the wicked tail, or the eyes from which gleam the promise of eternal damnation.

UNIQUE INFERNAL CR 28
LE Large Outsider (Evil, Lawful, Extraplanar);
Templates Dark, Shadow;
Init +7; Senses darkvision 1000 ft., detect chaos, detect good, detect law, see invisibility, true seeing, see in darkness, blindsight 500 ft., superior low-light vision, Mindsight, Listen +43, Spot +43; Languages Common, Celestial, Infernal, Abyssal plus any 4, telepathy 1000 ft.

DEFENSE
AC 50, touch 16, flatfooted 50 (+7 Dex, -1 size, +34 natural);
hp 840 (40d8+520);
Fort +37, Ref +31, Will +32 (with +2 luck);
SR 39 (base CR + 12);  DR 15/good and epic;
Defensive Abilities Evasion, Regeneration 15, Fast Healing 15, Learned Spell Immunity, Touch of the Divine, Uncanny Dodge;
Resist acid 20, cold 30, electricity 20, fire 30, sonic 10;
Immune ability damage, ability drain, death effects, death by massive damage, disintegration, energy drain, involuntary mind-affecting effects, involuntary polymorph effects, petrification;

OFFENSE
Speed 135 ft., fly 375 ft. (perfect);
Space 10 ft.; Reach 10 ft.;
Base Atk +40; Grp +64;
Melee unarmed strike +60/+55/+50/+45 (4d6+6d6+30),
2 claws +60/+55/+50 (6d6+10), bite +60 (4d8+10),
2 wings +60 (2d6+10), tail slap +60 (4d8+10);
Special Attacks Epic Lawful Evil Strike, Reaving Strikes, Rend, Pounce, Spell Suck, Improved Grab, Summon Fiend;
Infernal Spell-like Abilities (CL 27th, Cha-based DC 20 + spell level)
Constant—blood wind, blur, cloak of khyber, deep breath, detect chaos, detect good, detect law, detect magic, freedom of movement, greater invisibility, read magic, see invisibility, shadow phase, true seeing, unholy aura; At will—blasphemy, blur, brain spider, chain dispel, darkness, deeper darkness, desecrate, flame strike, greater invisibility, magic circle against good, persistent image, rapture of the deep, resurgence, shadow phase, silence, solid fog, telekinesis, greater teleport (self only), unholy aura, unholy blight, unhallow; 3/day—mass charm monster, control undead, dominate monster, freedom of movement, mage's disjunction, mass hold monster, limited wish, greater magic fang, plague of undead, regenerate, wail of doom; 1/day—hellball (epic spell);

STATISTICS
Str 50, Dex 25, Con 36, Int 22, Wis 26, Cha 31;
Feats Mindsight, Darkstalker, Rapidstrike, Improved Rapidstrike, Improved Unarmed Strike, Superior Unarmed Strike, Multiattack, Knowledge Devotion, Improved Natural Weapon (Claws), Improved Natural Weapon (Unarmed Strike), Beast Strike, Hammer Fist, Versatile Unarmed Strike, Power Attack, Improved Multiattack, Combat Reflexes, Robilar's Gambit, Karmic Strike, Brutal Throw, Improved Combat Reflexes, Greater Combat Reflexes;
Skill Ranks Appraise 15 ranks, Balance 15 ranks, Bluff 25 ranks, Concentration 43 ranks, Decipher Script 5 rank, Escape Artist 15 ranks, Handle Animal 5 ranks, Heal 5 ranks, Hide 25 ranks, Gather Information 5 ranks, Knowledge (arcana, dungeoneering, local, nature, planes, religion) 25 ranks, Knowledge (any 5 others) 5 ranks, Move Silently 25 ranks, Spellcraft 40 ranks, Listen 35 ranks, Search 25 ranks, Sense Motive 35 ranks, Spot 35 ranks, Survival 15 ranks, Tumble 19 ranks, Use Magic Device 40 ranks;
Synergy +3 Balance, +4 Disguise (to act), +13 Diplomacy, +4 Gather Information, +4 Intimidate, +3 Jump, +4 Survival;
Racial +8 Hide, +12 Move Silently;
SQ Change Shape, Hide in Plain Sight, Nondetection, Shadow Blend

ABILITIES
Change Shape (Su): An infernal can assume the form of any Small or Medium humanoid.
Improved Grab (Ex): If an infernal hits with a claw, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Infernals can use this ability on Large and smaller creatures. The infernal has the option to conduct the grapple normally, or simply use its claw to hold the opponent. Each successful grapple check it makes during successive rounds automatically deals standard claw damage, in addition to automatic spell suck damage.
Spell Suck (Su): If an infernal bites a foe, the foe loses one of its highest-level prepared spells or one of the spell slots for this day that it has not used. The victim chooses the prepared spell to lose. If the victim has no prepared spells or unused spell slots (either because it has exhausted its spellcasting for the day or because the victim is not a spellcaster), the bite instead deals 2 points of temporary Intelligence damage.
Learned Spell Immunity (Su): If an infernal is affected by a spell cast by a particular spellcaster, the infernal thereafter becomes immune to that spell when cast by that spellcaster, as if its spell resistance were infinite against it.
Evasion (Ex): This shadow creature gains Evasion, as per the rogue's class feature.
Hide in Plain Sight (Ex): A dark creature can use the hide skill even while observed, except in natural daylight or the area of a daylight spell or similar effect.
Epic Lawful Evil Strike (Su): This infernal's natural weapons, unarmed strikes and any weapons in wields in melee are considered lawful, evil and epic for the purpose of overcoming damage reduction.
Nondetection (Su): Infernals possess a continuous nondetection ability, as if each of them had cast the spell upon itself as a sorcerer with an effective caster level equal to their Hit Dice.
Pounce (Ex): If an infernal charges, it can make a full attack.
Reaving Strikes (Ex): An infernal's natural weapons and unarmed strikes overcome all forms of damage reduction based on a metallic material.
Rend (Ex): If an infernal hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 12d6+30 points of damage.
Regeneration (Ex): This infernal takes normal damage from good or chaotic weapons.
See in Darkness (Su): Infernals 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 shadow 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.
Summon Fiend (Sp): An infernal can summon four balors or four pit fiends per day (lawful infernals summon pit fiends, and chaotic infernals summon balors).
Touch of the Divine (Ex): An infernal has maximum hit points for its Hit Dice.
Uncanny Dodge (Ex): This particular shadow creature gains Uncanny Dodge, as per the rogue's class feature. 

NOTES
Note The typical infernal has Str 43 and Con 28.
Note In some cases where this creature would have been entitled to an epic feat, two non-epic feats were chosen to replace it.
Note The entry for the infernal (ELH 164) is modified to include a Challenge Rating of 27 along with the Change Shape, Nondetection, Pounce, Reaving Strikes, Rend, See in Darkness and Touch of the Divine abilities. It includes resistance to acid 20, cold 30, electricity 20, fire 30 and sonic 10, as well as Spell Resistance 39. The modified entry also reflects a Charisma score of 31.
Note The entry for the infernal is modified to include a revised and amended repertoire of spell-like abilities at a caster level of 27th. Some spell-like abilities without a use limit and/or possessing a long duration were updated to constant spell-like abilities. 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.
Drafted for the campaign purposes.

d20 Future Extrapolations

MELEE WEAPON MODIFICATIONS

Oscillating (Ex): Inside the blade itself, and controlled by a switch on the hilt of the weapon, are microscopic machines that cause the blade to vibrate at incredibly high speeds. Though the wielder of the weapon is shielded from these vibrations by a soft hilt, any character or object struck by the high frequency weapon finds that the weapon is given extra cutting power thanks to its technological enhancements.
This ability can be applied to any masterwork slashing weapon, causing it to deal damage as if it were one size larger than it really is.

Mono-Edge (Ex): This ability can be applied to any masterwork slashing weapon, causing it to deal damage as if it were four sizes larger than it really is.

Electro (Ex): This ability can be added to any conductive masterwork weapon, causing it to deal additional electricity damage equal to the unmodified base damage of the weapon.

Impact (Ex): This weapon has one or more miniature artificial gravity generators embedded within it, which increase in mass at the instant of impact.
This ability can be added to any masterwork weapon, causing it to deal additional concussion damage equal to the unmodified base damage of the weapon.

Ginzumaul

A villain in need of background development.

MARRUSPAWN ABOMINATION CR 21
NE Medium Outsider (Extraplanar);
Templates Dark, Shadow, Variable Half-Fiend;
Init +4; Senses darkvision 120 ft., true seeing, discriminating hearing,
blindsight 120 ft., superior low-light vision, Mindsight, Listen +36, Spot +32;
Languages Common, Celestial, Infernal, Abyssal plus any 2, telepathy 200 ft.

DEFENSE
AC 44, touch 24, flatfooted 44 (+20 natural, +10 insight, +4 Dex);
hp 460 (20d8+300);
Fort +35, Ref +18, Will +33 (with +2 luck);
SR 32 (base CR + 12);  DR 10/magic and adamantine;
Defensive Abilities Evasion, Fast healing 15, Touch of the Divine, Uncanny Dodge;
Resist 10 acid, 20 cold, 10 dessication, 10 electricity;
Immune ability damage, ability drain, energy drain, fire, involuntary mind-affecting effects, involuntary polymorph effects, massive damage, petrification, poison;

OFFENSE
Speed 105 ft. fly 105 ft. (average);
Space 5 ft.; Reach 5 ft.;
Base Atk +20; Grp +36;
Melee 2 claws +36/+31/+26 (2d8+16),
unarmed strike +34/+29/+24/+19 (2d6+8), and bite +34 (4d6+8);
Special Attacks Magic Strike, Adamantine Strike, Rend, Pounce, Howl of Dissolution;
Spell-like Abilities (CL 20th, Cha-based DC 17 + spell level)
Constant—nondetection, touch of thirst, true seeing; 3/day—flesh to salt, sandform,
summon monster IX (Gargantuan fiendish monstrous scorpion only); 1/day—symbol of thirst;
Half-Fiend Spell-like Abilities (CL 20th, Cha-based DC 17 + spell level)
3/day—bite of the werebear, blood wind, heart of water, heroics, girallon's blessing, greater plane shift, righteous might, greater teleport, wraithstrike; 1/day—gate, miracle;

STATISTICS
Str 43, Dex 18, Con 32, Int 20, Wis 29, Cha 25;
Feats Mindsight, Darkstalker, Rapidstrike, Improved Rapidstrike,
Improved Unarmed Strike, Superior Unarmed Strike, Multiattack;
Skill Ranks Balance 16 ranks, Bluff 15 ranks, Concentration 23 ranks, Escape Artist 16 ranks, Handle Animal 5 ranks, Heal 5 ranks, Hide 23 ranks, Knowledge (arcana, dungeoneering, local, nature, planes, religion) 5 ranks, Move Silently 23 ranks, Spellcraft 23 ranks, Listen 23 ranks, Search 15 ranks, Sense Motive 15 ranks, Spot 23 ranks, Survival 6 ranks, Tumble 15 rank, Use Magic Device 23 ranks;
Synergy +3 Balance, +3 Disguise (to act), +6 Diplomacy, +2 Gather Information, +3 Intimidate, +3 Jump;
Racial +4 Listen, +8 Hide, +12 Move Silently;
SQ Hide in Plain Sight, Ferocity, Shadow Blend

ABILITIES
Adamantine Strike (Ex): A marruspawn abomination's natural weapons and unarmed strikes are considered adamantine for the purpose of overcoming damage reduction.
Discriminating Hearing (Ex): A marruspawn can hear across great distances with ease, gaining a +4 racial bonus on Listen checks. A marruspawn’s hearing is so sensitive that it can sense the presence of most creatures merely by the sound of their breathing, their heartbeat, or their movement if they are within 30 feet.
When a marruspawn detects a noise, the exact location of the source is not revealed—only its presence somewhere within range. A marruspawn can take a move action to note the direction of the sound. Whenever a marruspawn comes within 5 feet of the source, it can pinpoint the sound’s location. Undead, constructs, and other creatures that have no metabolism are not subject to being detected by discriminating hearing unless they move—in any round when they move, they are detectable by the sound they make while moving through the air or shuffl ing along the ground. Only incorporeal creatures are completely undetectable, unless they wish to be detected.
Evasion (Ex): This shadow creature gains Evasion, as per the rogue's class feature.
Ferocity (Ex): A marruspawn abomination is such a tenacious combatant that it continues to fight without penalty even while disabled or dying. 
Hide in Plain Sight (Ex): A dark creature can use the hide skill even while observed, except in natural daylight or the area of a daylight spell or similar effect.
Howl of Fossilization (Su): Once every 1d4 rounds, a marruspawn abomination can loose a fossilizing howl as a free action. All creatures within 30 feet must succeed on a DC 27 Fortitude save or become fossilized. This effect functions as the flesh to stone spell (see page 232 of the Player’s Handbook). The save DC is Charisma-based. Even a creature that makes its save is subject to the abomination’s howl of fossilization ability in later rounds.
Magic Strike (Su): A marruspawn abomination's natural weapons and unarmed strikes are considered magic for the purpose of overcoming damage reduction.
Pounce (Ex): If a marruspawn abomination charges, it can make a full attack.
Rend (Ex): If this marruspawn abomination hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 4d8+24 points of damage.
See in Darkness (Su): This shadow creature 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 shadow 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. 
Touch of the Divine (Ex): A marruspawn abomination has maximum hit points for its Hit Dice.
Uncanny Dodge (Ex): This particular shadow creature gains Uncanny Dodge, as per the rogue's class feature. 

NOTES
Note  Added the ferocity, pounce and rend abilities, to fill out thematic effectiveness.
Drafted for the campaign purposes, this creature has yet to have a custom template applied.

Lavender City Justice

Criminals and prisoners within Lavender City, are kept confined in three jail systems, deep in its undercity. They are assigned to one of the three systems based on the severity of their crime(s). All of them have a variety of curses laid upon them.

Greater curses using bestow greater curse typically include the following:
  • The target cannot cast spells, use spell-like abilities, or activate spell completion or spell trigger items.
  • One of the target's attack options is lost (such as a dragon's breath weapon or a medusa's petrifying gaze attack.)
  • The target loses a class ability, such as spellcasting, sneak attack damage, or barbarian rage. If this class ability is a prerequiste for other abilites or feats, the target loses the use of those feats as well.
Standard curses using bestow curse typically include the following:
  • The target loses access to the vanguard spells of Myth Lavender.
  • The target's spell resistance is reduced by 5.
  • The target becomes unable to tell a lie. He or she may, however, choose to avoid answering a question in order to avoid telling the truth.
A list of curses can be found here:
http://www.giantitp.com/forums/showpost.php?p=12840375&postcount=19

Violet Order Affliliation Table

THE VIOLET ORDER
AFFILIATION TABLE

Abilities Affiliation Modifier
Character Level+1/2 levels
5-12 ranks in any Knowledge skill+1/skill
13+ ranks in any Knowledge skill+1/skill
Any Metamagic, Metapsionic or
Item Creation feat
+1/feat
Lore or Bardic Knowledge class feature+1
Any feat that improves the result of Knowledge checks or any magical or psionic effect derived from a class feature or using an item+1/feat
Possesses an effective caster or manifester level derived from a class feature+1
Ability to cast a 3rd-level spell or infusion from a slot, or manifest a 3rd-level power that draws from a power point reserve+1
Ability to cast a 6th-level spell or infusion from a slot, or manifest a 6th-level power that draws from a power point reserve+1
Ability to cast a 9th-level spell or infusion from a slot, or manifest a 9th-level power that draws from a power point reserve+1
Ability to cast epic spells or infusions, or manifest epic powers+1
At least 1 rank in Use Magic Device
or Use Psionic Device skill
+1
Lacks ranks in any Knowledge skill-5 until remedied
Is Illiterate-5 until remedied
DeedsAffiliation Modifier
Spends xp creating order sponsored items or casting spells as directed by the order+1 for every 2,500 xp
Donates funds to the order+1 for every 70,000 gp
Serves in any council or other critical station within the order for a cumulative sum of years
( i.e. 1, 2, 5, 10, 25, 50, 100, 250, 500 or 1000 )
+1 for each listed anniversary
Serves as headmaster of the order+1 each year
Attains a general rank within the order they never held before
(i.e. brown, gray, blue, silver or purple)
+1 each time
Contributes knowledge of how to produce a new effect or how to create a new item+1 per contribution
Deemed most responsible for a successful mission objective+1 to one individual per objective
Provides the most crucial lynchpin intelligence or support that protects or advances the order's associated interests, lives and/or property+1 to one individual per successful encounter that gave them exp
Endures the greatest measure of personal injury whilst protecting or advancing the order's associated interests, lives and/or property+1 to one individual per successful encounter that gave them exp
Exposed to the greatest amount of needful mortal danger whilst protecting or advancing the order's associated interests, lives and/or property+1 to one individual per successful encounter that gave them exp
Volunteers a total of 60 days within a given year teaching order registered students+1 for that year
Volunteers a total of 60 days within a given year helping create order sponsored items or spells+1 for that year
Fails to perform a listed task or deed that would improve their affiliation score for one year-1 for that year
Fails to volunteer at least 20 days within a given year helping create order sponsored items and spells (unless headmaster, council member or in a critical station) -1 for that year
Fails to volunteer at least 20 days within a given year teaching order registered students (unless headmaster, council member or in a critical station)-1 for that year
Held attributable to the failure of a mission objective-1 per objective
Associated with a failed mission objective-1 per objective
Commits a reckless or negligent act that endangers the order's associated interests, lives and/or property-5 for each instance
Steals from the order or commits a deliberate act that endangers the order's associated interests, lives and/or property-15 for each instance



Affiliation Score Title: Benefits and Duties
Less than 4 No Benefit
4-9 Scholar: You can gain a bonus equal to +1 per hour spent in research (maximum +5) on your choice of one of the following skill checks: Appraise, Decipher Script, any Knowledge skill, Psicraft, Spellcraft, or Truespeak. Each time you perform research, you can choose a different skill to which to add the bonus.
10-14Initiate: You gain spell or power resistance equal to your CR + 5, or you may increase your existing spell or power resistance by 1.
15-19Adept: In order for a divination effect to perceive any given effect produced by an adept by any means, the caster of the divination effect must succeed on a caster level check (1d20 + caster level) against a DC of 15 + that effect's caster level.
20-24Agent: Your existing spell or power resistance increases by 1 and you gain a +1 bonus on caster level and manifester checks to overcome spell and power resistance.
25-29Master: The maximum benefit one may obtain as a Scholar doubles. In addition, masters receive a +2 bonus on saving throws against any effect based on symbols, glyphs, or any form of magical writing.
30-34Director: You gain the ability to cast a modified version of sending with only a standard action, as a spell-like ability with a caster level equal to your CR, to deliver a one-way message of up to 25 words to any number of creatures with an affiliation score of at least 4. Whenever you successfully cast this ability, you must wait 3d6 hours plus an additional 1d6 hours for each creature you contacted, before you can use it again.
35-39Grandmaster: For the purpose of determining your allotment of bonus slots and bonus power points, you may treat each of your mental ability scores as being two points higher than their actual value.
40-44Exarch: You gain the ability to cast pavilion of grandeur as a spell-like ability, with a caster level equal to your CR. Whenever you successfully cast this ability, you must wait 10d6 days before you can use it again.
45+Ascendant: You gain the ability to cast miracle or metafaculty at will as a spell-like ability with a caster level equal to your CR. Your affiliation score drops by 1 whenever you successfully cast one of these abilities.

Travel to Lavender City

Lavender City's flat topside typically hovers at an elevation of about 11 miles, and can be reached by any flying creature within about 14 miles of the city thanks to the effects of the Holocene Locale epic spell (see below) cast upon various objects within the city. Most of the time, a means of instantaneous extraplanar transportation, may be used to arrive anywhere at least one mile away from the city's center. However, if the city is locked down by means of a weirdstone (see below), then the point of arrival must exceed 6 miles from the city's center.


HOLOCENE LOCALE
Evocation [Air, Cold, Electricity, Fire, Water]
Spellcraft DC: 25
Components: Ritual
Casting Time: 11 minutes
Range: 750 ft.
Target: One object 
Area: 15-mile-radius emanation centered on target object
Duration: Permanent
Saving Throw: None
Spell Resistance: No
To Develop: 225,000 gp; 5 days; 9,000 XP; Seeds: conjure (DC 21), energy [weather] (DC 25). Factors: increase area by 650% (+26 DC), area centered on target object within 300 ft. (ad hoc +20 DC), dispelling resistance (+310 DC), increase range by 150% (+3 DC), no verbal or somatic component (+4 DC), permanent (x5).
Mitigating Factors: one hundred additional casters each contributing a 6th-level spell slot and suffering 9d6 backlash damage (-2000 DC), increase casting time by 10 minutes (-20 DC).

    This is a ritual spell requiring 100 additional spellcasters, each of which must contribute an unused 6th-level spell slot to the casting and suffer 9d6 backlash damage when the casting is complete. Any dispel checks made against this spell suffer a -155 penalty.
    While this spell is in effect, ambient temperatures within the area are brought within a range of 25° to 95° F, but only when they would otherwise fall outside it. Cold snaps and heat waves are neutralized within the area. In addition, naturally occurring wind speeds in the area never rise above 20 mph (moderate) and the humidity of any air in the area never falls below 1%.
    The spell also eliminates any absence or lack of air and atmospheric pressure within its area of effect, up to the point needed to match the ideal conditions for any single air breathing or amphibious creature in the spell's area, as chosen by the caster at the time of casting. This effect of the spell is additive only, and may never reduce the naturally occurring amount of air or atmospheric pressure found anywhere. If no air breathing creature is chosen or present within the area at the time of casting, then the amount of air and atmospheric pressure remain unaffected by this spell.
    The changes wrought by this spell manifest themselves immediately, and move with the area of the effect. Unattended quantities of air and water created by this spell cease to exist beyond its area of effect.

WEIRDSTONE
These innocuous-looking, fist-sized pieces of faceted glass are among the most highly sought-after items in all of Faerûn. Mages who like their privacy and evil beings who prefer to keep their plans secret are particularly fond of these items, and they often dispatch minions or adventurers to retrieve them.
When placed upon a flat surface and activated by mental command, a weirdstone floats about 3 feet into the air, glowing and chiming softly. While active, it blocks out all of the following within a 6-mile radius (including into the air above and the ground below).
  • All extra-planar travel.
  • All divination (scrying) spells.
  • All conjuration (teleportation) spells.
  • Any spell-like, supernatural, or extraordinary abilities, psionic powers, or the like that mimic these effects.
The weirdstone hampers only effects that manifest within its area. Spells or abilities activated within the weirdstone's area that target an area outside its 6-mile radius are unaffected. For example, a wizard standing right next to a weirdstone could cast a scrying spell to spy on a creature more than 6 miles away, but she could not teleport across the room because the weirdstone blocks teleportation magic within its radius.
Strong abjuration; CL 20th; Craft Wondrous Item, dimensional lock, nondetection, creator must be at least 20th level; Price 230,000 gp.
Source:Player's Guide to Faerûn

Lavender City

A flying city sculpted from purple stone, its buildings bonded to the flat topside of a hemispherical mass of the same, with a diameter of four miles and a depth of two miles. A central high tower dominates the buildings of the "skycity" that in turn, lie over the internal excavations of the "undercity" deep within the stone.

The Violet Order established and guides the city. Those wishing to join the order are encouraged to travel to Lavender City and submit an initial document to the tower, that introduces them.

Lavender City began as a large complex of subterranean chambers, excavated deep in the purple stone that lay under the Plains of Purple Dust. At some point, a member or ally of the Violet Order developed the epic spell Raise Myth Lavender and with the order's help, cast this spell from the center-most chamber. The mythal created, was then used take hold of an immense, hemispherical mass of purple stone surrounding the complex, cut it free from the surrounding stone and lift it up into the sky. The existing chambers became part of the undercity, as the topside of the flying island was eventually molded and sculpted into the city it is today. Rumors exist that the Violet Order has also recovered the Seventh Imaskarcana from a site near their city's origin, resulting in the permanent extradimensional spaces currently being used to expand the various interior spaces of the city, likely created using ancient Imaskari methods. There are roughly fifty-five to sixty thousand residents within the city, which doesn't account for travelers and traders.

The mythal laid out below is a work in progress, and may contain some errors.

RAISE MYTH LAVENDER
Evocation
Spellcraft DC: 25
Components: Ritual
Casting Time: 20 minutes
Range: 300 ft.
Target: One object (capstone)
Area: 3-mile-radius emanation centered on the target (capstone)
Duration: Permanent
Saving Throw: None (see text)
Spell Resistance: No
To Develop: 225,000 gp; 5 days; 9,000 XP. Seeds: mythal (DC 25), transform (DC 21). Factors: area centered on target object within 300 feet (ad hoc +20 DC), dispelling resistance (+660 DC), increase area by 15740% (+625 DC), anroited effects (+70.3 DC), vanguard effects (+25.8 DC), prevalent effects (+57.025 DC), Two prevalent minor powers (+10 DC), Four keyed prevalent minor powers (+40 DC), Two prevalent medium power (+40 DC), Two limited area keyed prevalent medium power (+40 DC), Two keyed prevalent medium powers (+80 DC), Three keyed prevalent major powers (+300 DC), transform objects with a hardness of up to 92 (+46 DC), no verbal or somatic component (+4 DC).
Mitigating Factors: increase casting time by 10 minutes (-20 DC), capstone (-20 DC), one hundred additional casters each contributing a 6th-level spell slot and suffering 9d6 backlash damage (-2000 DC).

This is a ritual spell requiring 100 additional spellcasters, each of which must contribute an unused 6th-level spell slot to the casting and suffer 9d6 backlash damage when the casting is complete. The DC of any caster level check attempting to dispel this spell, equals 351 + this spell's caster level. When this spell is cast, the primary caster becomes fully attuned to its effects.
  • Anroited Spells and Effects: Spells and effects that "rend" the weave or produce "antimagic" or "null" effects are prevented from being cast or initially created within the mythal. This power has an effective caster level equal to the mythal's caster level.
  • Keyed Anroited Spell: Unless cast or produced by a fully attuned creature, mage's disjunction is prevented from functioning within the mythal. This power has an effective caster level equal to the mythal's caster level.
  • Keyed Anroited Spells and Effects: Spells and effects with the earth descriptor are prevented from functioning within the mythal. Spells and effects produced by a fully attuned creature or provided by the mythal itself are unaffected by this power. This power has an effective caster level equal to the mythal's caster level.
  • Limited Area Anroited Energy Types: Spells and effects that deal force or sonic damage are prevented from functioning in a 80-ft.-radius area centered on the capstone. This power has an effective caster level equal to the mythal's caster level.
  • Vanguard Spells: Each of the following "Vanguard" spells can be activated as a standard action, with only a command thought by any creature within the mythal: silent candlelight (CL 1st), silent create water (CL 1st), silent lay of the land (CL 2nd), silent make whole (CL 3rd), silent purify food and drink (CL 1st), remove fatigue (CL 7th), silent unseen crafter (CL 5th).
  • Keyed Vanguard Spells: Each of these spells can be activated as a standard action, with only a command thought by any attuned creature within the mythal: amplify (CL 2nd), silent clearstone (CL 7th), silent resurgence (CL 3rd), silent sending (CL 11th).
  • Prevalent Spells: These spells affect all creatures within the mythal: air breathing (CL 5th), appraising touch (CL 1st), deep breath (CL 1st), detect ship (CL 5th), endure elements (CL 1st), fins to feet (CL 3rd), healthful rest (CL 1st), life's grace (CL 9th), magecraft (CL 1st), sustain (CL 7th), swim (CL 3rd).
  • Prevalent Spell: This spell affects the mythal's entire area: impede sun's brilliance (CL 1st).
  • Keyed Prevalent Spells: These spells affect all attuned creatures within the mythal: cloak of bravery (CL 10th), detect magic (CL 1st), false gravity (CL 5th), lightfoot (CL 1st), nerveskitter (CL 1st), protection from possession (CL 1st), raptor's sight (CL 1st), superior darkvision (CL 7th).
  • Keyed Prevalent Spell: This spell affects all other eligible spell effects for as long as they remain within the mythal, provided that they were produced by an attuned creature: permanency (CL 17th).
  • Limited Area Prevalent Spells: These spells affect the capstone: dimensional anchor (CL 7th), ray deflection (CL 7th).
  • Limited Area Prevalent Spell: This spell affects all creatures in an 80-ft.-radius area centered on the capstone: protection from possession (CL 1st).
  • Limited Area Prevalent Spells: These spells affect an 80-ft.-radius area centered on the capstone: acidward (CL 9th), fireward (CL 9th), shockward (CL 9th), mage's private sanctum (CL 9th).
  • Prevalent Minor Power: This power minimizes the harmful variable effects that all toxins, poisons and drugs might have on creatures within the mythal, as well as the harmful variable effects of any disease contracted within the mythal. This power has an effective caster level equal to the mythal's caster level.
  • Prevalent Minor Power: This power maintains a blanket control temperature (Fr) effect that covers the entire mythal. Ambient temperatures within the area are prevented from falling below 35° F or rising above 95° F. This power has an effective caster level equal to the mythal's caster level.
  • Keyed Prevalent Minor Power: This power enables any attuned creature within the mythal, to communicate telepathically with any number of other attuned creatures that are also within the mythal. This power does not impart the understanding of any language. This power has an effective caster level equal to the mythal's caster level. This power is typically used to communicate and discuss matters such as using the mythal's other powers.
  • Keyed Prevalent Minor Power: When used up to once per round, as a free or immediate action on the part of any fully attuned creature within the mythal, this power utilizes a shatter effect to "sunder" all solid non-magical material crossing a 2-mile-radius boundary centered on the capstone, in such a way it smoothly carves between everything inside and outside the boundary. This power has an effective caster level equal to the mythal's caster level.
  • Keyed Prevalent Minor Power: When used up to once per round, as a free or immediate action on the part of any fully attuned creature within the mythal, this power targets the entire volume of eligible matter within the mythal, that lies outside the 2-mile-radius boundary centered on the capstone, and subjects it to a soften earth and stone effect. Afterwards, what lies within the boundary can be separated from the rest more easily, by means of another power used to "spin" and "transport" it away. This power has an effective caster level equal to the mythal's caster level.
  • Keyed Prevalent Minor Power: When used up to once per round, as a free or immediate action on the part of any fully attuned creature within the mythal, this power utilizes a blanket earthfast (SpC 67) effect on every stone structure and rock formation in a 2-mile-radius area centered on the capstone. This power has an effective caster level equal to the mythal's caster level.
  • Prevalent Medium Power: This power maintains a prevalent 'greater' augment object (SBG) effect, that affects the capstone, as well as the single largest solid object that occupies most of the area within a 2-mile-radius centered on the capstone. It also provides them with 30 acid, cold, electricity, fire and sonic resistance and grants them a +6 resistance bonus on all saving throws. This power has an effective caster level equal to the mythal's caster level.
  • Prevalent Medium Power: This power utilizes a control winds effect to continually limit the speed of all mundane wind within the mythal to 20 mph (moderate). This power has an effective caster level equal to the mythal's caster level.
  • Limited Area Keyed Prevalent Medium Power: This power maintains a blanket zone of respite (SpC 244) effect that affects a 1-mile-radius area centered on the capstone. Spells and effects produced by any attuned creature or the mythal itself are unaffected by this power. This power can be raised or lowered once per round, as a free or immediate action on the part of any fully attuned creature within the mythal. Whenever the capstone suffers harm, this power is raised. This power has an effective caster level equal to the mythal's caster level.
  • Limited Area Keyed Prevalent Medium Power: This power prevents spells and effects of the scrying subschool from targeting or perceiving anything within a 1-mile-radius area centered on the capstone. Spells and effects produced by a fully attuned creature or the mythal itself are unaffected by this power. This power has an effective caster level equal to the mythal's caster level.
  • Keyed Prevalent Medium Power: This power entitles all fully attuned creatures within the mythal to a saving throw with a bonus equal to the mythal's caster level, against any spell or effect that a mind blank effect would normally ward them against. For each spell and effect that does not allow a save, a successful Will save made as if it did, wards such a creature against it in a manner consistent with a mind blank effect, at an effective caster level equal to the mythal's caster level.
  • Keyed Prevalent Medium Power: This power maintains a blanket revelation (DoF 117) effect that covers the entire mythal. Spells and effects produced by an fully attuned creature or the mythal itself are unaffected by this power. This power can be raised or lowered once per round, as a free or immediate action on the part of any fully attuned creature within the mythal. Whenever the capstone suffers harm, this power is raised. This power has an effective caster level equal to the mythal's caster level.
  • Keyed Prevalent Major Power: This power heightens the effective spell level of any curse cast or otherwise produced by any attuned creature within the mythal to at least 9th-level, and improves its actual caster level to a minimum equal to the mythal's caster level. This power has an effective caster level equal to the mythal's caster level.
    • Any attuned creature within the mythal may spontaneously cast greater bestow curse, by losing a prepared spell or unused spell slot of equal or higher level, as if it were a 6th-level spell on their class spell list.
    • Any attuned creature within the mythal, with at least 1 rank in Spellcraft or Use Magic Device, may use spell trigger devices as if they were a cleric, sorcerer or wizard with a class level equal to the mythal's caster level, but only for the purpose of triggering greater bestow curse, as though they knew the spell.
  • Keyed Prevalent Major Power: This power of this spell automatically supports and levitates the capstone, as well as the single largest solid object that occupies most of the area within a 2-mile-radius centered on the capstone.
    • The placement of otherwise "stationary" magical matter and effects that lie fully within the mythal, remain in a position relative to the second aforementioned object, but only while they are not directly interacting with a creature, object, ship, vehicle, structure, terrain or another magical effect that extends in any part, outside the mythal.
    • This power may be directed as a free or immediate action by any fully attuned creature within the mythal, to "move" the mythal and all of its contents (even magical matter, effects and the air itself) as a single cohesive unit, up to 110 feet (12.5 mph) horizontally and up to 880 feet (1 mile every 6 rounds) up or down over the next round. After a specific fully attuned creature has directed the power in this manner, it may not do so again until the seed is directed to "move" by another.
      • Creatures, objects, ships, vehicles, structures, terrain and magical effects that extend in any part outside the mythal and anything they might attend or be attended by, are not affected by this use of the transport seed. However, they still interact with everything that moves at up to 12.5 miles an hour horizontally or up to 100 miles per hour vertically within the mythal accordingly. Anything else that lies in the mythal's path that later comes to lie fully within it, begins moving with its contents as an entire unit.
      • Gravitational forces still pull on matter within the mythal, and anything falling through it, continues to do so as part of the its contents as they are moved.
    • This power may be directed as a free or immediate action by any attuned creature within the mythal, to "spin" the mythal and all of its contents (even magical matter, effects and the air itself) as a single cohesive unit, clockwise or counterclockwise about the capstone's vertical axis at a maximum rate of 360 degrees every 11 hours, moving them about 5 feet per round for every mile measured from the capstone. The spinning continues as last directed, until directed otherwise.
      • Creatures, objects, ships, vehicles, structures, terrain and magical effects that extend in any part outside the mythal and anything they might attend or be attended by, are not affected by this use of the power. However, they still interact with everything being "spun" at up to 1.7 miles per hour within the mythal relative to things outside of it.
      • Gravitational forces still pull on matter within the mythal, and anything falling through it, continues to do so as part of the its contents as they are spun.
    • This power may be directed as a free or immediate action by any attuned creature within the mythal, to "stop" the things from being "moved" and "spun" for 1 round.
  • Keyed Prevalent Major Power: This power may be directed to "teleport" by any fully attuned creature that spends 10 consecutive rounds within the mythal while concentrating (DC 24) on the power as if casting a spell. If successful, that creature may trigger the mythal to shift everyone and everything (including magical effects) that lies within it to a new location on this plane or another. If the mythal currently exists on the elemental plane of earth, then this use of the power only affects a 2-mile-radius area centered on the capstone.
    • During the aforementioned 10 rounds of concentration, a harmless mental "ping" is triggered each round, in the minds of all creatures within the mythal.
    • If and when a majority of all fully attuned creatures within the mythal voluntarily withdraw their implied consent as free or immediate action during this time, then that creature's use of the power fails completely and it may not used in this fashion again by that same creature for 10 minutes.
    • Creatures, objects, ships, vehicles, structures and terrain and magical effects that extend in any part outside the mythal and anything they might attend or be attended by, are not affected by this use of the power.
    • When the teleportation effect occurs, any unwilling creature may attempt a Will save (DC 24) to remain unaffected by it along with all items in their possession. Spell resistance does not apply. Any spells or effects in the mythal that would normally prevent extraplanar travel or spells with the teleportation descriptor from functioning, are ignored.
    • The power is limited to traveling to the elemental plane of air, any prime material plane, or any plane that is coexistent with any prime material plane. The mythal always travels to a place that reflects the most popular desire among all fully attuned creatures teleported, arriving at a geographic location on that plane that reflects an averaged measure their will.
    • The mythal and its contents always arrives in a location with an atmosphere comparable to the one it left behind, a location free from solid obstructions, existing structures and objects currently being used as a means of transport. Any intervening creatures or other objects in the way of anything that arrives, are shunted to the nearest open space outside the mythal without suffering any damage.
  • Transform Seed: This seed continually transforms the capstone, as well as the single largest solid object that occupies most of the area within a 2-mile-radius centered on the capstone, into dwarvencraft versions of themselves. If they are made of stone or metal, this means they gain +2 hardness, +10 hp/inch and +2 to all saves. This also prevents their substance from being changed or polymorphed from one type to another by any non-epic spell or effect.