Typical Nanaeel

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

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

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

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

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

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

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

SPECIFIC INDIVIDUAL NANAEEL

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

Promoted XETA PrC

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

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

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

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

ProtoXETA Template


The ProtoXETA Creation Process

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

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

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

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

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

Metamancer PrC

A metamancer is...(to be completed)

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

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

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