Wildcaller

This class is still incomplete.

Hit Die: d8.

CLASS SKILLS
Wildcallers have the class skills of the standard druid.
Skill Points at Each Level: 6 + Int modifier.

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells Per Day
1st2nd3rd4th5th6th
1st +0 +0 +0 +2 Orisons, Track,
Wild Allies
Wild Empathy
Wild Summons I
1-----
2nd +1 +0 +0 +3 Swift Tracker 2-----
3rd +2 +1 +1 +3 Wild Summons II 3-----
4th +3 +1 +1 +4 Bonus Feat 31----
5th +3 +1 +1 +4 Wild Summons III 42----
6th +4 +2 +2 +5 Natural Stride 43----
7th +5 +2 +2 +5 Wild Summons IV 431---
8th +6 +2 +2 +6 Bonus Feat 442---
9th +6 +3 +3 +6 Wild Summons V 543---
10th +7 +3 +3 +7 Camouflage 5431--
11th +8 +3 +3 +7 Wild Summons VI 5442--
12th +9 +4 +4 +8 Bonus Feat 5543--
13th +9 +4 +4 +8 Wild Summons VII 55431-
14th +10 +4 +4 +9 Merge Forms 55442-
15th +11 +5 +5 +9 Wild Summons VIII   55543-
16th +12 +5 +5 +10 Bonus Feat 555431
17th +12 +5 +5 +10 Wild Summons IX 555442
18th +13 +6 +6 +11 Hide in Plain Sight 555543
19th +14 +6 +6 +11 Wild Rampage 555554
20th +15 +6 +6 +12 Bonus Feat 555555

CLASS FEATURES
All of the following are features of the wildcaller class.
Weapon Group Proficiencies: A wildcaller is proficient with basic weapons, and any two other groups of weapons.
Armor and Shield Proficiencies: A wildcaller is proficient with light armor, but not with any shields. 
Spells: A wildcaller gains the ability to cast divine spells, which are drawn from the druid and ranger spell lists. A wildcaller must choose and prepare his spells in advance (see below). To prepare or cast a spell, a wildcaller must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wildcaller’s spell is 10 + the spell level + the wildcaller’s Wisdom modifier.
     Like other spellcasters, a wildcaller can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on table above. In addition, he receives bonus spells per day if he has a high Wisdom score.
    A wildcaller may prepare and cast any spell on the druid or ranger spell list, provided that he can cast spells of that level. However, he must choose which spells to prepare during his daily meditation. A wildcaller's caster level equals his class level. A wildcaller prepares spells like a druid, except he is not limited to a particular time, and may prepare spells after he has undergone 8 hours of restful calm.
    Whenever the effect of a spell cast from a wildcaller spell slot, directly deals hit point damage, ability damage, ability drain or negative levels to a creature, that portion of the effect is minimized. Such a spell always allows a saving throw to fully negate that portion of its effect. A wildcaller cannot prepare any spell with the death descriptor using a wildcaller spell slot. Negative levels inflicted by spells cast from wildcaller spell slots only last for 1 hour, and are never permanent.
   Orisons (Sp): A wildcaller may cast any 0th level wildcaller spell as a spell-like ability, so long as the spell is incapable of causing any creature damage, ability damage, ability drain or negative levels. A wildcaller may use this ability a number of times per day, equal to 3 + 1/2 his class level, with a caster level equal to that of his wildcaller spells.
   Wild Empathy (Ex): As per the Ranger ability.
   Wild Allies (Sp): At 1st level, a wildcaller gains the ability to cast the following spells as spell-like abilities at will, with a caster level equal to that of his wildcaller spells, and with a spell level equal to the spell level of his Wild Summons spell-like ability. Any save DCs for these spells are wisdom-based.

detect animals and plants
naturewatch
tame beast (below)
wild ally (below)

   Wild Summons (Sp): At 1st level, a wildcaller gains the ability to cast summon nature's ally I as a spell-like ability, using a standard action, with a caster level equal to that of his wildcaller spells.  He may do so a number of times per day, equal to 3 + his Wisdom modifier. At 3rd level, and every 2 class levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon nature's ally IX at 17th level). Creatures summoned using this ability remain for 1 minute/level instead of 1 round/level, and remain only as long as the wildcaller doesn't have a wild ally currently serving him.
    Natural Stride (Ex): Starting at 6th level, a wildcaller may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her. In addition, the wildcaller can ignore the movement penalties for moving through a shallow bog, and may treat a deep bog as a shallow bog. He may also move through snow and operate in wind, as if he were one size larger than he actually is.
    Merge Forms (Sp): At 14th level, as a standard action, a wildcaller may touch his wild ally and the two merge forms:
    If the wild ally is the same size as wildcaller or smaller, this ability works like the effect of the fusion power, except that it doesn't have an exp cost, works regardless of creature type, the wildcaller cannot give up control, and the wild ally temporarily loses all the supernatural and spell-like abilities it gains from being a wild ally. The fused being's type and overall shape remains that of the wildcaller. Spells and effects with durations are shared and continue to function, remaining with the corresponding creature after they split. If affected by new spells or effects with a duration while merged, the wildcaller chooses which party retains each effect after they split.
    Alternatively, if the wild ally is the same size as wildcaller or larger, the wildcaller may merge inside of it as the wild ally retains its form. While merged in this way, the summoner is protected from harm and cannot be the target of spells or effects. All effects and spells currently targeting the summoner are suspended until the summoner emerges from the wild ally (although durations continue to expire). The wildcaller can cast spells while inside the wild ally by taking control of it for this ability's duration. Any material components used for these spells are taken from the wildcaller’s gear, even though they are otherwise inaccessible. The wildcaller can direct all of the wild ally’s actions while merged, can perceive through its senses, and can speak normally through its mouth.
    The wildcaller can use this ability for a number of rounds per day equal to twice his wildcaller level. He can end this effect at any time as a swift action. The wildcaller emerges in a square adjacent to the wild ally if able. If the wild ally is returned to its home plane while the wildcaller is merged with it, the wildcaller is immediately ejected, taking 4d6 points of damage, and is stunned for 1 round.
    Wild Rampage (Sp): At 19th level, the creatures a wildcaller summons using his wild summons ability, arrive with 2 additional hit points per HD, as well as a +2 bonus to attack rolls, natural armor, saving throws, skill checks, ability checks and caster level checks. In addition, such creatures may remain summoned even while the wildcaller has a wild ally currently serving him.
    

=========================================================

TAME BEAST
Transmutation/Enchantment (Charm) [Mind-Affecting]
Level: Wildcaller 1
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: One animal or magical beast with an intelligence less than 3
Duration: Instantaneous
Saving Throw: Will negates (see text)
Spell Resistance: Yes

As part of casting this spell, you may attempt a Wild Empathy check to improve the target's attitude towards you.  Any target of this spell gains a bonus to their saving throw against this spell, depending on their attitude towards you when you finish casting it.

Hostile: +16. Unfriendly: +8. Indifferent: +4. Friendly: +2. Helpful: +0.

Any target with more HD than you or your caster level, automatically succeeds on its saving throw against this spell.  Magical beasts may roll their saving throw against this spell twice, and keep the better result. A target that resists or saves against this spell, has its attitude towards you made worse by one category, and subsequent Wild Empathy checks against it suffer a -10 penalty for 24 hours.

If the target fails its save, it gains the following ability:
  • Wild Bond (Su): You and this spell's subject share an empathic link that operates over any distance, even between planes. Only basic emotions that can be described using one word are conveyed across this link. When on the same plane as one another, both you and the subject can sense the approximate distance (within 10%) and direction to were the other can be found. This ability does not account for obstacles. You gain a +10 circumstance bonus on Wild Empathy checks involving this spell's subject.
When a creature becomes bonded to you in this way, it is immediately sent to the plane of dreams, where it is free to roam in an ideally sublime natural environment that meets all its needs and causes it to heal hit point damage and ability damage each day as if undergoing complete bed rest all the time. Any conditions or effects affecting the subject are suspended indefinitely while it remains there, and they resume when the subject leaves. You may break a wild bond with any creature as a free action, at which time it is returned to an ideal habitat on its native plane.
    You can maintain a number of wild bonds using this spell, equal to the level of the highest level spell slot you have access to as a wildcaller (minimum 1). Whenever you exceed this amount after casting this spell, you must immediately choose which wild bond to break as a free action. If you die without being raised or resurrected for twenty days, all bonds you have formed using this spell are broken.

WILD ALLY
Conjuration (Calling)
Level: Wildcaller 1
Components: V
Casting Time: 1 swift action
Range: Close (25 ft. + 5ft./2 levels)
Target: One creature with whom you share a wild bond
Duration: Instantaneous
Saving Throw: None (Harmless)
Spell Resistance: No

You may call from anywhere, any creature of your choice with whom you already share a "wild bond" (as per the spell tame beast). This creature may only be called into a space or environment that supports it. The called creature appears within range, in whatever its current state may be, acting immediately after your turn. It serves faithfully as your "wild ally" to the best of its ability, until dismissed or your bond with it is broken.
    You may not cast this spell while you have a creature currently serving as your wild ally, dead or alive, and you must dismiss any current wild ally (a standard action) before you may call another. If you die or break your wild bond with your wild ally (a free action), it is immediately dismissed. How ever your wild ally is dismissed, it immediately disappears whence it came.
    Death alone does not dismiss or release a creature from serving as your wild ally, nor can you dismiss your wild ally while it is dead. Its corpse (if any) remains until you choose to break your wild bond with it as a free action, or you raise or resurrect it. If you break the wild bond with your wild ally while it is dead, you may not cast this spell for 5 minutes. If you raise or resurrect a deceased wild ally by any means, it suffers no level loss or constitution loss as a result.

Any creature gains the following abilities while serving as your wild ally, even while dead:
  • Your wild ally has a maximum hit point total equal to your own (not including temporary hit points), regardless of its actual Hit Dice.
  • For the purpose of effects and abilities related to number of Hit Dice, your wild ally has an effective Hit Dice total equal to your own.
  • Your wild ally's base attack bonus equals its effective Hit Dice.
  • Each of your wild ally's base saves equal 2 + 1/2 its effective Hit Dice (rounded down).
  • For each skill, your wild ally may use its own ranks or your own ranks, whichever are greater. In either case, the wild ally uses its own ability modifiers.
  • Your wild ally's natural armor equals 1/2 your caster level, unless its own natural armor is greater.
  • Your wild ally gains a +2 circumstance bonus to its Strength or its Dexterity score, for every 5 caster levels. These bonuses are assigned at the time this spell is cast.
  • Your wild ally's intelligence score increases to 3.
  • At the time you call a creature using this spell, you may change the feats it already has, with a number of feats that reflects its effective Hit Dice (to a maximum effective Hit Dice equal to your caster level). You may choose each of these feats, but the creature must qualify for each of them normally.
  • Evasion (Ex): as per the Rogue ability.
  • Reign of the Wild (Ex): Enemies treat the area threatened by your wild ally as difficult terrain.
  • Wildspeak (Su): You may speak with your wild ally as if under the effect of a speak with animals spell.
  • Sustenance (Su): Your wild ally need not breathe, drink, eat or sleep.
  • Wild Healing (Su): You may spontaneously cast any harmless spell with the healing descriptor from any class list as a divine spell, but only upon your wild ally. To do so you must convert a prepared wildcaller spell of an equal or greater level. A spell cast in this manner, doesn't require a focus or material components, and always overcomes any spell resistance your wild ally might have.
  • Spell Link (Su): Whenever you cast a spell from a wildcaller spell slot with a range of touch, you may unerringly target only your wild ally and/or its possessions as if the spell had range of Close (25 ft. + 5 ft./level).
  • Passive Mode (Sp): Whenever your wild ally is within 150 ft. of you, it may use extended sanctuary on itself as a spell-like ability, usable at will, with a save DC equal to 10 + 1/2 its effective HD + its wisdom modifier, and with a caster level equal to your your own. This effect ends prematurely if the distance between you and your wild ally ever exceeds 150 ft.

Northwest of Westervale

  • Players and mods are encouraged to customize and add to the following summary, especially where it is marked with an asterisk.
Most of the dwarves and gnomes to the northwest of Westervale, live and operate in a varied assortment of kingdoms* and citadels* belonging to a federation known as the Echoshaft Enclaves, which encompass most of the region called the Wyrmwatch Mountains. It is within these mountains that the Bloodscar Canyon marks the sources of its water and from where it flows, west to east. These mountains are rich with various minerals and ore, and as a result, the wealth of this federation is beyond considerable, despite the threats* posed to them by various dragons, giants and denizens of the deep earth.
    These enclaves, on occasion, have financed groups of planar explorers, to venture forth and collect knowledge, scout for new ideas for innovation and advancement, and establish trade with other organizations and civilizations. Well over a year past, one such crew of planar explorers, happened upon the cosmologically distant world of Toril.  While visiting that world, they heard mention of an advanced island nation of gnomes and men known as Lantan.  They made a point of visiting that nation, and for several weeks they treated and traded with them, whilst bearing witness to many feats of extraordinary craftsmanship and ingenuity.  Eventually, they were able to negotiate with the Lantanese, agreeing to deliver them various raw materials from deep within the Wyrmwatch Mountains of their homeland, in exchange for the expertise and knowledge required to build many of the same devices and constructs they had seen during their visit.
    And so it was, that a few skilled artificers from Lantan journeyed back to the Echoshaft Enclaves to direct their craftsman in the task of building and imbuing a mighty, plane-shifting vessel that would help facilitate trade between them.  This was the first clockwork spirit vessel to be built within the world of Westervale, and was constructed in a large and quite secure demiplane created by a couple of enclave arcanists.  The vessel took three seasons to complete and was called, the "Avalanche".
    Presently, after having made several deliveries of valuable ore and precious stones from the Echoshaft Enclaves to Lantan, the Avalanche itself is being utilized to craft a second vessel of its kind in the demiplane that was used last time. With its help, the process of crafting this new vessel prior to imbuing it, promises to be completed much more swiftly, so long as the supply of darkwood lumber and mithril ingots remains steady....

Quest Opportunity: Would be adventurers may report to Master Foreman Athek Underblast in Rimemist Hall to clear and reclaim the major mithril mine under nearby Iceglimmer Spire, in the northern reaches of the Wyrmwatch Mountains. Without the mithril from this mine, work on the HammerFist will be noticeably slower. The threat is unknown, as many workers and wardens have simply turned up missing, and it is unknown if they yet live. Divinations have turned up some useful information, such as areas where violence occured and where malign magic was used, and these areas have thus far been marked on the most recent maps of the mines. These maps however, don't detail the newest shafts and tunnels.
    Adventuerers will be provided the necessary supplies and rations for this endeavor, as well as some magical assistance to help keep track of their position and condition. The compensation is negotiable and will vary based on the how much of this mine is ultimately reclaimed and how many participate in doing so. Anything from currency, crafting services, trade goods and magical items are available to those who succeed. (Mods are welcome to formulate and narrate the NPCs for this quest.)

There are at least three relatively large monastic temples* hidden high in the Wyrmwatch Mountains, where the air is thin to make training and exercises more effective. Each of them are filled with many dozens of martial monks, mystics and priests of consisting of varied humanoid races.  These temples are so named, the Palace of the Iron Lotus, the Temple of High Heavens and Reflection's Redoubt.  They each have a few of their own distinct styles, and are fierce rivals, but only in the spirit of competition. Occasionally these warriors will journey to neighboring lands, offering their way of life to those that show an aptitude for or a dispostition towards the martial arts and their various philosophies.

Ragnaraak

This is a draft of Ragnaraak as a unique half-dragon without using class levels.

This is a "very loose and liberal" interpretation of a freeform online RP character that knowingly deviates from normal D&D 3.5 guidelines.

Note: Constant spell-like abilities may only affect the creature possessing them, and remain active indefinitely until dismissed or dispelled. If dismissed or dispelled, each one can be reactivated as a swift action.

RAGNARAAK CR 34
Unique CE Medium Dragon
Init +10; Senses blindsight 60 ft., tremorsense 60 ft., darkvision 200 ft.,
    superior low-light vision, Listen +42, Spot +42;
Languages Common, Undercommon, Draconic, Abyssal, Infernal, plus 3 more; ;

DEFENSE
AC 50, touch 44, flat-footed 50 (+12 armor, +6 Dex, +6 natural, +9 shield, +7 Wis);
hp 697 (34d12+476);
Fort +33, Ref +26, Will +33; (+1 racial bonus to all saves included)
(+1 racial bonus to saves vs. effects with shadow descriptor)
(+4 racial bonus to saves saves vs. fear); SR 44; DR 10/magic; 
Defensive Abilities AC Bonus, Mettle, Evasion, Uncanny Dodge, Fast Healing 3;
Immune shaken condition, fire, paralysis, sleep;

OFFENSE
Speed 90 ft., fly 140 ft. (good), swim 60 ft.
Typical Armed Standard Melee unarmed strike +49 (6d6+25)
    and +1 adamantine cutlass +49 (2d6+19/18-20)
    and +1 adamantine heavy shield spikes +49 (2d6+19)
    and +1 adamantine spiked tail mace +49 (2d6+19)
Full Melee (Unequipped) unarmed strike +48/+43/+38/+33 (6d6+19)
    and 2 claws +48/+43/+38 (2d6+13/19-20)
    and bite +48 (3d6+13)
    and tail +48 (2d6+13)
Full Melee Main Hand unarmed strike +49/+44/+39/+34 (6d6+25)
Full Melee Off-Hands
    +1 adamantine cutlass +49/+44/+39/+34 (2d6+19/18-20)
    and +1 adamantine heavy shield spikes +49/+44/+39/+34 (2d6+19)
    and +1 adamantine spiked tail mace +49/+44/+39/+34 (2d6+19)
Full Melee Natural Weapons bite +48 (3d6+13)
Space 5 ft.; Reach 5 ft;
Base Atk +34; Grp +53;
Special Attacks Pounce, Rage 3/day, Breath Weapon
Maneuvers and Stances Known (IL 34th, *custom maneuver)
    Stances
—assassin's stance (3rd), aura of chaos (6th),
        blood in the water (1st), child of shadow (1st), iron guard's glare (1st),
        leading the charge (1st), pearl of black doubt (3rd), press the advantage (5th),
        punishing stance (1st), roots of the mountain (3rd), stance of alacrity (8th),
        swarm tactics (8th), thicket of blades (3rd), wolf pack tactics (8th);
    Strikes—adamantine hurricane (8th), avalanche of blades (7th),
        ancient mountain hammer (7th), crushing vice (6th),
        dazing strike (DC 43, 5th), death from above (4th), desert tempest (6th),
        diamond nightmare blade (8th), disarming strike (2nd),
        disrupting blow (DC 43, 5th), emerald razor (2nd), finishing move (7th),
        foehammer (2nd), irresistable mountain strike (DC 44, 6th),
        leading the attack (1st), lightning throw (8th),
        mountain tombstone strike (9th), pouncing charge (5th),
        steel wind (1st), swarming assault (7th),
        vanguard strike (1st), war leader's charge (6th),
        white raven hammer (8th), white raven strike (4th);
    Counters—action before thought (2nd), diamond defense (8th),
        electric riposte (2nd), fire riposte (2nd), frost riposte (2nd),
        fool's strike (8th), iron heart focus (6th), lightning recovery (4th),
        mind over body (3rd), moment of perfect mind (1st),
        rapid counter (5th), thunder riposte (2nd),
        wall of blades (2nd), zephyr dance (3rd);
    Boostscacophonic blade (7th), coruscating blade (7th),
        cryokinetic blade (7th), covering strike (4th), inferno blade (7th),
        iron heart endurance (6th), moment of alacrity (6th),
        quicksilver motion (7th), white raven tactics (3rd);
    Other—iron heart surge (3rd), order forged from chaos (6th);

STATISTICS
Str 36, Dex 22, Con 36, Int 24, Wis 24, Cha 15
Feats Dragon Tail, Dragon Breath, Multi-Weapon Fighting,
    Improved Multi-weapon Fighting, Greater Multi-Weapon Fighting,
    Superior Multi-weapon Fighting, Supreme Mutli-Weapon Fighting,
    Shield Specialization, Shield Ward, Improved Shield Bash,
    Multi-Weapon Opportunist, Improved Speed, Improved Flight,
    Flyby Attack
Bonus Feats Improved Unarmed Strike, Superior Unarmed Strike,
    Balanced Strength, Beast Strike, Multiattack, Improved Multiattack,
    Rapidstraike (claws), Improved Rapidstrike (claws),
    Improved Natural Weapon (claws), Hammer Fist,
    Versatile Unarmed Strike, Combat Expertise,
    Improved Combat Expertise, Power Attack, Power Throw,
    Improved Natural Weapon (unarmed),
    Improved Natural Weapon (claws),
    Imperious Command, Improved Feint, Intimidating Strike,
    Endurance, Steadfast Determination, Quick Recovery,
    Blind-Fight, Improved Sunder, Improved Trip, Improved Grapple
    Improved Bull Rush, Knockback,
    Combat Reflexes, Stand Still, Defensive Sweep,
    Improved Combat Reflexes, Greater Combat Reflexes,
    Hold the Line, Active Shield Defense, Robilar's Gambit,
    Occult Opportunist, Canny Opportunist,
    Improved Toughness, Mind Over Body, Knowledge Devotion
    Track, Run, Darkstalker,
    Quick Reconnoiter, Improved Initiative,
    Brutal Throw, Point Blank Shot, Far Shot, Precise Shot, Zen Archery,
Epic Feat Fast Healing
Skill Tricks Group Fake Out, Never Outnumbered
Skills Balance +16, Bluff +37, Concentration +12, Diplomacy +12, Escape Artist +19,
    Hide +30, Intimidate +40, Jump +20, Knowledge (any 6) +36,
    Knowledge (any 5) +8, Listen +42, Move Silently +28, Search +35,
    Spellcraft +15, Sense Motive +38, Spot +42,
    Survival +35 (+39 following tracks), Tumble +41, Use Magic Device +37
Racial +2 Intimidate, +2 Hide, +2 Spot
Synergy +10 Diplomacy, +5 Balance, +5 Intimidate,
    +5 Disguise (acting), +5 Jump, +3 Spellcraft
SQ Favored Enemy +2 [Arcanists], Ki Power, Reign of Fury, Powerful Build

SPECIAL ABILITIES
Ragnaraak's natural and weapon attacks overcome damage reduction as if magic.
AC Bonus (Ex): Ragnaraak may add his Wisdom bonus to Armor Class, so long as he is unencumbered and is wearing light or no armor. This bonus to AC applies even against touch attacks or when he is flat-footed. However, he loses this bonus when he is immobilized or helpless.
Breath Weapon (Su): Once every 1d4 rounds, Ragnaraak may breathe a 30-ft.-cone of fire as a standard action that deals 6d8 fire damage. A successful Reflex save (DC 39) reduces this damage by half.
Ki Power (Su): Raganaraak can channel its ki to manifest special powers. He can use his ki powers a number of times per day equal to one-half his HD (minimum 1) plus his Wisdom bonus (if any). These Ki powers can be used only if Ragnaraak is wearing light or no armor and is unencumbered.
As long as a his ki pool isn’t empty (that is, as long as it has at least one daily use remaining), Ragnaraak gains a +2 bonus on his Will saves. (not figured in stats above)
    Martial Renewal: Once per round as a standard action, Ragnaraak may expend one daily use of his Ki power to recover any single expended martial maneuver he knows.
Manuevers and Stances Known (Ex): Ragnaraak starts each encounter with all the maneuvers he knows readied. He may recover all expended maneuvers by resting for 2 minutes.
Powerful Build (Ex): Ragnaraak functions in many ways, as a creature one size larger than he actually is. The damage dealt by his natural weapons and unarmed strikes all increase by one step, and he may wield weapons meant for creatures one size larger, at no penalty. He may also treat himself as one size larger with regard to opposed checks or abilities that function based on size, whenever it is advantageous to him.
Reign of Fury (Ex): Enemies treat the area threatened by Ragnaraak as difficult terrain.


GEAR
+1 bracers of striking
    shadow striking, wounding, magebane, collision
+1 admanatine cutlass
    shadow striking, wounding, magebane, collision
+1 admanatine spiked tail mace
    shadow striking, wounding, magebane, collision

+5 mithril heavy shield with +1 adamantine shield spikes
     animated // shadow striking, wounding, magebane, collision
a pair of +5 mithril shield gauntlets with +1 admantine claws
     +7 shield bonus // shadow striking, wounding, magebane, collision
+5 reinforced mithril breastplate
    called, ghost touch

Inkling

This is a draft of Inkling as a unique black slaad.

This is a "very loose and liberal" interpretation of a freeform online RP character that knowingly deviates from normal D&D 3.5 guidelines.

Note: Constant spell-like abilities may only affect the creature possessing them, and remain active indefinitely until dismissed or dispelled. If dismissed or dispelled, each one can be reactivated as a swift action.

INKLING CR 30
Unique N Huge Outsider (Chaotic, Extraplanar)
Init +10; Senses blindsight 60 ft., tremorsense 60 ft., darkvision 500 ft.,
    true seeing, see in darkness, superior low-light vision, Mindsight,
    see invisibility, Listen +45, Spot +45;
Languages Common, Undercommon, Abyssal, Infernal, plus 11 more; telepathy 300 ft.;

DEFENSE
AC 48, touch 14, flat-footed 42 (-2 size, +6 Dex, +34 natural);
hp 665 (30d8+510);
Fort +33, Ref +30, Will +33; SR 40; DR 15/epic and cold iron and lawful;
Defensive Abilities Fast Healing 30;
Immune disease, poison, sonic; Resist acid 15, cold 15, electricity 15, fire 15;

OFFENSE
Speed 120 ft., fly 240 ft. (good), swim 80 ft.
Typical Standard Melee unarmed strike +46 (6d6+6d8+30)
    and "snap kick" +46 (6d6+6d8+10);
Full Melee unarmed strike +48/+43/+38/+33 (6d6+6d8+30)
    and 2 claws +48/+43/+38 (6d8+20/19-20) and 4 tongues +48 (10d4 chaos touch)
Typical Standard Ranged chaos spittle +41 touch (20d4)
Space 15 ft.; Reach 15 ft. (30 ft. with claws);
Base Atk +30; Grp +58;
Special Attacks Pounce, Rebuke Oozes, Summon Slaad, Stun,
    Sneak Attack +1d6, Skirmish +1d6;
Spell-like Abilities (CL 30th, save DCs are charisma based)
    Constant—deep breath, magic circle against law,
        mind blank, see invisibility, true seeing;   
    At will—animate objects, circle of death (DC 29), chaos hammer (DC 29),
        cloak of chaos, death knell, deeper darkness, dispel law, fear,
        finger of death (DC 30), fireball (DC 26), fly, greater dispelling, identify,
        improved invisibility, lightning bolt (DC 26), plane shift,
        power word blind, power word kill, protection from law,
        telekinesis (DC 28), shatter (DC 25), greater teleport, word of chaos;
    1/day—implosion (DC 32), peripety, ruin (DC 33), spell worm (33)
Typical Cleric Spells Prepared (CL 30th, save DC 23 + spell level)
     0—create water (2), detect magic, guidance (2), resistance (2);
    1st—blood wind (7), divine favor, entropic shield, obscuring mist;
    2nd—align weapon, bull’s strength (5), desecrate (2), eagle’s splendor;
    3rd—invisibility purge, magic circle against good,
         greater magic weapon (4), protection from energy, wind wall (2);
    4th—death ward (2),  freedom of movement (3),
        mass conviction (2), mass shield of faith (2);
    5th—break enchantment, dispel good, righteous might (3), flame strike (4);
    6th—banishment (2), blade barrier*, cometfall, heal (3), undeath to death;
    7th—ravage (4), blasphemy, regenerate (3);
    8th—antimagic field, fire storm (2), profane aura, illusion purge (2), whirlwind;
    9th—gate, power word kill*, miracle (3), sublime revelry (2).
    *Domain spell. Domains: Ooze and War.

STATISTICS
Str 50, Dex 22, Con 42, Int 36, Wis 36, Cha 36
Feats & Bonus Feats Improved Unarmed Strike, Superior Unarmed Strike,
    Beast Strike, Multiattack, Improved Multiattack,
    Rapidstraike (claws), Improved Rapidstrike (claws),
    Improved Natural Weapon (claws), Hammer Fist,
    Versatile Unarmed Strike, Combat Expertise,
    Improved Combat Expertise, Snap Kick, Power Attack, Power Throw,
    Improved Natural Weapon (unarmed),
    Improved Natural Weapon (claws), Insightful Reflexes
    Imperious Command, Improved Feint, Intimidating Strike,
    Endurance, Steadfast Determination, Quick Recovery,
    Blind-Fight, Improved Sunder, Improved Trip, Improved Grapple
    Improved Bull Rush, Knockback, Mind Sight
    Combat Reflexes, Stand Still, Defensive Sweep,
    Improved Toughness, Mind Over Body, Knowledge Devotion
    Track, Run, Urban Tracking, Darkstalker,
    Quick Reconnoiter, Improved Initiative,
    Brutal Throw, Point Blank Shot, Far Shot, Precise Shot, Zen Archery,
    Eschew Material Components
Epic Feat Ignore Material Components
Skill Tricks Group Fake Out, Never Outnumbered
Skills Balance +42, Bluff +45, Concentration +46, Diplomacy +43, Escape Artist +38,
    Hide +30, Intimidate +43, Jump +56, Knowledge (any 6) +36,
    Knowledge (any 5) +18, Listen +45, Move Silently +38, Search +45,
    Spellcraft +43, Sense Motive +45, Spot +45, Tumble +42, Use Magic Device +41
Synergy (incomplete)
SQ Alternate Form, Amphibious, Reign of Fury, Reaving Strikes, Strong Claws, Weaponbreaker

SPECIAL ABILITIES
Inkling's natural and weapon attacks overcome damage reduction as if epic and cold iron and chaotic.
Amphibious (Ex): Inkling is equally at home on land or underwater, and can breathe air and water. 
Alternate Form (Su): A black slaad can shift between its natural and any humanoid form at will as a standard action. A black slaad can remain in humanoid form indefinitely. The ability is otherwise similar to alter self cast by a 30th-level caster.
Stun (Ex): A black slaad can make an attack as if it had the Stunning Fist feat (see Chapter 5 of the Player’s Handbook) eleven times per day. The Fortitude save DC is 43. The black slaad can stun with its tongues, as well as its claws and unarmed strikes.
Chaos Touch (Ex): On a successful tongue melee attack, the slaad deals 10d4 points of chaotic damage. Unless the chaos infecting the wound is somehow neutralized (i.e. dispel chaos), it deals another 5d4 points of chaotic damage every subsequent round for 11 rounds. The effect of magic circle against chaos or protection from chaos will reduce this damage by half.
Chaos Spittle (Ex): A black slaad can spit a glob of chaos at any target it can see within 120 feet as a ranged touch attack. The chaos deals 20d4 points of chaos damage (no splash damage). Unless the chaos is somehow neutralized (i.e. dispel chaos), the glob deals another 10d4 points of damage every subsequent round for 11 rounds. The effect of magic circle against chaos or protection from chaos will reduce this damage by half.
Summon Slaad (Sp): Three times per day a black slaad can attempt to summon 2–4 death slaadi (80% success rate), or 1–2 white slaadi (40% success rate).
Extending Claws (Ex):Whenever Inkling attacks with a claw, he may extend that claw to effectively double his reach. He also threatens the area within this expanded reach.
Pounce (Ex): If Inkling charges, he can make a full attack in the same round.
Reaving Strikes (Ex): Inkling's natural weapons and unarmed strikes overcome damage reduction based on any type of metallic material.
Weaponbreaker (Ex): When a black slaad sunders an object, it rolls damage twice and takes the higher of the two rolls as the roll to break it.
Reign of Fury (Ex): Enemies treat the area threatened by Inkling as difficult terrain.
Strong Claws (Ex): Inkling always adds his full strength bonus to damage when using his claw attacks.
Typical Cleric Spells Prepared
Inkling casts spells as 30th-level cleric (6/10/9/9/9/9/8/8/7/7) with access to the Slime and War domains. 
Rebuke Oozes: Inkling can rebuke or command oozes as an evil cleric rebukes or commands undead. This ability is usable a number of times per day equal to 3 + your Charisma modifier.


MINIONS
Inkling's minions are comprised mostly of living spells, other slaad, harpies, various hags, night hags, various nagas including spirit nagas, unseelie fey including sirines, and obyrinths (commonly sibriex).

Loonstro

This is a preliminary draft for the statistics of the character known as Loonstro.

This is a "somewhat loose" interpretation of a freeform online RP character that knowingly bends from normal D&D 3.5 guidelines.

LOONSTRO CR 26
Unique NG Large Outsider (good, extraplanar)
Init +9; Senses darkvision 120 ft. superior low-light vision, detect evil,
    detect snares and pits, discern lies (DC 21), see invisibility,
    true seeing; Listen +40, Spot +40
Languages Common, Undercommon, Celestial,
    Infernal, Abyssal (and 4 more), tongues;
Aura protective aura,

DEFENSE
AC 46, touch 25, flat-footed 41 (-1 size, +5 Dex, +11 armor, +21 natural)
hp 379 (26d8 + 260)
Fort +35, Ref +31, Will +37 (+4 racial vs poison);
DR 15/epic and evil; SR 41 (+5 from gear);
Defensive Abilities Divine Grace, Evasion, Mettle, Regeneration 15, Fast Healing 3
Immune acid, cold, disease, petrification; Resist electricity 10, fire 10

OFFENSE
Speed 50 ft., fly 180 ft. (good), swim 40 ft.
Typical Standard Melee +6 unarmed strike +36 (4d6+3d8+30, see gear)
    and +6 "snap kick" +36 (4d6+3d8+12, see gear);
Full Melee +6 unarmed strikes +38/+33/+28/+23  (4d6+3d8+30, see gear)
    and 2 slams +37/+32/+27 (3d8+13);
Full Ranged +6 comp. longbow +38/+33/+28/+23 (2d6+17/×3 plus slaying)
Base Atk +26; Grp +43;
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 26th, heightened to 9th level, save DCs are Charisma-based)
    Constant— detect evil, detect snares and pits, discern lies (DC 29),
        see invisibility, true seeing, tounges
    At will—aid, animate objects, commune, continual flame, dimensional anchor,
        greater dispel magic, holy smite (DC 29), imprisonment (DC 29),
        invisibility (self only), greater magic weapon, lesser restoration (DC 29),
        remove curse (DC 29), remove disease (DC 29), remove fear (DC 29),
        resist energy, summon monster VII, speak with dead (DC 29), waves of fatigue;
    3/day—blade barrier (DC 29), heal (DC 29), mass charm monster (DC 29),
        permanency, resurrection, waves of exhaustion;
    2/day— earthquake (DC 29), thunderswarm (DC 29),
    1/day—greater restoration (DC 29), power word blind,
        power word stun, prismatic spray (DC 29), wish.
Typical Spells Prepared (CL 26th, save DC 21 + spell level)
     0—create water (2), detect magic, guidance (2), resistance (2);
    1st—blood wind (2), divine favor, entropic shield, obscuring mist,
        resurgence (3), shield of faith;
    2nd—align weapon, bull’s strength (4), consecrate (2),
        eagle’s splendor, spiritual weapon*;
    3rd—battlemagic perceptiondaylight, invisibility purge, magic circle against evil,
         prayer, protection from energy, wind wall, vision of the omniscient eye (2);
    4th—death ward (2),  freedom of movement (2), neutralize poison (2),
        mass conviction, mass shield of faith;
    5th—break enchantment, lightning leap*, dispel evil, plane shift (2),
         righteous might (2), flame strike;
    6th—banishment (2), chain lightning*, heroes’ feast, cometfall,
         undeath to death, word of recall;
    7th—control weather*, destruction, ethereal jaunt,
        heavenly lightning storm, holy word, regenerate (2);
    8th—fire storm (2), holy aura, illusion purge, whirlwind* (2);
    9th—gate, power word kill*, mass heal, miracle (2), sublime revelry.
    *Domain spell. Domains: Air and War.

STATISTICS
Str 36, Dex 20, Con 28, Int 25, Wis 32, Cha 30
Feats Air Hertiage, Allied Defense, Combat Expertise, Flyby Attack,
    Improved Combat Expertise, Zen Archery, Holy Warrior
Bonus Feats Rapidstrike (slam), Improved Rapidstrike (slam),
    Multiattack, Improved Mutliattack, Improved Natural Weapon (slam),
    Improved Unarmed Strike, Superior Unarmed Strike,
    Improved Natural Weapon (unarmed), Beast Strike,
    Hammer Fist, Versatile Unarmed Strike, Snap Kick,
    Power Attack, Power Throw, Brutal Throw,
    Point Blank Shot, Far Shot, Precise Shot;
    Knowledge Devotion, Practiced Spellcaster (Cleric)
    Improved Initiative, Serenity, Improved Toughness
Epic Feat Fast Healing
Skills Balance +13, Concentration +38, Knowledge (any six) +36,
    Diplomacy +35, Escape Artist +30, Hide +29, Listen +40,
    Move Silently +30, Search +32, Sense Motive +40, Spellcraft +32, Spot +40,
    Survival +11 (+13 following tracks), Tumble +29
    Use Rope +7 (+9 with bindings),
SQ change shape, epic holy strike, slayer's salvo

SPECIAL ABILITIES
Epic Holy Strike (Su): A solar’s natural weapons, as well as any weapons it wields, are treated as good-aligned and epic for the purpose of overcoming damage reduction.
Change Shape (Su): A solar can assume the form of any Small or Medium humanoid.
Divine Grace (Su): Loonstro may add his Wisdom bonus (if any) as a bonus to all saving throws. He was once a paladin, and has retained this ability from his former life, before having been resurrected as a solar.
Regeneration (Ex): A solar takes normal damage from epic evil-aligned weapons, and from spells or effects with the evil descriptor.
Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel’s HD). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in an angel’s statistics block.)
Slayer's Salvo (Su): While carrying or using any bow, a solar may increase its enhancement bonus by 6 and may apply their full Strength bonus (if any) to the damage dealt by any arrow it fires.
Everlasting Arrows (Sp): During any attack or other action, a solar may use a functional bow as a focus to conjure any number of masterwork arrows the bow can fire, each made of any functional materials the solar desires. These arrows appear on the solar's person in whatever configuration it chooses. Each of them remain for 1 round or until it has left the solar's possession, unless the solar fires it from a bow, in which case the arrow remains until the action is fully resolved.
Slaying Arrow (Sp): When firing an arrow from any bow, a solar may alter that arrow to become a slaying arrow with a type of its choosing (in addition to its other properties) until the attack resolves.

Typical Spells Prepared
A solar casts spells as 20th-level cleric (6/9/9/9/8/8/7/7/6/6) with access to two of the following domains: Air, Destruction, Good, Law, or War (plus any others from its deity).

ITEMS
+5 Reinforced Mithril Breastplate
    called
    ghost ward
+6 bracers of striking
   shadow striking
   wounding
   magebane
drazzik's vest (+5 to existing SR)
mettle medallion
ring of evasion

Hyderge

This is a draft of Hyderge built by gestalting only non-caster classes without adjusting the effective level, as an attempt to balance him against an equivalent caster. Soulknife used here has been given a high base attack bonus, as well as Pathfinder's "Blade Skills" feature. Half-elf race features slightly modified.

HYDERGE CR 9 (non-caster gestalt build, currently undergeared for CR)
9 Pathfinder Soulknife "Gifted Fist" // 2 Urban Arcane Hunter, 2 Feat Rogue,
1 Lion Totem Barbarian, 2 Witch Slayer, 2 Unarmed Swordsage;
CG Medium Humanoid (half-elf)
Init +5; Senses low-light vision, Listen +14, Spot +17;
Languages Common, Elven, Undercommon, Draconic, Sylvan, plus 1 more;

DEFENSE
AC 24, touch 19, flat-footed 20 (+5 armor, +4 Dex, +5 Int);
hp 82 (10+7d10+1d12+27);
Fort +8, Ref +10, Will +11;
+2 racial save bonus vs. disease,
+1 racial save bonus vs. paralysis & mind-afftecting spells and effects
Defensive Abilities AC Bonus, Evasion, Mettle; Immune sleep;

OFFENSE
Speed 30 ft.
Typical Standard Melee enhanced strike +16 (1d10+12);
Full Melee Main Hand enhanced strikes +14/+9 (1d10+12);
Full Melee Off Hands two +1 sai +13/+8 (1d6+11, see gear);
Space 5 ft.; Reach 5 ft.;
Base Atk +9; Grp +10;
Special Attacks Pounce, Smite Spirit Sharer, Psychokinetic Discharge;
Gifted Fist Powers Known (pp 33, ML 9th)
    1st—force screen, thicken skin;
    2nd—body adjustment, wall walker;
Stances and Maneuvers Known (ML 5th, 4 readied)
    Stances—child of shadow, pearl of black doubt;
    Strikes—burning blade, emerald razor, shadow juant,
        wolf fang strike, shadow blade technique, (plus two more);
Typical Enhanced Strike Abilities
    +2 magebane, collision (already included in stat block)

STATISTICS
Str 13, Dex 18, Con 16, Int 20, Wis 13, Cha 15
Feats Keen Intellect, Kung-Fu Genius,
    Improved Multiweapon Fighting, Improved Combat Expertise
Bonus Feats Urban Tracking, Multi-Weapon Fighting, Combat Expertise
    Improved Unarmed Strike, Wild Talent, Superior Unarmed Strike
Skills Appraise +4, Balance +12, Bluff +7, Climb +3,
    Concentration +12, Disable Device +10, Disguise +2,
    Diplomacy +6, Escape Artist +10, Forgery +4,
    Handle Animal +2, Heal +5, Hide +12, Gather Information +6,
    Intimidate +5, Jump +4, Knowledge (religion) +8,
    Knowledge (arcana, local, nature) +5 each,
    Listen +14, Move Silently +12, Psicraft +6, Ride +4,
    Search +10, Sense Motive +17, Spellcraft +6, Spot +18,
    Survival +5 (+7 following tracks), Swim +3, Tumble +18,
    Use Magic Device +14;
Synergy +2 Balance, +4 Diplomacy, +2 Disguise (acting),
    +2 Intimidate, +2 Jump,
Racial +1 Concentration, +1 Listen, +1 Search,
    +1 Spot, +1 to each skill check with synergy
SQ Blade Skills (Enhanced Range, Focused Defense, Focused Offense*, Reign of Intellect*),
    Discipline Focus, Favored Enemy [arcanists], Empowered Strikes, Enhanced Strikes,
    Quick to Act, Rage 1/day, Trapfinding, Wild Empathy   (*included in stat block)

SPECIAL ABILITIES
AC Bonus (Ex): Hyderge may add his Intelligence bonus to Armor Class, so long as he is unencumbered and is wearing light or no armor. This bonus to AC applies even against touch attacks or when he is flat-footed. However, he loses this bonus when she is immobilized or helpless.
Blade Skills (Ex): Beginning at 2nd level and every even soulknife level thereafter, a soulknife may choose one of a number of abilities to add to her repertoire. Some blade skills have prerequisites that must be met before they can be chosen. All blade skills may only be chosen once and require the soulknife to be using her mind blade unless otherwise stated in the skill's description.
A complete list of Blade skills can be found here, Blade Skills
Enhanced Strikes (Su): At 6th level, a soulknife gains the ability to enhance his unarmed strikes. He can add any one of the weapon special abilities on the table below that has an enhancement bonus value of +1.
At every four levels beyond 6th (10th, 14th, and 18th), the value of the enhancement a soulknife can add to his weapon improves to +2, +3, and +4, respectively. A soulknife can choose any combination of weapon special abilities that does not exceed the total allowed by the soulknife’s level. For example, an 18th-level soulknife could add two +2 weapon special abilities, or one +1 weapon ability and one +3 weapon ability.
The weapon ability or abilities remain the same every time the soulknife empowers his unarmed strikes (unless he decides to reassign its abilities; see below).
A soulknife can reassign the ability or abilities he has added to his mind blade. To do so, he must first spend 8 hours in concentration. After that period, the mind blade materializes with the new ability or abilities selected by the soulknife. For example, a 10th-level soulknife might have initially chosen to imbue his weapon with psychokinetic burst, a +2 weapon special ability. Every time he materializes the weapon, it is a +2 psychokinetic burst mind blade. However, on learning that he may face a mind flayer the next day, he could take 8 hours to change his mind blade’s special ability from psychokinetic burst to mindcrusher.
Empowered Strikes (Su): At 1st level, the deadly fist can, as a move action, wreath his body in psionic energy distilled from his own mind. This energy lasts until the deadly fist chooses to dismiss it as a free action. When empowered strikes is active, the deadly fists's unarmed strikes deal 1d6 points of damage if Medium-sized (or your normal unarmed strike damage, if higher) and are considered to be magic weapons for the purposes of overcoming damage reduction. Adjust unarmed damage if the deadly fist is a size other than Medium.
    This effect is similar to a mind blade, except the deadly fist cannot change the form of empowered strikes, although he can change the damage type of his attacks between bludgeoning, piercing, and slashing, just like a normal soulknife. This effect cannot be broken like a mind blade, and it is still considered to be unarmed attacks instead of a weapon.
    In all other ways, empowered strikes functions as a mind blade.
    This replaces the Form Mind Blade class feature, but counts as Form Mind Blade for prerequisites or requirements.
Enhanced Strikes (Su): The deadly fist's empowered strikes are improved like a standard soulknife's mind blade, except the enhancement bonus or weapon special abilities apply to the deadly fist's unarmed attacks, rather than to a weapon. This replaces the Enhanced Mind Blade class feature, but counts as Enhanced Mind Blade for prerequisites or requirements.
Unarmed Assault (Ex): At 1st level, the deadly fist gains the Improved Unarmed Strike feat as a bonus feat. In addition, the deadly fist gains the Flurry of Fists blade skill. This ability replaces the bonus feat gained at 1st level.
Psychokinetic Discharge (Su): A deadly fist of 1st level learns how to take the energy he has charged into his unarmed strikes and release it as a blast of energy at an opponent. As a ranged attack, the deadly fist can make an unarmed attack at an opponent. The attack deals damage as normal for the deadly fist's unarmed attacks. The range increment of the attack is 10', but is considered to be a projectile instead of a thrown weapon, so the attack has a maximum range of 10 increments instead of 5. Whether or not the attack hits, the deadly fist's unarmed attacks are no longer empowered and he must take the normal time to empower them. This ability replaces the Throw Mind Blade class feature.
Quick Empower: At 5th level, the deadly fist can activate his Empowered Strikes ability as a free action instead of as a move action. He may only do so once per round.
   This replaces the Quick Draw class feature normally gained by a 5th level soulknife. 
Maneuvers Readied: You can ready four of your six maneuvers known at 1st level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must still choose which maneuvers to ready. You ready your maneuvers by meditating and exercising for 5 minutes. The maneuvers you choose remain readied until you decide to meditate again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in meditation, you can change your readied maneuvers. You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below).
You can recover an expended maneuver by using a full-round action to quickly meditate. Doing this does not provoke attacks of opportunity. If you complete your meditation, you can choose one expended maneuver to refresh. It is now available for use in a subsequent round.
Stances Known: You begin play with knowledge of one 1st-level stance from any discipline open to you. At 2nd, 5th, 9th, 14th, and 20th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.
Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.
Discipline Focus (Ex): As a swordsage, you can focus your training to take advantage of each discipline's fighting style. Each time you gain the discipline focus ability, select one of the six swordsage disciplines to which that focus applies. You can select a different discipline each time you gain discipline focus, but you must know at least one martial maneuver from the selected discipline. Even if you select a different discipline at higher levels, your discipline choice for earlier abilities does not change.
This focus manifests in the following ways.
Weapon Focus: At 1st level, you gain the benefit of the Weapon Focus feat for weapons associated with the chosen discipline. See the discipline descriptions in Chapter 4.
Insightful Strikes: At 4th level, you can add your Wisdom modifier as a bonus on damage rolls whenever you execute a strike from the chosen discipline. At 12th level, you can choose a second discipline to which this ability applies.
Defensive Stance: At 8th level, you gain a +2 bonus on saving throws whenever you adopt a stance from the chosen discipline. At 16th level, you can choose a second discipline to which this ability applies.
You gain a +2 bonus on Martial Lore checks made regarding a maneuver in a discipline in which you have discipline focus.
Quick to Act (Ex): You gain a +1 bonus on initiative checks. This bonus increases by 1 at 5th, 10th, 15th, and 20th level.

Gear
two +1 adamantine sai
   magebane & collision (already included in stat block)
mithral breastplate



Malik "Malice" Darkblood

This is a draft of Malice as a unique outsider, as an ascended war monk favored by two deities, without using class levels. All of the psi-like abilities, psionic powers and spell-like abilities represent a use of Ki.

This is a "very loose and liberal" interpretation of a freeform online RP character that knowingly deviates from normal D&D 3.5 guidelines.

Note: Constant spell-like abilities may only affect the creature possessing them, and remain active indefinitely until dismissed or dispelled. If dismissed or dispelled, each one can be reactivated as a swift action.

MALIK "MALICE" DARKBLOOD CR 30
Unique N Medium Outsider (Native)
Init +20; Senses blindsight 60 ft., tremorsense 60 ft.,
    darkvision 120 ft., superior low-light vision, Listen +40, Spot +40;
Languages Common, Undercommon, Orc, plus 1 more;

DEFENSE
AC 37, touch 34, flat-footed 37 (+8 armor, +6 Dex, +3 natural, +10 Wis);
hp 635 (30d8+480);
Fort +32, Ref +25, Will +32; SR 45 (+5 from gear); DR 10/magic and adamantine;
Defensive Abilities AC Bonus, Evasion, Mettle, Uncanny Dodge, Fast Healing 3;
Immune disease, poison; Resist acid 10, cold 10, electricity 10, fire 10, sonic 10;

OFFENSE
Speed 120 ft.
Typical Standard Melee unarmed strike +47 (6d6+22, see Soulbound Weapon)
    and "snap kick" +47 (6d6+12, see Soulbound Weapon);
Full Melee unarmed strike +49/+44/+39/+34 (6d6+22, see Soulbound Weapon)
    and 2 slams +40/+35/+30 (2d6+10);
Space 5 ft.; Reach 5 ft.;
Base Atk +30; Grp +48;
Special Attacks Sneak Attack +1d6, Skirmish +1d6;
Psi-like Abilities (ML 30th)
    Constant—dispelling buffer (for effects generated by Malice only);
    At will—call weaponry, graft weapon;
Psychic Warrior Powers Known (317 pp, ML 30th)
    1st—adrenaline boost, catfall, conceal thoughts, deflection field,
        detect psionics, hungry touch, defensive precognition,
        mighty spring, propelled hurling,
        slow breathing, thicken skin;
    2nd—animal affinity, body adjustment, body purification,
        body equilibrium, from the brink, moment of insight, power claws,
        psionic lion's charge, psionic scent, strength of my enemy,
       stygian erasure, sustenance, tongues, wall walker;
    3rd—air walk (as the spell), breathless (self only),
        hustle, mental barrier;
    4th—energy adaptation, psionic freedom of movement,
        inertial barrier, superior magic fang (as the spell),
        steadfast perception, stygian ward;
    5th—adapt body, psionic true seeing;
    6th—mend wounds, personal mind blank, psionic restoration;
Spell-like Abilities (CL 30th, all heightened to at least 5th level)
    At will—open greater chakra;
    1/minute—blood wind (self only), resurgence (self only), wraithstrike;
Maneuvers and Stances Known (IL 30th)
    Stances—aura of chaos (6th), aura of perfect order (6th),
        aura of triumph (6th), child of shadow (1st), immortal fortitude (8th),
        iron guard's glare (1st), leading the charge (1st), martial spirit (1st),
        punishing stance (1st), roots of the mountain (3rd),
        stance of alacrity (8th), thicket of blades (3rd);
    Strikes—adamantine hurricane (8th), ancient mountain hammer (7th),
        avalanche of blades (7th), bonecrusher (DC 28, 3rd), castigating strike (7th),
        colossus strike (DC 32, 7th), crushing vice (6th), crusader strike (1st),
        daunting strike (5th), dazing strike (DC 30, 5th),
        death from above (4th), desert tempest (6th), disarming strike (2nd),
        disrupting blow (DC 30, 5th), divine surge, greater (8th),
        earthstrike quake (DC 33, DC 35, 8th), emerald razor (2nd),
        fan the flames (3rd), finishing move (7th), foehammer (2nd),
        leading the attack (1st), lightning throw (8th), mountain tombstone strike (9th);
        pouncing charge (5th), rallying strike (6th), revitalizing strike (3rd),
        steel wind (1st), strike of righteous vitality (9th), vanguard strike (1st),
        war leader's charge (6th), white raven hammer (8th), white raven strike (4th);
    Counters—action before thought (2nd), diamond defense (8th),
        fire riposte (2nd), fool's strike (8th), iron heart focus (6th),
        lightning recovery (4th), mind over body (3rd),
        moment of perfect mind (1st), rapid counter (5th), zephyr dance (3rd);
    Boosts—covering strike (4th), inferno blade (7th),
        iron heart endurance (6th), moment of alacrity (6th),
        quicksilver motion (7th), sudden leap (1st), white raven tactics (3rd);
    Other—iron heart surge (3rd);

STATISTICS
Str 30, Dex 22, Con 40, Int 16, Wis 30, Cha 15
Feats Consummate Learner, Open Mind (x5), Extend Power,
Bonus Feats Weapon Focus (soulbound weapon), Improved Unarmed Strike,
    Superior Unarmed Strike, Beast Strike, Multiattack,
    Improved Multiattack, Rapidstraike (slam), Improved Rapidstrike (slam),
    Improved Natural Weapon (slam), Hammer Fist, Subduing Strike,
    Versatile Unarmed Strike, Allied Defense, Combat Expertise,
    Improved Combat Expertise, Snap Kick, Power Attack, Power Throw,
    Improved Natural Weapon (unarmed), Clever Wrestling, Weapon Finesse,
    Imperious Command, Might Makes Right, Improved Feint, Intimidating Strike,
    Endurance, Steadfast Determination, Quick Recovery, Lightning Reflexes,
    Blind-Fight, Improved Sunder, Improved Trip, Improved Grapple
    Improved Bull Rush, Knockback
    Combat Reflexes, Stand Still, Defensive Sweep,
    Occult Opportunist, Canny Opportunist,
    Improved Combat Reflexes, Greater Combat reflexes
    Improved Toughness, Mind Over Body, Rapid Metabolism,
    Ancestral Knowledge, Breadth of Knowledge,
    Master of Knowledge, Knowledge Devotion
    Track, Run, Urban Tracking, Tactile Trapsmith, Darkstalker,
    Nobody's Fool, Alertness, Quick Reconnoiter, Improved Initiative,
    Brutal Throw, Point Blank Shot, Far Shot, Precise Shot, Zen Archery,
    Ghost Attack, Overchannel, Psionic Meditation,
    Stunning Fist, Rapid Stunning, Rattlesnake Strike, Paralyzing Fists,
    Pain Touch, Pharaoh's Fist;
Epic Feats Improved Manifestation (x2), Fast Healing
Skill Tricks Group Fake Out, Never Outnumbered
Skills Appraise +8, Bluff +27, Climb +20,
    Balance +24, Concentration +45, Craft (weaponsmithing) +3,
    Decipher Script +4, Disable Device +17, Disguise +2,
    Diplomacy +35, Escape Artist +30, Forgery +3,
    Handle Animal +2, Heal +20, Hide +35, Gather Information +18,
    Intimidate +40 (using Strength), Jump +23, Knowledge (any 11) +18 each,
    Listen +40, Move Silently +35, Psicraft +16,
    Ride +18, Search +16, Sense Motive +40, Spellcraft +16, Spot +40,
    Survival +18, Swim +20, Tumble +30, Use Magic Device +30;
Synergy +3 Balance, +8 Diplomacy, +4 Disguise (acting), +2 Gather Information,
    +4 Intimidate, +3 Jump, +2 Psicraft, +2 Spellcraft, +2 Survival;
    +3 Tumble, +2 Use Magic Device (scrolls)
Racial +2 Intimidate
SQ Mastery of Self, Ki Power, Orc Blood, Perceptive Strike, Powerful Build,
    Reign of Steel, Soulbound Weapon, Stance Mastery, Strong Slams

SPECIAL ABILITIES
Malice's natural and weapon attacks overcome damage reduction as if made of magic and adamantine.
AC Bonus (Ex): Malice may add his Wisdom bonus to Armor Class, so long as he is unencumbered and is wearing light or no armor. This bonus to AC applies even against touch attacks or when he is flat-footed. However, he loses this bonus when he is immobilized or helpless.
Ki Power (Su): Malice can channel its ki to manifest special powers. He can use his ki powers a number of times per day equal to one-half his HD (minimum 1) plus his Wisdom bonus (if any). These Ki powers can be used only if Malice is wearing light or no armor and is unencumbered.
As long as a his ki pool isn’t empty (that is, as long as it has at least one daily use remaining), Malice gains a +2 bonus on his  Will saves. (not figured in stats above)
    Martial Renewal: Once per round as a standard action, Malice may expend one daily use of his Ki power to recover any single expended martial maneuver he knows.
Maneuvers and Stances Known (Ex): Malice starts each encounter with all the maneuvers he knows readied. For maneuvers that feature a saving throw based on strength, he may use his constitution or wisdom instead. He may recover the use of all expended maneuvers by resting for 2 minutes.
Mastery of Self (Ex): Malice gains his Wisdom bonus as a modifier on Strength checks, Dexterity checks, and checks involving skills based on Strength or Dexterity, such as Hide, Climb, and Jump.
Orc Blood (Ex): For purposes of spells and effects that specify a race, Malice is considered an Orc.
Perceptive Strike (Ex): Malice is able to place his finesse attacks where they deal greater damage. He applies his Wisdom bonus (if any) as a bonus on damage rolls (in addition to any Strength bonus he may have) with any light weapon, as well as any other weapon that can be used with Weapon Finesse, such as a rapier, whip, or spiked chain. Targets immune to sneak attacks or critical hits are immune to his perceptive  strike. He cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.
Powerful Build (Ex): Malice functions in many ways, as a creature one size larger than he actually is. The damage dealt by his natural weapons and unarmed strikes all increase by one step, and he may wield weapons meant for creatures one size larger, at no penalty. He may also treat himself as one size larger with regard to opposed checks or abilities that function based on size, whenever it is advantageous to him.
Psychic Warrior Powers Known (Ex): Malice's psychic warrior powers and bonus power points, are based on his constitution or wisdom score, whichever is greater at any given time.
Reign of Steel (Ex): Enemies treat the area threatened by Malice as difficult terrain.
Augmentation: When you manifest your soulbound weapon, for each additional 4 power points you spend, you may add a weapon ability of +1 value to the weapon. For example, if you spend an additional 8 power points, you could add two +1 weapon abilities or a single +2 weapon ability.
 
Malice's Typical Soulbound Weapon
shadow striking, kinetic discharging, ghost touch, +7 bracers of striking*
*usually worn via graft weapon
Soulbound Weapon (Ex): Malice may use the call weaponry power to obtain a specific masterwork weapon that is bound to his very soul. This weapon's physical appearance has slowly changed over time, having grown in power along with him. When Malice manifests call weaponry to obtain his soulbound weapon; he retains it for the effect's duration. He also gains Weapon Focus (soulbound weapon) as a bonus feat. He may still use call weaponry normally if he so wishes.
    A soulbound weapon automatically comes an enhancement bonus of +1 per 4 effective psychic warrior class levels, and the act of calling it includes the featured augmentation.
Stance Mastery (Ex): Malice can have two stances active simultaneously. When he uses a swift action to initiate or change his stance, he can initiate or change one or both stances.
Strong Slams (Ex): Malice always adds his full strength bonus to damage when using his slam attacks.

GEAR
+7 bracers of striking (see Soulbound Weapon)
    shadow striking = overcomes damage reduction of any alignment or material
    wounding = 1 point of con damage to a living creatures harmed per hit
    magebane = +2d6 damage to spellcasters and creatures with spell-like abilities
    smoking = spews smoke about body for 20% concealment
+5 reinforced githcraft nightscale robes (+3 armor, +10 max dex)
    called = appears on body as a standard action, from anywhere on same plane
    ghost ward = armor protects against touch attacks
drazzik's vest (+5 to existing SR)