Fel Minion Spell

The following spell is an attempt to mimic the minions a Warlock from World of Warcraft can summon. If used in tandem with the Fel Sorcerer substitution levels presented last July, the ability damage is minimized, and then refunded in the case of when the minion is dismissed.

Some choices for the following minion's spell-like abilities, are based on how World of Warcraft behaves with regards to certain options that suddenly open up within the scope of a D&D game.  For instance, to mimic the lack of threat that a non-attacking minion poses in WoW, there's the sanctuary spell-like ability for when the minions remain close enough to you.  Certain other abilities were added so that some minions can travel in D&D's civilized areas without drawing too much attention, as they can in WoW cities of your faction. Minions don't drown when kept underwater in World of Warcraft, so there's a D&D effect (deep breath) for that as well.

As far as the actual named WoW abilities go for instance, for an imp's Singe Magic, I've given their "felspark" counterpart resurgence, which grants one creature they touch an additional save against one ongoing magical effect currently effecting them. They also have the momentary freedom effect to simulate their Flee ability.  The Evasion simulates a minion's Avoidance ability.

While none of these minions have spell resistance, they do have mystic aegis as a spell-like ability to gain spell resistance as an immediate action against one incoming spell or effect.  Their extravagant array of senses is due to the fact that in World of Warcraft, other than stealth, there are very few ways of hiding one's approach. But like anything else I create, I'm open to changing it if it proves problematic in actual play.

FEL MINION
Conjuration (Calling) [Evil]
Level: Fel 4
Components: V, S, Corrupt
Casting Time: 3 rounds
Range: Close (25 ft. + 5 ft./level)
Effect: One called creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

If this spell is cast from a sorcerer spell slot, you may call a creature from the lower planes and bind it to your will to serve as your fel minion, to the best of its ability. You may call a felsteed, felspark, voidguard, felworg or deadly desire (all detailed below) to serve as your fel minion.
    When you finish casting this spell, your fel minion immediately appears where you designate within a range and may act immediately when it does so.  Each time a fel minion is called in this manner, it appears in full health and capacity. If your fel minion dies or your fel minion is successfully forced back to its home plane, it disappears along with any gear it first arrived with, and you may not call another fel minion by any means for 5 minutes. If you die, your fel minion disappears in the same manner, except you can call another as soon as you are able if somehow revived or resurrected.
    You may have only fel minion actively serving you at any one time. Whenever you successfully call a new fel minion into your service by any means, your previous fel minion immediately disappears (as if dismissed) to wherever it was when first called, along with any gear it first arrived with. Alternatively, you may dismiss your fel minion as a free action, in which case it disappears in the same manner.  The act of dismissing a fel minion restores 1 point of any ability damage to your Wisdom score.

Any creature gains the following abilities while serving as your fel minion:
  • For the purpose of effects and abilities related to number of Hit Dice, your fel minion may use your total HD or its own normal HD total, whichever is higher.
  • Your fel minion has a maximum hit point total equal to your own (not including temporary hit points), regardless of its actual Hit Dice.
  • Your fel minion's base attack bonus equals its effective Hit Dice.
  • Each of your fel minion's base saves equals 2 + 1/2 its effective Hit Dice (rounded down).
  • For each skill, your fel minion may use its own ranks or your own ranks, whichever are greater. In either case, the fel minion uses its own ability modifiers.
  • For each spell-like ability that imposes a saving throw, your fel minion may use your ability modifier or its own, to determine the save DC, whichever is better.
  • Your fel minion's spell-like abilities are cast with a caster level equal to your caster level.
  • Fel Grace (Su): Your fel minion gains a profane bonus to AC equal to 1/3 of its effective Hit Dice (rounded down).
  • Spell Link (Su): Whenever the you cast a spell from a sorcerer spell slot with a range of touch, you may unerringly target only your fel minion and/or its possessions as if the spell had range of Close (25 ft. + 5 ft./level).
  • Telepathic Link (Su): You and your fel minion may communicate with one another via telepathy over a distance of 1 mile.
  • Passive Mode (Su): Whenever your fel minion is within 150 ft. of you, it may use sanctuary on itself as a spell-like ability, usable at will, with a caster level equal to your caster level. This effect ends prematurely if the distance between you and your fel minion ever exceeds 150 ft.
  • Soul Link (Su): Half of all hit point damage you suffer (rounded up), is transferred to your fel minion instead, but only while you are within 150 ft. of one another. You may suspend or reinstate this ability as an immediate or free action on your part.
A felsteed gains the following ability while serving as your fel minion:
  • Flight (Su): Your fel minion's fly speed improves by 10 ft. per caster level. (maximum +200 ft.)
A felspark gains the following ability while serving as your fel minion:
  • Bloodpact (Su): You and your allies gain a +2 profane bonus to Constitution while within 150 ft. of your fel minion.
A voidguard gains the following abilities while serving as your fel minion:
  • +4 bonus to Will saves.
  • +4 turn resistance.
Corruption Cost: 1d12 points of Wisdom damage.

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

NEW MONSTERS
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.

FELSPARK CR 4
NE Diminutive outsider (evil, extraplanar)
Init +8; Senses blindsight 60 ft., tremorsense 60 ft., darkvision 120 ft. low-light vision, 
    detect magic, see invisibility, See in darkness; Listen +10, Spot +10

DEFENSE
AC 23, touch 22, flat-footed 23 (+4 size, +8 Dex, +1 natural)
hp 18 (4d8)
Fort +4, Ref +12, Will +6
DR 5/magic; Defensive Abilities Mettle, Evasion, Uncanny Dodge, Fast healing 1;
Immune poison; Resist acid 5, cold 5, electricity 5, fire 15, sonic 5, force 5

OFFENSE
Speed 15 ft., fly 50 ft. (perfect), swim 10 ft.
Melee 2 claws +16 (1d2-2)
Melee/Ranged searing orb +16 touch (1d3+4 searing fire) or
     searing orbs +14/+14 touch (1d3+4 searing fire)
Space 1 ft.; Reach 0 ft.
Special Attacks Searing Orbs, Sneak Attack +1d6, Skirmish +1d6
Spell-Like Abilities (CL 6th)
    Constant—accelerated movement, deep breath, detect magic,
        pass without trace, remove scent, see invisibility, undetectable alignment
    At will—faerie fire, mystic aegis, mystic surge (fire spells only),
        nerveskitter, resurgence
    1/minute—momentary freedom

STATISTICS
Str 7, Dex 26, Con 10, Int 13, Wis 15, Cha 15
Base Atk +4
Feats Flyby Attack, Two-Weapon Fighting
Bonus Feats Agile Athlete, Darkstalker, Tactile Trapsmith, Weapon Finesse,
Skills Balance +13, Bluff +7, Climb +8, Concentration +14, Diplomacy +6,
    Disable Device +9, Escape Artist +13, Hide +31, Intimidate +4,  Jump +12,
    Knowledge (any six) +2 each, Listen +10, Move Silently +18, Search +13,
    Spellcraft +4, Spot +10, Sense Motive +7, Sleight of Hand +12,
    Survival +6 (+8 following tracks), Tumble +17
Racial Modifiers +8 Concentration, +4 Escape Artist, +4 Hide, +4 Jump
    +2 Listen, +4 Move Silently, +4 Sleight of Hand, +2 Spot, +8 Tumble, +4 Survival
Synergy +2 Intimidate, +4 Diplomacy, +2 Disguise (when acting)
Languages Abyssal, Infernal, Common, Undercommon; telepathy 150 ft.

SPECIAL ABILITIES
A felspark’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Searing Orbs (Su): As an immediate or free action while in its true form, a felspark can fill one or both of its hands with a ball of white flame. It may hold up to two orbs at one time, and use them as light weapons to make melee touch attacks. Alternatively, it can use them to make ranged touch attacks within 150 ft., generating new orbs as often as it can attack using two hands. Each orb deals searing fire damage equal to 1d3 + the felspark's Hit Dice, dealing double damage on a critical hit.
    This a supernatural evocation [fire] effect that works normally underwater and extends into the ethereal plane. Searing orbs give off light like a torch, and they last until dismissed as a free action or they strike a surface after being released. A felspark cannot be harmed by its own searing orbs.

NEW SPELL:
MOMENTARY FREEDOM
Abjuration
Level: Asn 3, Brd 3, Pal 3, Rgr 3
Components: None
Casting Time: 1 immediate action
Range: Personal
Target: You
Duration: 1 round

As freedom of movement, except as detailed above.

ECOLOGY
Felsparks resemble imps or quasits, except they are much smaller. They stand no taller than a foot in height, with naturally iridescent grey skin, leathery wings, green eyes, and slightly oversize hands and feet. Although they don't possess a poison attack or the ability to assume alternate forms, like imps and quasits do, they are nonetheless regarded as being a lot more nimble and mentally acute. They often hired as scouts, thieves and skirmishers, by both demons and devils, to fill positions on both sides of the blood war. Given their varied assignments and errands, felsparks are have a surprising span of basic knowledge.

DEADLY DESIRE  CR 4
NE Medium outsider (evil, extraplanar)
Init +4; Senses blindsight 60 ft., tremorsense 60 ft., darkvision 120 ft. low-light vision, 
    detect magic, see invisibility, See in darkness; Listen +7, Spot +7

DEFENSE
AC 18, touch 18, flat-footed 18 (+4 Dex, +4 deflection)
hp 18 (4d8)
Fort +4, Ref +8, Will +5
DR 5/magic; Defensive Abilities Mettle, Evasion, Uncanny Dodge, Fast healing 1;
Immune poison; Resist acid 5, cold 5, electricity 5, fire 5, sonic 5, force 5

OFFENSE
Speed 30 ft., fly 60 ft. (average), swim 20 ft.
Melee 2 claws +8 (1d3)
Melee netherlash +8 touch (1d6+4 unholy)
Space 5 ft.; Reach 5 ft. (10 ft. with netherlash)
Special Attacks Netherlash, Sneak Attack +2d6
Spell-Like Abilities (CL 6th)
    Constant—accelerated movement, bladeweave (DC 16), comprehend languages, 
        deep breath, detect magic, see invisibility, tongues, undetectable alignment
    At will—beckoning call (DC 16), dream lock (DC 16), invisibility (self only), 
        mystic aegis, phantom threat (DC 15), resurgence (self only), summon weapon

STATISTICS
Str 11, Dex 19, Con 10, Int 13, Wis 13, Cha 19
Base Atk +4
Feats Combat Reflexes, Urban Tracking
Bonus Feats Agile Athlete, Darkstalker, Tactile Trapsmith, Weapon Finesse
Skills Balance +11, Bluff +13, Climb +4, Concentration +15, Diplomacy +15,
    Disable Device +5, Escape Artist +8, Gather Information +16, Hide +6,
    Intimidate +6, Jump +4, Knowledge (any six) +2 each, Move Silently +6,
    Listen +7, Search +11, Sleight of Hand +6, Sense Motive +12,
    Spellcraft +5, Spot +7, Survival +5 (+7 following tracks), Tumble +9
Racial Modifiers +2 Balance, +4 Bluff, +8 Concentration, +6 Diplomacy,
    +2 Escape Artist, +6 Gather Information, +2 Listen, +2 Search,
    +2 Sleight of hand, +6 Sense Motive, +2 Spot, +4 Survival, +2 Tumble
Synergy +2 Intimidate, +4 Diplomacy, +2 Disguise (when acting)
Languages Abyssal, Infernal, Common, Undercommon; telepathy 150 ft.
SQ Alternate Form (small or medium humanoid), Grace, Uncanny Dodge

SPECIAL ABILITIES 
A deadly desire’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Alternate Form (Su): A deadly desire may assume the form of any Small or Medium humanoid as a standard action, retaining its own physical ability scores when doing so. It may return to its true form as an immediate or free action. While using this ability, a deadly desire gains a +10 circumstance bonus on disguise checks.
Grace (Su): A deadly desire gains a deflection bonus to AC, equal to its charisma modifier.
Netherlash (Su): As an immediate or free action, a deadly desire may create an immaterial whip of pulsating purple energy appropriate to its size, that sheds light equivalent to a candle. The whip lasts for as long as it is held, dissipating immediately if it ever leaves the deadly desire's possession (although it can always create a new one to replace it). Attacks with this whip are melee touch attacks that deal unholy damage equal to 1d6 + the deadly desire's Hit Dice, dealing double damage on a critical hit. This is a supernatural evocation [evil] effect that extends into the ethereal plane. A deadly desire cannot be harmed by its own netherlash, and it may only have one such whip at a time.

ECOLOGY
Deadly desires were magically bred by arcanaloths from pairing exceptional mortal sires with both erinyes and succubi, and indeed... some have leathery wings and while others have feathered wings.  Deadly desires come in both genders, and possess the same variety of features and coloration found in mostly elves and humans. If it weren't for their tails and wings, they could easily hide their physical fiendish characteristics with mundane disguises, similar to how many teiflings get by. Bred, educated and groomed by their masters, they possess an aptitude for social interaction, manipulation and intrigue.

VOIDGUARD CR 5
NE Medium elemental (evil, extraplanar)
Init +4; Senses blindsight 60 ft., tremorsense 60 ft., darkvision 120 ft., detect magic,
    see invisibility, superior low-light vision, see in darkness; Listen +5, Spot +5

DEFENSE
AC 21, touch 14, flat-footed 21 (+4 Dex, +7 natural)
hp 34 (4d8+16)
Fort +5, Ref +8, Will +0
DR 5/- Defensive Abilities Mettle, Evasion, Uncanny Dodge, Fast healing 1;
Immune elemental traits; Resist acid 5, cold 15, electricity 5, fire 5, sonic 5, force 5

OFFENSE
Speed 60 ft., fly 60 ft. (perfect), swim 60 ft.
Melee 2 slams +8 (1d6+5 plus 1d4 piercing cold)
Space 5 ft.; Reach 5 ft.
Special Attacks Sprint, Suffering
Spell-like Abilities (CL 6th)
    Constant—accelerated movement, detect magic, 
        see invisibility, shadow phase, undetectable alignment
    At will—darkness, mindless rage (DC 15), mystic aegis, resurgence (self only)
    1/minutefalse life
Maneuvers and Stances Known (IL 5th)
    Stances—iron guard's glare (1st), thicket of blades (3rd)
    Strikes—disarming strike (2nd), leading the attack (1st), vanguard strike (1st)

STATISTICS
Str 21, Dex 19, Con 19, Int 6, Wis 8, Cha 17
Base Atk +3
Feats Deft Opportunist, Hold The Line
Bonus Feats Combat Reflexes, Darkstalker, Defensive Sweep, Stand Still
Skills Concentration +17, Escape Artist +12, Listen +5, Spot +5,
    Hide +12, Move Silently +12, Sense Motive +5, Tumble +13
Racial Modifiers +8 Concentration, +8 Escape Artist, +8 Hide,
    +6 Listen, +8 Move Silently, +6 Sense Motive, +6 Spot, +8 Tumble
Languages Abyssal, Infernal; telepathy 150 ft.
SQ Dark Harrier, Flexible Form, Hide in Plain Sight, Reign of Darkness,
    Shadow Mastery, elemental traits

SPECIAL ABILITIES
A voidguards’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Dark Harrier (Su): Enemies that a voidguard threatens while in its true form, suffer a profane penalty to Concentration checks, Tumble checks and attack rolls made against targets other than a voidguard and/or its gear, equal to 2 + 1 for every 6 Hit Dice the voidguard has.
Flexible Form (Ex): A voidguard in its true form can squeeze, mold and shape itself into an area half as wide or half as tall as its normal space, with no penalties to movement, attack rolls or AC. In addition, it can move freely through spaces occupied by creatures only one size larger than it is.
Hide in Plain Sight (Ex): A voidguard can hide even while being observed, except in an area of bright light (such as sunlight or that caused by a daylight spell or similar effect).
Maneuvers and Stances Known (Ex): A voidguard begins each encounter with all maneuvers it knows readied, and may use each of them once per encounter.  It must rest and meditate for 5 minutes to recover all expended maneuvers.
Reign of Darkness (Ex): Enemies treat the area threatened by a voidguard as difficult terrain.
Shadow Mastery (Ex): A voidguard gains a +1 bonus on attack and damage rolls if both it and its foe are in an area of darkness or shadowy illumination. While in an area of bright light (such as sunlight or that caused by a daylight spell or similar effect) voidguards suffer a -4 penalty on attack rolls.
Sprint (Ex): Once per minute as a free action while in its true form, a voidguard may increase its land speed by 60 ft., its fly speed by 200 ft. and its swim speed by 60 ft for 1 round.
Suffering (Su): While in its true form, a voidguard's slam attacks resolve as melee touch attacks, gain the ghost touch ability and overcome all damage-type, alignment-based and material-based forms of damage reduction.

ECOLOGY
Infused with the last echoes of discarded simulacrums, the mind of this dark elemental has been overthrown to make for a more pliable servitor. Beyond that, it has been empowered with necromantic unlife and made ready to impart the untold ages of fury that have drawn so many wronged warriors to their doom. Whatever gives rise to these abominations will likely never be found in the endless depths of the shadow plane.  The tormented creatures known as voidguards are relatively easy to mentally manipulate, so those who employ them usually seek a means of bolstering their mental defenses after assuring that they have established control over them.

FELWORG CR 5
NE Medium outsider (evil, extraplanar)
Init +7; Senses blindsight 60 ft., tremorsense 60 ft., darkvision 120 ft., scent,
    low-light vision, detect magic, see invisibility, see in darkness; Listen +11, Spot +11

DEFENSE
AC 19, touch 13, flat-footed 19 (+3 Dex, +6 natural)
hp 30 (4d8+12)
Fort +7, Ref +7, Will +7
DR 10/magic; Defensive Abilities Mettle, Evasion, Uncanny Dodge, Fast healing 1;
Immune poison; Resist acid 10, cold 10, electricity 10, fire 10, sonic 10, force 5

OFFENSE
Speed 50 ft., fly 60 ft. (good), swim 40 ft.
Melee bite +8 (2d6+6 plus shadow bite and trip)
Space 5 ft.; Reach 5 ft.
Special Attacks Mind Lock, Sprint
Spell-like Abilities (CL 6th)
    Constant—accelerated movement, battlemagic perception, detect magic, deep breath,
        karmic aura (DC 13), nondetection, see invisibility, undetectable alignment
    At will—mystic aegis, resurgence (self only), warning shout
    1/minute—arcane turmoil (DC 14), magical backlash (DC 14)

STATISTICS
Str 19, Dex 17, Con 17, Int 6, Wis 16, Cha 15
Base Atk +4
Feats Improved Initiative, Improved Natural Attack (bite)
Bonus Feats Darkstalker, Quick Reconnitor, Quick Recovery, Track
Skills Climb +8, Concentration +15, Escape Artist +7, Hide +10, Listen +11,
    Move Silently +10, Psicraft +5, Sense Motive +5, Spellcraft +5, Spot +11,
    Survival +13 (+15 when tracking by scent), Tumble +8
Racial Modifiers +4 Climb, +8 Concentration, +4 Escape Artist, +2 Hide, +2 Listen,
    +2 Move Silently, +2 Spot, +2 Sense Motive, +2 Spellcraft, +2 Psicraft, +6 Survival
    +4 Tumble
Languages Abyssal, Infernal, Worg, Goblin; telepathy 150 ft.
SQ Flight, Goblinoid Relations

SPECIAL ABILITIES
A felworg’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Flight (Su): A felworg may cease or resume flight as a free action.
Goblinoid Relations: Goblinoids receive a +2 circumstance bonus on all charisma-based skill checks involving felworgs.
Mind Lock (Su): As an immediate action while in its true form, a felworg may discharge a torrent of arcane energies against one creature within 100 ft. That creature must succeed at a Will save (DC 14) or be unable to cast spells, spell-like abilities, or activate supernatural abilities, spell completion, spell trigger or command items for 1 round. The save DC is charisma-based. This is a supernatural abjuration effect. A felworg must wait 5 rounds after using this ability, before it can be used again.
Shadow Bite (Su): While in its true form, a felworg's bite attack resolves as a melee touch attack, gains the ghost touch ability and overcomes all alignment-based and material-based forms of damage reduction. Any creature harmed by a felworg's shadow bite must make a Will save (DC 15) or suffer 1 point of ability damage to each mental ability score. For each point of ability damage it inflicts with its shadow bite, the felworg heals 1 hit point. This attack cannot reduce any ability score to less than 3, possibly reducing the healing received as a result. The save DC is consitution-based. This is a supernatural necromancy effect.
Sprint (Ex): Once per minute as a free action while in its true form, a felworg may increase its land speed by 70 ft., its fly speed by 200 ft. and its swim speed by 40 ft. for 1 round.

ECOLOGY
Identical in appearance to normal worgs, felworgs were originally created by a cabal of half-fiend blue goblin psions and barghests to help various groups of goblinoids counter the spellcasting element of nations that have kept their warrens from thriving over the ages. Although they still prefer goblinoids over the company of other humanoids, felworgs will still fight for anyone who seeks to put down spellcasters of any race.

FELSTEED CR 3
NE Large outsider (evil, extraplanar)
Init +6; Senses darkvision 120 ft., low-light vision, scent,
    See in darkness; Listen +10, Spot +10

DEFENSE
AC 19, touch 13, flat-footed 19 (+4 Dex, +6 natural, -1 size)
hp 28 (3d8+15)
Fort +8, Ref +7, Will +8
DR 5/magic; Defensive Abilities Mettle, Evasion, Uncanny Dodge, Fast healing 1;
Immune poison; Resist acid 5, cold 5, electricity 5, fire 5, sonic 5, force 5

OFFENSE
Speed 80 ft., fly 120 ft. (good)
Melee bite +2 (1d4+2) and 2 hooves +7 (1d6+5 plus 1d4 fire)
Space 10 ft.; Reach 5 ft.
Special Attacks Heated hooves
Spell-like Abilities (CL 6th)
    Constant—undetectable alignment
    At willfeatherfall, resurgence (self only)

STATISTICS
Str 20, Dex 18, Con 21, Int 3, Wis 15, Cha 12
Base Atk +3
Feats Quick Reconnitor, Steadfast Determination
Bonus Feats Endurance, Expeditious Dodge, Quick Recovery, Run
Skills Concentration +15, Jump +10, Listen +12, Spot +12, Survival +7
Racial Modifiers +8 Concentration, +4 Listen, +4 Spot
Languages Abyssal, Infernal; telepathy 150 ft.
SQ Reduce Self, Flight

SPECIAL ABILITIES
A felsteed’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Flight (Su): A felsteed may cease or resume flight as a free action.
Heated Hooves (Su): As a free action, a felsteed may cause its hooves to glow with infernal heat, giving off light as a torch and branding any target struck by one for an additional 1d4 fire damage.  While a felsteed's hooves may burn, they don't set anything aflame. A felsteed can dismiss this ability as a free action. This ability functions normally underwater.
Reduce Self (Su): A felsteed may reduce its size by one step (or dismiss this ability) as a swift action once per round. Make the following adjustments when the felsteed assumes Medium size when using this ability.
  • reduce its natural armor by 2
  • drop the -1 size penalty to attack rolls and AC
  • reduce its base land speed to 60 ft. 
  • reduce the size of its natural attacks by one step
  • reduce its space to 5 ft
  • -4 strength, +2 dexterity

Fel Minion, Greater

FEL MINION, GREATER
Conjuration (Calling) [Evil]
Level: Fel 8

As fel minion, except that any fel minion you call gains a +2 bonus to each ability score other than intelligence. Alternatively, you may call a felbrute instead (with no ability score increase).

Corruption Cost: 2d12 points of Wisdom damage.

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

NEW MONSTER
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.

FELBRUTE CR 10
NE Medium outsider (evil, extraplanar)
Init +4; Senses blindsight 60 ft., tremorsense 60 ft., darkvision 120 ft.,
    low-light vision, detect magic, see invisbility, See in darkness; Listen +13, Spot +13

DEFENSE
AC 30, touch 20, flat-footed 30 (+4 Dex, +10 natural, +6 deflection)
hp 92 (8d8+56)
Fort +13, Ref +10, Will +10
DR 10/magic and adamantine;
Defensive Abilities Mettle, Evasion, Uncanny Dodge; Fast healing 1;
Immune poison; Resist acid 15, cold 15, electricity 15, fire 15, sonic 10, force 5

OFFENSE
Speed 60 ft., fly 90 ft. (good), swim 50 ft.
Melee slam +16 (2d6+12)
Melee large felaxe +17/+12 (2d8+12/x3)
Melee large felaxe +17/+12 (2d8+8/x3) and slam +11 (2d6+4)
Ranged large felaxe +17/+12 (2d8+8/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks Felaxe, Pounce, Sprint
Spell-Like Abilities (CL 10th)
    Constant—accelerated movement, deep breath, detect magic,
        see invisibility, wraithstrike, undetectable alignment
    At will—enlarge weapon, mindless rage (DC 18), mystic aegis, 
        resurgence (self only), rhino's rush, shock and awe
    1/minute—false life, fear (DC 20), whirling blade
Maneuvers and Stances Known (IL 8th)
    Stances—iron guard's glare (1st), punishing stance (1st), thicket of blades (3rd)
    Strikes—disarming strike (2nd), leading the attack (1st), mithral tornado (4th),
        steel wind (1st), vanguard strike (1st)
    Counters—lightning recovery (4th), wall of blades (2nd)
    Boosts—sudden leap (1st)
    Other—iron heart surge (3rd)

STATISTICS
Str 27, Dex 19, Con 25, Int 13, Wis 18, Cha 23
Base Atk +8
Feats Power Attack, Imperious Command, Brutal Throw
Bonus Feats Darkstalker, Combat Reflexes, Quick Recovery, Stand Still
Skill Trick Never Outnumbered
Skills Balance +9, Bluff +13, Climb +12, Concentration +19, Diplomacy +10,
    Escape Artist +9, Hide +6, Intimidate +26, Jump +21, Knowledge (any six) +2 each,
    Listen +13, Martial Lore +2, Move Silently +6, Perform (weapon drill) +15,
    Psicraft +10, Search +9, Sense Motive +13, Spot +13, Spellcraft +10,
    Survival +8 (+10 following tracks), Tumble +15
Racial Modifiers +4 Climb, +8 Concentration, +8 Intimidate, +6 Jump, +4 Listen,
    +8 Perform (weapon drill), +4 Spot, +4 Sense Motive, +4 Spellcraft,
    +4 Psicraft, +6 Tumble, +4 Survival
Synergy +2 Intimidate, +4 Diplomacy, +2 Disguise (when acting)
Languages Abyssal, Infernal, Common, Undercommon; telepathy 150 ft.
SQ Aquatic Combat, Dark Harrier, Grace, Powerful Build, Reign of Darkness,

SPECIAL ABILITIES
A felbrute’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Aquatic Combat (Su): A felbrute suffers no combat penalties when fighting or even when throwing its axe underwater.
Dark Harrier (Su): Enemies that a felbrute threatens while in its true form, suffer a profane penalty to Concentration checks, Tumble checks and attack rolls made against targets other than a felbrute and/or its gear, equal to 2 + 1 for every 6 Hit Dice the felbrute has.
Felaxe (Su): As an immediate or free action, a felbrute can instantaneously call a +1 shadow striking throwing returning ghost touch adamantine waraxe of any size it can use without penalty (usually of large size). It may only have one such weapon at a time, so whenever it calls new one, any weapon it called previously, immediately disappears and returns whence it came. If the felbrute dies or is forced back to its home plane, both it and its axe immediately disappear whence they came. A felbrute can use the waraxe in one hand, but will use two hands when making attacks of opportunity, using the power attack feat or performing a martial maneuver.
Grace (Su): A felbrute in its true form, gains a deflection bonus to AC equal to its charisma bonus.
Maneuvers and Stances Known (Ex): A felbrute begins each encounter with all maneuvers it knows readied, and may use each of them once per encounter.  It must rest and meditate for 5 minutes to recover all expended maneuvers.
Powerful Build (Ex): A felbrute in its true form can wield weapons one size category larger than itself without penalty. For any opposed check a felbrute may treat itself as being one size larger than it really is, whenever doing so proves advantageous.
Reign of Darkness (Ex): Enemies treat the area threatened by a felbrute as difficult terrain.
Sprint (Ex): Once per minute as a free action while in its true form, a felbrute may increase its land speed by 60 ft, its fly speed by 200 ft and its swim speed by 40 ft. for 1 round.

Fel Sorcerer Spells

These spells were created to mimic the abilities of the Warlock in world of warcraft. (or at least equate to their functionality)

CREATE HEALTHSTONE
Conjuration (Healing)
Level: Fel 2
Components: V, S, AF,
Casting Time: 1 minute
Range: Personal and touch
Target: You
Duration: Permanent until discharged (D)

As hoard life (RotD 113) except as detailed above.

PLANAR ARREST
Abjuration
Level: Fel 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./level)
Effect: One aberration, elemental or outsider
Duration: 1 minute + 1 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell functions as temporal stasis, except you may only have one instance of this spell in effect at any one time. Whenever you successfully cast this spell, all other instances of this spell as cast by you, end immediately as if dismissed. If a target successfully resists or saves against this spell, it gains a +2 morale bonus on attack rolls against you for 1 minute.
Special: If you cast this spell from a sorcerer spell slot, you gain a +4 bonus on concentration checks to cast it.

UNENDING BREATH
Transmuation
Level: Fel 3
Components: V, S
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./level)
Effect: One creature/level
Duration: 24 hours + 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

By channeling the essence of the river Styx, you alter the subjects of the spell as to grant each of them a Swim speed equal to their base land or base fly speed (to a maximum of 120 ft.), whichever is greater, (and gaining all the other benefits of having a Swim speed, including a +8 racial bonus to Swim checks). The subjects also gain the ability to breathe water as well as air.
Special: If you cast this spell from a sorcerer spell slot, you may cast it as an immediate action.


Other spells that can mimic a Warcraft Warlock's abilities.

FIENDFORM (Player's Guide to Faerun)

Sorcerer Subsitution Levels

FEL SORCERER
These substitution levels represent an attempt at mimicking a warlock from World of Warcraft.  New "Fel" spells (some with corrupt components) will be featured in following posts to simulate the warlock's abilities. Instead of creating a whole new class, the decision was made to go for something more flexible and portable. Substitutions and invocations for the D&D warlock class may be created soon.

Now, admittedly, the core sorcerer has few class features to give up in exchange for others that substitution levels typically offer.  So I will have to keep working on this to make it a more balanced trade.
Hit Die: d4.

REQUIREMENTS
To take a Fel Sorcerer substitution level, a character must be about to take her 2nd, 3rd, or 4th level of sorcerer.

CLASS SKILLS
Fel sorcerer substitution levels have the class skills of the standard sorcerer, plus Diplomacy, Intimidate, Knowledge (planes), Ride, Sense Motive and Use Magic Device.
Skill Points at Each Level: 6 + Int modifier.

FEL SORCERER SUBSTITUTION LEVELS
Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
2nd +1 +0 +0 +3  Forlorn, Fel Spells      
3rd +1 +1 +1 +3  Fel Vitality
4th +2 +1 +1 +4  Fel Affinity

CLASS FEATURES
All of the following are features of the fel sorcerer substitution levels.
Forlorn: In exchange for becoming a 2nd-level fel sorcerer, you must forfeit your familiar class feature, and may not gain it later by any means. Any familiar you do have, immediately abandons you without any loss of XP.
Fel Spells (Ex): Starting when you become a 2nd-level fel sorcerer, you may add Corrupt spells as well as spells from the following domains and planar domains to your sorcerer class spell list: Abyss, Baator, Corruption, Darkness, Demonic, Destruction, Diabolic, Evil, Fire, Hades, Pain, Suffering and Summoner.
    Spells that appear on both the cleric class list and sorcerer class list, may also be added to your sorcerer class spell list at the earliest level they become available.
     In addition, you may also add Fel spells to your sorcerer class spell list.
Fel Vitality (Ex): Starting when you become a 3rd-level fel sorcerer, whenever you cast a spell with a Corrupt component, you may minimize any ability damage or ability drain you must suffer as a result, by expending an additional unused sorcerer spell slot of a level equal to or greater than the equivalent level of the spell you are casting.
Fel Affinity (Ex): Starting when you become a 4th-level fel sorcerer, you may cast spells with the Demon, Devil or Fiend component, by replacing it with a Corrupt component that inflicts 1d12 Wisdom damage.
    In addition, you may also add your Charisma modifier to your Will saves instead of your Wisdom modifier.

Arcane Archer PrC



ENTRY REQUIREMENTS
To qualify to become an arcane archer, a character must fulfill all the following criteria.
Base Attack Bonus: +5
Feats: Point Blank Shot, Weapon Focus (any bow)
Spells: Ability to cast 1st-level arcane spells.

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spellcasting
1st +1 +2 +2 +0 Imbue Arrow -
2nd +2 +3 +3 +0 Seek Arrow +1 level of existing arcane spellcasting class
3rd +3 +3 +3 +1 Adapt Arrow -
4th +4 +4 +4 +1 - +1 level of existing arcane spellcasting class
5th +5 +4 +4 +1 Martial Arcanist -
6th +6 +5 +5 +2 Arrow Arcana+1 level of existing arcane spellcasting class
Hit Die: d8
Class Skills (2 + Int modifier per level): Concentration, Craft, Hide, Knowledge (arcane), Listen, Move Silently, Profession, Ride, Search, Spellcraft, Spot and Survival.

CLASS FEATURES
All the following are class features of the arcane archer prestige class.
Weapon and Armor Proficiency: Arcane archers gain proficiency with light armor.
Spellcasting: At every even level you gain as an arcane archer, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other class feature a character of that class would have gained. If you had more than one spellcasting class before becoming an arcane archer, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Imbue Arrow (Sp):  An arcane archer gains the ability to place an area spell upon an arrow. When the arrow is fired, the spell’s area is centered on where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow’s range rather than the spell’s range. It takes a standard action to cast the spell and fire the arrow. The arrow must be fired in the round the spell is cast, or the spell is wasted.
Seek Arrow (Sp): Starting at 2nd level, whenever an arrow would normally be lost or destroyed when fired in the normal fashion by an arcane archer using a bow, there is a 5% chance per class level that it survives intact. As a swift action that doesn't provoke attacks of opportunity, an arcane archer can sense the direction and distance of the nearest unattended arrow, on the same plane, befitting any bow she currently possesses. This ability does not account for terrain or obstacles, and does not function if the arcane archer does not have an appropriate and functional weapon in her possession.
Adapt Arrow (Sp): Upon reaching 3rd-level, an arcane archer can alter the magical properties of her ammunition. As a move action that does not provoke attacks of opportunity, she can instantaneously change the magical abilities of one arrow she touches, provided her base attack bonus or caster level meets the minimum caster level required to craft the new arrow. The arrow's overall market price may not increase, its abilities must remain legal, and it must retain a minimum enhancement bonus of +1. For instance, she can change a +5 arrow into a +1 keen holy shock arrow.  Temporary spells and effects laid upon such ammunition remain unaffected.
Martial Arcanist (Ex): At 5th level, you master the art of combining your militant and mystical training. From this point on, your caster level in a chosen arcane spellcasting class is equal to your base attack bonus (unless it would otherwise be higher). For example, a 7th-level fighter/1st-level wizard/6th-level arcane archer has a base attack bonus of +13 (and thus a caster level of 13th). You can  apply this benefit to only one arcane class to which you have added spell casting levels by your advancement as an arcane archer.
Arrow Arcana (Ex): Upon reaching 6th-level, an arcane archer may whisper the verbal components of the spells she casts (see PH 78 for the Listen skill). In addition she may cast any of the following spells (as an arcane spell) as if she were using a runestaff (except there is no daily use limit for each spell, and she's not limited to those that appear on her class spell list), by expending a prepared arcane spell or arcane spell slot of the same level or higher.

accelerated movement (SpC)
air walk
arrow mind (SpC)
arrow of bone (SpC)
arrow storm (SpC)
arrowsplit (CoR)
bloodfreeze arrow (CoR)
brilliant energy arrow (CoR)
camouflage (SpC)
curse of arrow attraction (PH2)
darkflame arrow (CoR)
darkvision
deeper darkvision (SpC)
dispel fog (ShS)
divine agility (SpC)
doublestrike arrow (CoR)
dragonsight (SpC)
ebon eyes (SpC)
embrace the wild (SpC)
feather fall (SpC)
faerie fire (SpC)
find the gap (SpC)
flame arrow
forestfold (SpC)
frost weapon (Fb)
ghost touch weapon (LiM)
guided shot (SpC)
haste, swift
hawkeye (SpC)
heroics (SpC)
keen edge
lightfoot (SpC)
longstrider
magic weapon
magic weapon, greater
make whole
mark of the hunter (SpC)
melf's slumber arrows (CM)
mending
primal hunter (DM)
primal instinct (DM)
primal senses (DM)
primal speed (DM)
prismatic bow (CM)
raptor's sight (RotW)
serpent arrow (CoR)
shadow arrow (CoR)
snowshoes (SpC)
snowsight (Fb)
sonic weapon (CAd)
spellslayer arrow (CoR)
superior darkvision (UE)
vanishing weapon (BoED)
water walk 
wind tunnel (SpC)
woodwisp arrow (CoR)

(fin)

Decimation Mage PrC

Decimation mages, sometimes called war wizards, prefer to leave no stone unscathed, and are highly sought after for support upon the battlefield.  They specialize in covering large areas with their spells, and delight in laying waste to large numbers of enemy forces arrayed against them.

This class replaces the War Wizard as presented in Magic of Faerûn, and the War Mage as presented the Dragonlance - Age of Mortals Campaign Setting Companion.

ENTRY REQUIREMENTS
To qualify to become an decimation mage, a character must fulfill all the following criteria.
Skills: Concentration 5 ranks, Knowledge (arcana) 5 ranks, Spellcraft 11 ranks
Feats: Widen Spell, Sculpt Spell, Skill Focus (Concentration)
Spells: Ability to cast 4th-level arcane spells.

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spellcasting
1st +0 +2 +0 +2 Spare Allies +1 level of existing arcane spellcasting class
2nd +1 +3 +0 +3 Wrath +1 level of existing arcane spellcasting class
3rd +1 +3 +1 +3 Spellsweeping +1 level of existing arcane spellcasting class
4th +2 +4 +1 +4 - +1 level of existing arcane spellcasting class
5th +2 +4 +1 +4 Spellshaping +1 level of existing arcane spellcasting class
6th +3 +5 +2 +5 Broadcast +1 level of existing arcane spellcasting class
Hit Die: d4
Class Skills (2 + Int modifier per level): Bluff, Concentration, Craft, Diplomacy, Intimidate, Knowledge (arcane), Listen, Profession, Ride, Search, Sense Motive, Spellcraft, Spot and Survival.

CLASS FEATURES
All the following are class features of the decimation mage prestige class.
Weapon and Armor Proficiency: Decimation mages gain no proficiency with any weapon, armor or shield.
Spellcasting: With each level you gain as an decimation mage, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other class feature a character of that class would have gained. If you had more than one spellcasting class before becoming an decimation mage, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Spare Allies (Ex): Whenever a decimation mage casts a spell that affects an area, he may designate a number of targets equal to his 4 + his class level to exclude from its effects. These targets remain unaffected by the initial instantaneous effects of the spell. Spells with an ongoing duration however, affect those targets normally as if they had entered the area just after the spell's onset.
Wrath (Ex): Starting at 2nd level, each arcane spell cast by a decimation mage gains a bonus on caster level checks to overcome spell resistance, and deals an extra amount of damage per die of damage, both equal to half his class level (rounded down).
Spellsweeping (Ex): At 3rd level, a decimation mage may reduce by one level, the cost of applying the Widen Spell feat to his spells, to a minimum cost of +0.
Spellshaping (Ex): Starting at 5th level, a decimation mage may shape the areas of the spells he casts to such a degree, that he can exclude any number of 5-ft-cubes from its area of effect.  When using the Sculpt Spell feat, a decimation mage has the option of changing the spell's area into thirty two 5-ft-cubes.
Broadcast (Ex): At 6th level, whenever a decimation mage casts a spell affected by the Widen Spell feat, the numeric measurements of that spell's area are increased by 200% instead of by 100%.

Scroll Binder PrC


Invested in the power of the written word and magic it can bring, a scroll binder's quill can become one of her mightiest weapons.

ENTRY REQUIREMENTS
To qualify to become a scroll binder, a character must fulfill all the following criteria.
Skills: Craft (Calligraphy) 2 ranks, Decipher Script 2 ranks, Spellcraft 9 ranks
Feats: Diligent, Scribe Scroll 
Special: Must have scribed a scroll of a 3rd level spell without assistants

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Master Scribe Spellcasting
Invocations
or Infusions
1st +0 +0 +0 +2 Imbued Libram
Read Magic
15% +1 level of an existing class
2nd +1 +0 +0 +3 Deft Reader 20% +1 level of an existing class
3rd +1 +1 +1 +3 Scroll Affinity 25% +1 level of an existing class
4th +2 +1 +1 +4 Swift Scribe 30% +1 level of an existing class
5th +2 +1 +1 +4 - 40% +1 level of an existing class
6th +3 +2 +2 +5 - 50% +1 level of an existing class
Hit Die: d4
Class Skills (2 + Int modifier per level): Appraise, Concentration, Craft, Decipher Script, Forgery, Knowledge (all skills, taken individually), Perform, Profession, Spellcraft and Use Magic Device.

CLASS FEATURES
All the following are class features of the scroll binder prestige class.
Weapon and Armor Proficiency: Scroll binders gain no proficiency with any weapon, armor or shield.
Spellcasting, Invocations or Infusions: etc... etc...
Master Scribe: A scroll binder may reduce the monetary and experience point cost (to a minimum of 1) for scribing scrolls by percentage indicated for her current class level, but she must still provide any focus, material components and experience cost inherit to the scribed spell itself.
Imbued Libram: To hold and protect her spell scrolls, a scroll binder may imbue and enhance one book or tome in a ritual that takes 8 hours and costs 50gp per hit point the libram will possess. To advance the libram with each class level, additional rituals must be performed and the difference in cost must be paid. (see advancement table below)
  An imbued libram saves as a magic item with a caster level equal to 2 + three times its master's class level. A scroll binder may only have one imbued libram at a time. If her libram is broken, destroyed or discarded, a new libram may be imbued to take its place. If the libram's master dies, it loses all its special abilities for as long as the master remains deceased.
Read Magic (Sp): A scroll binder gains read magic as a spell-like ability, usable at will.
Deft Reader: Starting at 2nd level, a scroll binder gains a bonus to her caster level when casting a spell from any scroll, be it arcane or divine. This bonus equals half her class level (rounded down). She also gains an equal bonus on saving throws, dispel checks and skill checks involving spells and effects that are based on glyphs, runes, sigils, signs or symbols or any form of magical writing.
Scroll Affinity: Starting at 3rd level, a scroll binder may take a 10 on any Concentration check required to cast a spell from a scroll.
Swift Scribe: Upon reaching 4th level, henceforth any scroll scribed by the scroll binder takes only one day to create.

IMBUED LIBRAM ADVANCEMENT
Class
Level
Added HardnessAdded Hit PointsCapacitySpecial
1st
5
15
150
Bind Scrolls, Perfect Seal
2nd
6
18
200
Self Repair, Spell Affinity
3rd
8
24
250
Sense Location, Pocket Size
4th
10
30
300
Hands Free
5th
12
36
400
Sequester
6th
15
45
500
Return

Added Hardness (Ex): An imbued libram's hardness improves by the listed amount.
Added Hit Points (Ex): An imbued libram's hit points increase by the listed amount.
Capacity (Ex): The imbued libram may contain this number of spells worth of scrolls.
Bind Scrolls (Su): As a move action, any number of scrolls placed and closed within the libram are instantaneously bound within, both physically and magically, with a separate page for each spell. Only the libram's master may cast a spell from a scroll bound within, and when she does so the libram automatically flips to the desired scroll as part of the same action. Only the libram's master may release a scroll bound within without having to destroy the libram itself, and may release any number of them as an immediate or move (mental) action, but only when touching the libram.
Perfect Seal (Ex): As long as an imbued libram has at least 1 hit point remaining, all scrolls bound within remain undamaged and unsoiled, even if submersed in liquids or exposed to energy damage while the libram is left open. Scrolls bound within cannot be defaced, erased, torn, crumpled or ripped out as long as the libram survives.  If the libram is broken, destroyed or replaced by another libram, it loses all special abilities and all scrolls bound within are released.
Self Repair (Su): The libram recovers hit points every hour equal to half its master's class level (rounded down).
Spell Affinity (Ex): An imbued libram is immune to any damage caused by spells and effects that are based on glyphs, runes, sigils, signs or symbols or any form of magical writing.
Sense Location (Su): By concentrating for a full round, the libram's master knows the direction and distance to her libram, so long as it is on the same plane.
Pocket Size (Su): As a free or immediate (mental) action, a scroll binder within 60 feet of her imbued libram may command it to shrink down or return to its normal size, in a manner equivalent to the effect of a shrink item spell.
Hands Free (Su): The libram's master may let go of it as a free or immediate action, such that it hovers close nearby, allowing her to use it without holding it in her hands. The animated libram moves with its master, sharing her space and acting in every other way as if she were holding it normally. The libram itself also gains a dodge bonus to AC equal to its master's class level while hovering in this manner.
Sequester (Su): As a free or immediate (mental) action, a scroll binder within 60 feet of her imbued libram may command it to conceal itself in a manner equivalent to the effect of a sequester spell, except that only the libram's master can perceive it normally and locate it via divination effects that she herself casts. She may dismiss this effect as a free or immediate (mental) action.
Return (Su): The libram's master may mentally summon it to her hand as a move action, so long as it is on the same plane. When summoned in this way, the libram simply appears anywhere within the master's reach as he or she desires, even if the libram is in the possession of another creature. Any effect covering the libram or its master that prevents teleportation also blocks this ability.

Martial Multiclass Feats


Shinobi Manuvers [Ki]
You may use your Ki to perform and manipulate your martial maneuvers.
Prerequisite: Ki power, one martial maneuver
Benefit: You gain Knowledge (martial lore) as a class skill and your initiator level increases by 1, to a maximum equal to your Hit Dice. You may perform any one of your known maneuvers as if it were readied and available for use, by spending a daily use of your Ki power as part of the action needed to initiate the maneuver normally. Using the feat in this manner does not actually ready or expend any of your maneuvers.
  Alternatively, as a full round action that does not provoke an attack of opportunity, you may temporarily exchange one maneuver you know for another maneuver for which you meet the prerequisites, so long as you still meet the prerequisites for all known maneuvers. As part of this action, you must spend a number of daily uses of your Ki power equal to the level of new maneuver. You may only have one such exchange in effect at any one time. Dismissing the effect of this exchange is a free action.

Manaspark Manuver
You can expend your spells to perform any maneuver you know.
Prerequisite: Ability to cast 1st level spells, one martial maneuver
Benefit: Your initiator level increases by 1, to a maximum equal to your Hit Dice. You may perform any martial maneuver you know, even if it has been expended or hasn't been readied or granted, by expending a spell slot equal to or greater than the maneuver's level. This spell slot is used as part of performing the maneuver itself. Using this feat does not actually expend or ready any of your maneuvers. When performing a martial maneuver in this manner, you may do so with an initiator level equal to the caster level of the spell slot used, to a maximum equal to your Hit Dice.

Manifested Manuvers [Psionic]
You can use your power points perform and manipulate your martial maneuvers.
Prerequisites: 1 or more psionic power points, one martial maneuver
Benefit: You gain Knowledge (martial lore) as a class skill and your initiator level increases by 1, to a maximum equal to your Hit Dice. You may perform any maneuver you know, as if it were readied and available for use, by spending a number of power points equal to the maneuver's level as part of the action needed to initiate the maneuver normally. This use of the feat does not actually expend or ready any of your maneuvers known.
  Alternatively, as a full round action that does not provoke an attack of opportunity, you may temporarily exchange one maneuver you know for another maneuver for which you meet the prerequisites, so long as you still meet the prerequisites for all known maneuvers.  As part of this action, you must spend a number of power points equal to 2 * the level of new maneuver - 1. You may only have one such exchange in effect at any one time. Dismissing the effect of this exchange is a free action.

Defiant Defender PrC

Used as bodyguards and point soldiers, these individuals are often highly trained and motivated to make sure enemies have to get through them first.  Capable of anticipating and reacting to danger at a moment's notice, they are also adept at measuring up a situation and those involved.

ENTRY REQUIREMENTS
To qualify to become an defiant defender, a character must fulfill all the following criteria.
Base Attack Bonus: +5
Skills: Listen 4 ranks, Spot 4 ranks
Feats: Combat Reflexes and one other feat from the list of bonus fighter feats

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st +1 +2 +2 +2 Defensive Harrier, Battle Reactive, Steady
2nd +2 +3 +3 +3 Holding Ground, Elude Touch, Mean Lunge
3rd +3 +3 +3 +3 None Shall Pass, None Shall Flee, Proactive
4th +4 +4 +4 +4 Defensive Bulwark, Interference, Sure Grasp
5th +5 +4 +4 +4 Fearsome Display, Loyalty, Contingency Plans  
6th +6 +5 +5 +5 Impetuous Endurance, Intercept Style
Hit Die: d12
Class Skills (4 + Int modifier per level): Balance, Climb, Escape Artist, Intimidate, Jump, Listen, Perform (weapon drill), Search, Sense Motive, Spot, Swim, Tumble.

CLASS FEATURES
All the following are class features of the defiant defender prestige class.
Weapon and Armor Proficiency: Defiant defenders gain no proficiency with any weapon, armor or shield. 
Defensive Harrier (Ex): As far as a defiant defender sees fit, any number of opponents he threatens suffer a penalty equal to his class level on all skill checks, as well as on all attack rolls made against targets other than the defiant defender himself and his gear. For each size category an opponent holds over the defiant defender, the penalty they suffer is reduced by 1 to a minimum of 0. Opponents become aware of this effect while they are aware of being threatened.
Battle Reactive (Ex): A defiant defender gains a bonus to initiative equal to his class level. He may also add the same number to the amount of attacks of opportunity he can make in one round.
Steady (Ex): Whenever a defiant defender uses a standard action to perform or ready a move action or any other action that involves making a melee attack roll, he may then assume the penalties and benefits of fighting defensively until the start of his next turn. Any penalty a defiant defender suffers on attacks of opportunity due to fighting defensively, is reduced by an amount equal to half his class level (rounded down).
    Alternatively, if the standard action is used to perform or ready a move action only, the defiant defender may then assume the penalties and benefits of a total defense (instead of fighting defensively) and still make attacks of opportunity at a -10 penalty, reducing that penalty by an amount equal to his class level.
    In either case, a defiant defender with the Combat Expertise feat, may use it as part of this ability.
    A readied action occurs just before the action that triggered it, and if the triggering action then provokes an attack of opportunity from the defiant defender, he may make that attack of opportunity normally.
Holding Ground (Ex): Starting at 2nd level, a defiant defender gains a bonus equal to half his class level (rounded down) on Escape Artist checks and on opposed rolls to escape a grapple, avoid a sunder attempt, and to resist bull rush, overrun, feint, demoralize, disarm and trip attempts made against him. In addition, the defiant defender gains an equal dodge bonus to AC against charge attacks and attacks of opportunity made against him.
Elude Touch (Ex): Starting at 2nd level, a defiant defender's instincts begin to supersede his intellect, alerting him to danger from touch attacks (including rays). He gains a bonus to Armor Class against all touch attacks equal to half his class level (rounded down); however, his touch AC can never exceed his Armor Class against normal attacks.
Mean Lunge (Ex): By 2nd level, a defiant defender may use the Intimidate or Perform (weapon drill) skill as a move action, in an attempt to demoralize a single foe he threatens. This effect lasts for a number of rounds equal to half his class level (rounded down) or until the affected foe witnesses the defiant defender rendered helpless or dead. This is a mind-affecting ability that does not stack.
None Shall Pass (Ex): Starting at 3rd level, whenever a defiant defender deals physical damage to an opponent with a melee attack of opportunity that the opponent provoked by moving through the area threatened by the defiant defender, the defiant defender may try and stop that opponent in its tracks.
    If the defiant defender so wishes, the opponent struck must make a Reflex save (DC equals his class level + the number of feats he has from the list of bonus fighter feats + the damage dealt). The opponent gets a +4 bonus on the save for each size category it holds over the defiant defender or a -2 penalty for each size category the defiant defender holds over it. If the opponent fails the save, it loses the remainder of its action.
    Alternatively, the defiant defender may attempt a trip attack when using an attack of opportunity that the opponent provoked by moving through the area threatened by the defiant defender. In this case, the defiant defender may use the opponent's momentum to his advantage, gaining a circumstance bonus equal to half his class level (rounded down), on the opposed ability check he makes when trying to trip the opponent.
None Shall Flee (Ex): Starting at 3rd level, any opponent threatened by a defiant defender, that takes any sort of movement, even a 5-ft step, provokes an attack of opportunity from him. Opponents may not use the withdraw action to treat the square they start in as no longer threatened by such a defiant defender.
Proactive (Ex): Starting at 3rd level, a defiant defender's initiative count does not change when taking a readied action.
Defensive Bulwark (Ex): By 4th level, a defiant defender has improved his ability to hamper foes that try to move around him, such that all opponents treat the area he threatens as difficult terrain (movement costs are doubled in those squares).
Interference (Ex): Starting at 4th level, before the defiant defender knows the result of a physical attack that he can perceive passing through or occurring within the area he threatens, be it melee or ranged, the defiant defender may use a melee attack of opportunity in an attempt to knock it off course. If the defiant defender's attack roll exceeds the incoming attack roll, the incoming attack roll must be rolled again, using the new result only if it is less than the previous result.
    For each size category the enemy attacker holds over the defiant defender, the defiant defender suffers a -4 penalty on his attack of opportunity when using this ability. Unusually massive weapons (such as boulders or ballista bolts) and attacks that don't involve a solid object or missile can't be affected. Attacks from incorporeal and ethereal enemies can't be affected unless the defiant defender possess a means of striking them with the attack of opportunity this ability allows, in which case he may suffer a miss chance (or not, if using a Ghost Touch weapon or wielding a force effect modeled after a melee weapon).
Sure Grasp (Ex): Starting at 4th level, if a defiant defender becomes stunned or panicked, he may choose not to drop whatever he is holding.
Fearsome Display (Ex): Starting at 5th level, whenever a defiant defender uses a standard action to perform or ready his Mean Lunge ability, the ability may be used against a maximum number of foes he threatens, equal to the number of feats he has from the list of fighter bonus feats.
Loyalty (Ex): By 5th level, a defiant defender may roll his saving throw twice against any mind-affecting attack or effect, and take the better result. Defiant defenders with a natural immunity to mind-affecting effects instead gain turn resistance equal to half their class level (rounded down).
Contingency Plans (Ex): By 5th level, a defiant defender has mastered the task of mentally rehearsing the moves he will make should circumstances change at a moment's notice.
  As a standard action, he may ready a standard, move action or swift action.
  As a move action, he may ready a move action or swift action.
  As a swift action, he may ready a swift action.
  The defiant defender may have multiple readied actions available at any one time, but only one of them may be allowed to occur just before a single triggering action. Only after one of the readied actions is taken, and its triggering action is then resolved, may the other readied action(s) be taken at that time or remain readied to possibly be triggered later during the round.
    A readied action occurs just before the action that triggered it, and if the triggering action then provokes an attack of opportunity from the defiant defender, he may make that attack of opportunity normally.
Impetuous Endurance (Ex): A 6th level defiant defender does not automatically fail a saving throw on a roll of 1. He still fails the save, however, if his result fails to overcome the save's DC.
Intercept Style (Ex): At 6th level, whenever a defiant defender uses a standard action to ready a move action for the purpose of movement, he may use that readied action any number of times during the round, until the sum of movement it provides equals what he can get from a single move action, or until an event occurs in which he would normally lose an entire move action. For movement that involves a check of some kind, the check must be made each time this particular readied action is used.
    A readied action occurs just before the action that triggered it, and if the triggering action then provokes an attack of opportunity from the defiant defender, he may make that attack of opportunity normally.

New Deity



Luthaerius Aelaraeluin

Pushing against the frontiers of what is known, worshipers of this elven deity are most often found engaged in their studies, classrooms and workshops or out charting the cosmos.  Fierce rivalries and steadfast alliances coexist between various chapters and sects in their efforts to both gain and demonstrate the greatest level of understanding and mastery in various arts, trades or subjects.  From both conflict and collaboration, his faithful produce a steady supply of proposals for various projects and endeavors and deliver them to the proper authority in the land.  Divine spellcasters of Luthaerius Aelaraeluin pray for and prepare their spells at noon, when the sun is at its zenith.

Power: Intermediate Deity
Title: The Eager Step Forward, The Ceaseless Scholar
Alignment: Neutral Good
Worshipers: Any non-evil
Clerics: Any good or true neutral
Symbol: A bound scroll with white wings placed beneath a golden torch, all under an arc of seven blue stars.
Domains: Community, Elf, Good, Knowledge, Planning, Pride, Truth and Zeal
Portfolio: advisers, analysis, apprentices, colleagues, discovery, education, explorers, investigators, masters, progress, learning, research, scholars, students, teachers
Favored Weapon: The Long Horizon (Saber -> FRCS pg. 97)
Dogma:  Delight in the sport of discovery, learning, understanding, application and progress.  Thrust aside whatever might veil or obfuscate the path ahead so that others might follow and prosper because of it.  Challenge untested conclusions in the crucible of what can be proven with demonstration and evidence. Document your endeavors and contribute to a greater vision of what promise may be realized beyond the next horizon.

Initiate Feats for Lutharius Aelaeraeluin

Ceaseless Scholar [Initiate]
The need for sleep or reverie need not interfere with your racing thoughts and pressing ideas.
Prerequisites: Cleric level 1st, patron deity Lutharius Aelaraeluin
Benefit: You no longer require sleep or reverie in order to function properly.  The process of regaining spells still requires you to observe an 8 hour period of restful calm prior to the act of preparation or meditation.
In addition, you become immune to involuntary sleep spells and effects.
You may also add the following spells to your cleric spell list: 1st - Identify, 3rd - Ghost Lantern (CM 106), 6th - Legend Lore, 7th - Vision

The Eager Step Forward [Initiate]
Eager to find what you seek, you are often the last to turn back when the path grows perilous.  Although, that could also be because you're often a little more prepared than most for what lies in wait.
Prerequisites: Cleric level 1st, patron deity Lutharius Aelaraeluin
Benefit: Add Gather Information and Search to your list of cleric class skills.
You may also add the following spells to your cleric spell list: 1st - Instant Search (SpC 124), Weildskill, 2nd - Improvisation (SpC 121), 3rd - Ghost Lantern (CM 106), 4th - Ruin Delver's Fortune (SpC 178), 6th - Contingency

Races Adapted From WoW

Inspired from World of Warcraft.  See also Ursinoids and the Eredar race.


BLOOD ELVES
Blood elves possess all the traits of sun elves except as follows:
  • -2 Strength, +2 Dexterity, -2 Constitution, +2 Intelligence, +2 Charisma. These ability adjustments replace those of sun elves.
  • Blood elves do not gain any racial weapon group proficiencies.
  • Use Magic Device is always considered a class skill for Blood Elves.
  • Arcane Torrent (Su): Twice per day as an immediate action, a blood elf may discharge a spread of discordant arcane energies. All hostile creatures within 20 feet must make a Will save against a DC equal to 10 + 1/2 the elf's Hit Dice + the elf's Charisma modifier, or lose the ability to cast spells and spell-like abilities, activate any supernatural ability, or use any spell completion, spell trigger or command item for 1 round. A blood elf must wait 2 minutes after using this ability before it can be used again.
  • Spell Resistance: 11 + HD.
  • Level Adjustment: +1.
Blood Elf Racial and Regional Feats: Blood Elves have access to the all the feats that sun elves do, as well as the following: Infernal Bargainer (RoF 165).


GREEN ORCS
Green orcs possess all the traits of mountain orcs except as follows:
  • +2 Strength, -2 Dexterity, +2 Constitution, -2 Intelligence. These ability adjustments replace those of mountain orcs. A green orc's starting Intelligence score is always at least 3. If this adjustment would lower the character's score to 1 or 2, his score is nevertheless 3.
  • Green orcs do not gain Darkvision or Light Sensitivity.
  • Low-Light Vision: Green Orcs 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.
  • 4 extra skill points at 1st level and 1 extra skill point at each additional level.
  • Weapon Familiarity: Green Orcs proficient with Axes or Claw Weapons, are automatically proficient with exotic weapons of the corresponding type(s).
  • Command: Each companion, familiar, special mount or similar creature gained by a green orc due to a class feature is often more exceptional than other specimens of its kind, and gains a +2 adjustment to any two ability scores other than Intelligence. Only one such creature per eligible class gains these adjustments.
  • +2 racial bonus on Knowledge (geography, nature and planes) and Ride checks.
  • Hardiness: Whenever a green orc begins his turn stunned or dazed, he can make a new saving throw at the original DC of the effect that stunned or dazed him in an attempt to recover. Recovering from being stunned or dazed in this way is a move action. If the effect that caused him to become stunned or dazed did not allow a saving throw, he can recover by succeeding on a Will save (DC 10 + 1/2 HD or caster level of originator of effect + relevant ability modifier, or Cha modifier if there is not an obvious ability linked to the effect).
  • Blood Fury (Su): Once per day, as a free or immediate action, a green orc may induce an episode of lucid fervor for 3 rounds. During that time, he gains a +4 bonus to Strength and may reroll one occurrence of hit point damage dealt or healed by any means he himself employs, keeping the better result.
  • Favored Class: Barbarian or Ranger. A multiclass green orc's barbarian or ranger class does not count when determining whether he takes an experience point penalty for multiclassing.
Green Orc Racial and Regional Feats: Green orcs have access to the all the feats that standard orcs do, as well as the following: Ancestral Knowledge (RoS 136) or Infernal Bargainer (RoF 165). Green orcs may not have both of these feats at the same time.


IRONFORGE DWARVES
Ironforge dwarves possess all the traits of shield dwarves except as follows:
  • +2 Strength, -2 Dexterity, +2 Constitution, -2 Charisma. These ability adjustments replace those of standard dwarves.
  • No bonus on saving throws against poison.
  • No bonus on saving throws against spells and spell-like abilities.
  • No dodge bonus against giants.
  • No bonus on attack rolls against orcs and goblinoids.
  • Weapon Familiarity: Ironforge dwarves proficient with Maces or Hammers, are automatically proficient with exotic weapons of the corresponding type(s). This replaces the weapon familiarity gained by standard dwarves.
  • +2 racial bonus on saving throws against cold spells and effects.
  • +1 racial bonus on attack rolls to confirm critical hits with a firearm.
  • Stoneform (Su): Twice per day, as a free or immediate action, an ironforge dwarf's body may assume a stone-like consistency. Each time hit point damage is dealt to the ironforge dwarf, that damage is rolled twice and the lesser result is applied. In addition, the dwarf gains immunity to bleeding, poison and disease, and all such effects are removed. This effect lasts 1 round. An ironforge dwarf must wait 2 minutes after using this ability before it can be used again.
Ironforge Dwarf Racial and Regional Feats: Ironforge Dwarves have access to the all the feats that shield dwarves do.


DARKSPEAR TROLLS
  • +2 Dexterity, -2 Intelligence. A darkspear troll's starting Intelligence score is always at least 3. If this adjustment would lower the character's score to 1 or 2, his score is nevertheless 3.
  • Humanoid (Troll)
  • Medium: As Medium creatures, darkspear trolls have no special bonuses or penalties due to their size.
  • Darkspear Troll base land speed is 30 feet.
  • Low-Light Vision: Darkspear trolls 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.
  • 4 extra skill points at 1st level and 1 extra skill point at each additional level.
  • +2 racial bonus on any Appraise or Craft check related to drugs, medicines or poisons.
  • +2 racial bonus on Escape Artist and Knowledge (nature) checks.
  • +1 racial bonus on attack and damage rolls against animals and vermin.
  • +1 racial bonus on attack rolls to confirm critical hits with a bow or thrown weapon.
  • +1 racial bonus on saving throws against acid, disease, electricity and poison.
  • Berserking (Ex): Twice per day as a free action, a darkspear troll can boost his metabolic and muscular action rates long enough to grant him an additional move action for that turn. A darkspear troll must wait 3 minutes after using this ability before it can be used again.
  • Rapid Healing: Darkspear trolls 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.
  • Automatic Languages: Common and Troll. Bonus Languages: Giant, Gnoll, Orc, Goblin, Undercommon.
  • Favored Class: Barbarian or Ranger. A multiclass darkspear troll's barbarian or ranger class does not count when determining whether he takes an experience point penalty for multiclassing.
Darkspear Troll Racial and Regional Feats: Darkspear Trolls have access to the all the feats that ---- do, as well as the following: ----


NIGHT ELVES
Night elves possess all the traits of wild and wood elves except as follows:
  • -2 Strength, +4 Dexterity, -2 Constitution. These ability modifiers replace those of standard elves.
  • Shadow Meld (Su): To adapt to the coloration and texture of her immediate surroundings, a night elf may take a 1 round action that provokes an attack of opportunity. In order to both gain and maintain the benefits of this action, she must not move for any reason, take no other actions, take no damage and make no attempts to defend herself (effectively flat-footed unless she decides to defend herself). After she succeeds in taking this action, she gains a +20 circumstance bonus to Hide and may use the skill even while being observed. As long as she is within 10 feet of some sort of shadow, she can hide herself from view out in the open without having anything to actually hide behind. She cannot, however, hide in her own shadow. A night elf may use the Reverie ability while hiding in this manner.
  • Night elves do not gain any racial weapon group proficiencies.
  • Favored Class: Druid or Ranger. A multiclass night elf's druid or ranger class does not count when determining whether she takes an experience point penalty for multiclassing.
Night Elf Racial and Regional Feats: Night Elves have access to the all the feats that wood and wild elves do, as well as the following: Cover Your Tracks (ShS 20).

Tarrasque Modifications

I would make the following changes to the Tarrasque as it is listed here.
  • Gains maximum hit points per HD.
  • Gains a burrow speed of 10 ft.
  • Gains a climb and swim speed of 15 ft. It gains a +8 racial bonus on climb and swim checks, and may take a 10 on these skill checks even when attacked or threatened.  It retains its dexterity bonus to AC when climbing.
  • Gains Blindsight, Tremorsense and Darkvision out to 300 ft.
  • Immune to ability drain, blindness, deafness, death effects, paralysis, petrification, polymorph, slow and sleep. (In addition to its existing immunities.)
  • The base damage of the tarrasque's natural weapons should be appropriate for a dragon of equal size, along with adding the crush and tail sweep attack options that dragons normally have.
  • Mettle (Ex): The tarrasque can resist magical and unusual attacks with great willpower or fortitude. If it 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), it instead completely negates the effect.
  • Rush (Ex): As a swift action, the tarrasque can move up to 2d6 times its speed.  The tarrasque needs to wait 1d4 rounds after using its Rush ability before it can use it again.
  • Reaving Strikes (Ex): The tarrasque's natural weapons ignore any damage reduction that can be overcome by any metallic material, such as silver, cold iron or adamantine.
  • Rend (Ex): If the tarrasque hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 8d6+25 points of damage.
  • Exchange the six toughness feats for the following feats:  Endurance, Improved Multiattack, Multiattack, Run, Steadfast Determination, Track.