Penance

This is a draft of Penance as a unique "variable half-fiend" outsider, without using class levels. The psionic powers, psi-like abilities and some of the spell-like abilities represent a use of Ki, while others represent actual magic casting ability.  The chaos, entropy and magical writing themed spell-like abilities, as well as the arcane dilettante spell-like abilities, represent the latter.

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

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

PENANCE CR 30 (not all gear included yet)
Unique CN Medium Outsider (Native)
Init +41 (+7 from gear); Senses blindsight 60 ft., tremorsense 60 ft.,
    darkvision 120 ft., superior low-light vision, see in darkness,
    Mindsight, Listen +34, Spot +45;
Languages Common, Undercommon, Abyssal, Infernal, Celestial,
    Draconic, Giant, Ignan, Terran, Auran, Aquan, Sylvan, Elven,
    Gnome, Dwarven, plus 2 more; telepathy 120 ft.;

DEFENSE
AC 39, touch 38, flat-footed 39 (+8 armor, +5 Dex, +1 natural, +15 Int);
hp 375 (30d8+240);
Fort +24, Ref +32, Will +32; SR 45 (+5 from gear); DR 15/cold iron and lawful;
Defensive Abilities AC Bonus, Evasion, Mettle,
    Uncanny Dodge, Regeneration 1, Fast Healing 3;
Immune electricity, poison; Resist acid 15, cold 15, fire 15;

OFFENSE
Speed 80 ft. fly 150 ft (good), swim 60 ft.;
Typical Standard Melee unarmed strike +35 (4d6+16, see gear)
    and "snap kick" +35 (4d6+16, see gear);
Full Melee unarmed strike +37/+32/+27/+22 (4d6+16, see gear)
    and 2 claws +36/+31/+26 (1d6+15);
Space 5 ft.; Reach 5 ft.;
Base Atk +30; Grp +46;
Special Attacks Sneak Attack +3d6, Skirmish +1d6;
Psi-like Abilities (ML 30th)
    Constant—dispelling buffer (for effects generated by Penanace only);
Psion Powers Known (493 pp, ML 30th, "energy" powers use electricity only)
    1st—catfall, conceal thoughts, deflection field, detect psionics,
        dimension hop, energy ray, mighty spring, defensive precognition,
        propelled hurling, slow breathing, thicken skin;
    2nd—body equilibrium, energy emanation, energy stun,
        moment of insight, power claws, stygian erasure,
        sustenance, tongues, wall walker;
    3rd—body purification, breathless (self only), energy bolt,
        energy burst, energy cone, energy lance, hustle,
        mental barrier, psionic blast, telekinetic thrust;
    4th—air walk (as the spell), energy adaptation, energy ball,
        energy flash, psionic freedom of movement,
        superior magic fang (as the spell), steadfast perception,
        stygian ward (self only);
    5th—adapt body, psionic true seeing;
    6th—concussive detonation, energy barrage,
        personal mind blank, psionic disintegrate;
    7th—energy wave;
    8th—chaos fissure;
    9th—tornado blast;
Spell-like Abilities (CL 30th, all heightened to 9th level)
    Constant—insightful feint, protection from law;
    At will—open greater chakra;
    1/minute—blood wind (self only)resurgence (self only), wraithstrike;
    3/day—chaos hammer (DC 34), dispel law (DC 34);
    1/day—black blade of disaster (DC 34), elder glyph of warding (DC 34),
        elder sign of sealing (DC 34), maw of chaos (DC 34),
        sphere of of ultimate destruction (DC 34);
Maneuvers and Stances Known (IL 30th)
    Stances
—child of shadow (1st), iron guard's glare (1st),
        punishing stance (1st), stance of alacrity (8th);
    Strikes—adamantine hurricane (8th), avalanche of blades (7th),
        dazing strike (DC 30, 5th), death from above (4th), desert tempest (6th),
        disarming strike (2nd), disrupting blow (DC 30, 5th), emerald razor (2nd),
        finishing move (7th), foehammer (2nd), leading the attack (1st),
        pouncing charge (5th), steel wind (1st), vanguard strike (1st),
        white raven hammer (8th), white raven strike (4th);
    Counters—action before thought (2nd), diamond defense (8th),
        fool's strike (8th), iron heart focus (6th), lightning recovery (4th),
        mind over body (3rd), moment of perfect mind (1st),
        rapid counter (5th), zephyr dance (3rd);
    Boosts—covering strike (4th), iron heart endurance (6th),
        moment of alacrity (6th), quicksilver motion (7th);
    Other—iron heart surge (3rd);
Typical Arcane Dilettante Spell-Like Abilities Prepared (CL 30th)
    6th—antimagic field, false sending, greater anticipate teleport,
        greater resistance, extended investiture of the orthon,
        extended resonating resistance, enlarged teleport;
    7th—plane shift

STATISTICS
Str 13, Dex 20, Con 25, Int 40, Wis 13, Cha 16
Feats Combat Expertise, Improved Combat Expertise, Insightful Reflexes,
    Keen Intellect, Kung-fu Genius, Extend Power
    Way of the Scorpion, Versatile Unarmed Strike;
Bonus Feats Track, Run, Urban Tracking, Agile Athlete, Tactile Trapsmith,
    Improved Unarmed Strike, Superior Unarmed Strike, Beast Strike, Snap Kick,
    Blind-Fight, Multiattack, Improved Multiattack, Rapidstraike (claws),
    Improved Rapidstrike (claws), Mindsight, Subduing Strike,
    Improved Natural Weapon (claws), Improved Natural Weapon (unarmed),
    Power Attack, Clever Wrestling, Imperious Command, Improved Feint,
    Improved Toughness, Quick Recovery, Darkstalker, Point Blank Shot, Far Shot,
    Precise Shot, Knowledge Devotion,
    Ghost Attack, Overchannel, Psionic Meditation;
Epic Feats Combat Insight, Epic Prowess, Fast Healing
Skill Tricks Group Fake Out, Never Outnumbered
Skills Appraise +30, Bluff +35 (+45 with insightful feint), Climb +25,
    Balance +39, Concentration +40, Craft (weaponsmithing) +20,
    Decipher Script +25, Disable Device +35, Disguise +30,
    Diplomacy +35, Escape Artist +36, Forgery +25,
    Handle Animal +30, Heal +30, Hide +60, Gather Information +36,
    Intimidate +35, Jump +30, Knowledge (any 6) +36 each,
    Knowledge (any 5) +20 each, Listen +34, Move Silently +60, Psicraft +35,
    Ride +30, Search +40, Sense Motive +45, Spellcraft +35, Spot +45,
    Survival +35 (+36 when following tracks), Swim +33, Tumble +53,
    Use Magic Device +36;
Synergy +4 Balance, +9 Diplomacy, +4 Disguise (acting), +3 Gather Information,
    +4 Intimidate, +4 Jump, +2 Psicraft, +4 Ride, +3 Spellcraft, +2 Survival;
    +3 Tumble, +5 Use Magic Device (scrolls)
Racial +2 Balance, +8 Swim
Magic Gear +15 Hide, +15 Move Silently
SQ Brains Over Brawn, Human Form, Insightful Strike, Ki Power, Trapfinding

SPECIAL ABILITIES
Penance's natural and weapon attacks overcome damage reduction as if chaotic and made of cold iron.
AC Bonus (Ex): Penance may add her Intelligence bonus to Armor Class, so long as she is unencumbered and is wearing light or no armor. This bonus to AC applies even against touch attacks or when she is flat-footed. However, she loses this bonus when she is immobilized or helpless.
Arcane Dilettante (Sp): Penance has a unique understanding of magic, and can mimic spells as a spell-like abilities.
    At the start of each day, she may choose up to 8 spells from the sorcerer/wizard spell list. The maximum level of spell she can use is 7. She can select any sorcerer/wizard spell up to that level, but can prepare only one spell of that maximum level. Her caster level equals her Hit Dice. The DC for a saving throw against these spells are intelligence based.
    Once she has cast a particular spell, she cannot use it again until she has have rested for 8 hours. After resting for this time, she can choose new spells and lose any unused spells from the previous day, though she can select the same spell on consecutive days. She cannot prepare the same spell multiple times to use it more than once during the same day. She cannot use spells that require an XP cost.
    If she wishes to enhance a spell with a metamagic feat, she must apply the feat when she prepares the spell. In addition, she must be capable of using a spell of the modified spell’s level.
Brains over Brawn (Ex): Penance gains her Intelligence bonus as a modifier on Strength checks, Dexterity checks, and checks involving skills based on Strength or Dexterity, such as Hide, Climb, and Jump.
Human Form (Su): Penance may assume a single specific human form as a full-round action. She can dismiss this form as a free or immediate action. She retains her physical ability scores while in this form, but loses all extraordinary attack forms, natural armor, movement speeds and racial bonuses that rely on her normal fiendish anatomy. She retains her 80 ft. land speed in this form.
Insightful Strike (Ex): Penance is able to place her finesse attacks where they deal greater damage. She applies her Intelligence bonus (if any) as a bonus on damage rolls (in addition to any Strength bonus she may have) with any light weapon, as well as any other weapon that can be used with Weapon Finesse, such as a rapier, whip, or spiked chain. Targets immune to sneak attacks or critical hits are immune to her insightful strike. She cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.
Ki Power (Su): Penance can channel her ki to manifest special powers. She can use her ki powers a number of times per day equal to one-half her HD (minimum 1) plus her Wisdom bonus (if any). These Ki powers can be used only if Penance is wearing light or no armor and is unencumbered.
As long as a her ki pool isn’t empty (that is, as long as it has at least one daily use remaining), Penance gains a +2 bonus on its Will saves. (not figured in stats above)
    Martial Renewal: Once per round as a standard action, Penance may expend one daily use of her Ki power to recover any single expended martial maneuver she knows.
Maneuvers and Stances Known (Ex): Penance starts each encounter with all the maneuvers she knows readied. For maneuvers that feature a saving throw based on strength, she may use her intelligence instead.  She may recover the use of all expended maneuvers by resting for 2 minutes.
Regeneration (Ex): Penance takes lethal damage from lawful weapons and spells and effects with the lawful descriptor. She can otherwise regrow a lost limb in 6d4 hours, or reattach a severed limb by holding it to the stump for 1 round. If her head is separated from her torso, she dies normally.

GEAR
+5 reinforced githcraft nightscale trenchcoat (+3 armor, +10 max dex)
    called = appears on body as a standard action, from anywhere on same plane
    greater silent moves = +15 competence bonus to Move Silently
    greater shadow = +15 competence bonus to Hide
    ghost ward = armor protects against touch attacks
    magic-eating = each spell saved against, heals 1 hp per spell level after it resolves
+1 bracers of striking: (made of obsidian dragonscale)
    shadow striking = overcomes damage reduction of any alignment or material
    wounding = 1 point of con damage to a living creatures harmed per hit
    magebane = +2d6 damage to spellcasters and creatures with spell-like abilities
    smoking = spews smoke about body for 20% concealment
    eager = +2 initiative and +2 damage during surprise round
    warning = +5 insight bonus to initiative
drazzik's vest (+5 to existing SR)

Aerial Eden

DESCRIPTION
An aerial eden is a floating sentient paradise that grants respite and relaxation to all living creatures that happen upon it and offer it no harm. It appears as a floating mass of soil and rock covered with various fruit-bearing trees, berry bushes and small pools of cool clean mineral water. The typical aerial eden is about 50 feet across and runs about 35 feet tall or deep.
    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.
   An aerial eden can carry 1,884,160 lbs. as a light load, 3,768,320 lbs. as a medium load and 5,652,480 lbs. as a heavy load.

AERIAL EDEN CR 30
NG Colossal+ Elemental
Init +0; Senses blindsight 120 ft., tremorsense 120 ft., darkvision 300 ft.,
    superior low-light vision, moment of insight, naturewatch,
    greater arcane sight, true seeing, steadfast perception,
    Mindsight, All-Around Vision, Listen +40, Spot +50;
Languages understands Common, Sylvan, Auran,
    Aquan, Terran, Druidic; telepathy 500 ft.;

DEFENSE
AC 58, touch 13, flat-footed 58 (-8 size, -4 Dex, +45 natural, +15 Wis);
hp 1,830 (60d8+1,560);
Fort +57, Ref +20, Will +45; SR 38; DR 10/—;
Defensive Abilities AC Bonus, Mettle, Fast Healing 1;
Immune blindness, deafness, elemental traits,
    involuntary polymorph effects, petrification;
Resist cold 50, fire 15, electricity 50;

OFFENSE
Speed 40 ft.
Melee 6 slams +65 (16d8+28);
Space 50 ft.; Reach 20 ft.;
Base Atk +45; Grp +89;
Special Attacks Trample or Crush (DC 45, 12d8+42);
Psi-Like Abilities (ML 30th)
    Constant—adapt body, dispelling buffer, moment of insight, steadfast perception;
Spell-Like Abilities (CL 30th, all heightened to 9th level)
    Constant—air walk, greater arcane sight, blood wind,
        dance of the unicorn, karmic aura (DC 34), karmic backlash (DC 34),
        karmic retribution (DC 34)life's grace, mind blank,
        naturewatch, protection against evil,
        sheltered vitality, true seeing, water walk;
    At will—animate plants (DC 34, self only), break enchantment,
        twinned call lightning storm (DC 34)calm animals (DC 34),
        calm emotions (DC 34), charm animal (DC 34), close wounds,
        control weather, control winds (DC 34, one at a time), create water, 
        create food and drink, dancing lights, detoxify, diminish plants (self only),
        extended endure elements, enlarged extended featherfall, goodberry,
        greater restoration, twinned mass unseen servant, move earth (self only),
        widened obscuring mist, panacea, plant growth (self only),
        purify food and drink, quench (DC 34), regenerate,
        twinned resurgence, enlarged extended shield other, stone shape (self only);
    1/minute—banishment (DC 34), mass suggestion (DC 34),
        nature's wrath (DC 34), summon nature's ally IX, undeath to death (DC 34);

STATISTICS
Str 66, Dex 3, Con 60, Int 13, Wis 40, Cha 15
Feats Alertness, Allied Defense, Ancestral Knowledge, Augment Elemental,
    Blind-Fight, Combat Expertise, Endurance, Greenbound Summoning,
    Improved Combat Expertise, Hover, Improved Initiative,
    Improved Natural Attack (slam), Improved Toughness,
    Lightning Reflexes, Mindsight, Power Attack, Quick Reconnoiter,
    Run, Steadfast Determination, Subduing Strike, Track;
Bonus Feats Brutal Throw, Far Shot, Point Blank Shot, Precise Shot
Skills Bluff +40, Concentration +60, Diplomacy +40,
    Handle Animal +40, Hide +33 (+53 in matching terrain), Intimidate +20,
    Knowledge (arcana, dungeoneering, geography, nature, planes, religion) +30 each,
    Knowledge (all others) +15 each, Listen +40,
    Move Silently +33 (+53 with air walk or water walk), Search +44,
    Sense Motive +40, Spot +44 (+50 with steadfast perception),
    Survival +40 (+42 when following tracks);
Racial Modifiers +20 Hide (in matching terrain), +4 Search, +4 Spot
Synergy +8 Diplomacy, +4 Intimidate, +3 Survival;
SQ elemental traits; Fey Skills, Leaf Sailing

SPECIAL ABILITIES
A aerial eden's natural and special attacks overcome damage reduction as if magical.
AC Bonus (Ex): An aerial eden may add its Wisdom bonus to Armor Class, so long as it is unencumbered. 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.
All-Around Vision (Ex): An aerial eden cannot be flanked.  However, it suffers a -4 penalty to savingthrows against gaze attacks.
Fey Skills (Ex): An aerial eden gains skill points for its racial HD as if it were fey.
Leaf Sailing (Ex): If populated with trees full of leaves, an aerial eden that uses air walk is pushed along or held back by the wind at twice the effective rate that is listed in the spell's description.
Trample or Crush (Ex): A aerial eden can perform a trample attack, or a crush attack equivalent to that of a dragon equal to its size. The save DC of these abilities is strength-based, with a -20 penalty.

ADVANCEMENT
Hit Dice: 61 - 120 HD (Colossal).
CR, SR and Caster Level: +1 / 2 racial HD.
DR: +1 / 6 racial HD.
Natural Armor: +1 / 3 racial HD.
Space: +5 ft. / 15 racial HD.
Strength Score: +1 / 2 racial HD.
Constitution and Wisdom Score: +2 / 5 racial HD.

Sabaith

A "war monk" very capable of defending himself and others nearby, with a spear, a pair of sai, and his body. He is adept at limiting the movements and options of those within his reach, and also possesses techniques to better defend against and do spell casters additional harm.

Sabaith CR 20-ish (currently under equipped)
LG Medium Humanoid (human)
Classes Rgr 2 / Ftr 2 / Warblade 6 / Witch Hunter 2 / Defiant Defender 6 / Crusader 3 / Unarmed Swordsage 5
Init +17; Senses Auravision, Listen +??, Spot +??;
Languages Common, Undercommon, Draconic, Celestial, Sylvan, Giant;

DEFENSE
AC 34, touch 26, flat-footed 34 (+7 Dex, +4 Int, +7 Armor, +5 Deflection)
hp 242 (9d8+5d10+12d12+78+15)
Fort +24, Ref +23, Will +23
Defensive Abilities Evasion, AC Bonus, Battle Clarity (Reflex saves),
Defensive Harrier (-6), Deflect and Parry, Holding Ground (+3), Indomitable Soul,
Impetuous Endurance, Loyalty, Mettle, None Shall Pass, None Shall Flee, Reign of Steel,
Steely Resolve, Uncanny Dodge, Improved Uncanny Dodge, Zealous Surge (1/day);

OFFENSE
Speed 30 ft.
Melee +1 shadow striking "ki" longspear
   +31/+26/+21/+16 (3d6+5/x3 plus magebane)
Melee +1 smoking, shadow striking unarmed strike
   +31/+26/+21/+16 (3d6+4/x2 plus magebane plus wounding)
Melee +1 smoking, shadow striking"ki" sai (only has two)
   +31/+26/+21/+16 (3d6+4/x2 plus magebane)
Ranged thrown +1 smoking, shadow striking "ki" sai (only has two)
   +31/+26/+21/+16 (1d6+4/x2 plus magebane)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear);
Base Atk +23; Grp +26;
Special Attacks Fearsome Display, Smite Spirit Sharer (2/day)
Warblade Maneuvers and Stances Known (IL 17th, 4 readied)
    Stances—punishing stance (1st), leading the charge (3rd)
    Strikes—leading the attack (1st), steel wind (1st), douse the flames (1st)
    Boosts—sudden leap (1st), iron heart endurance (6th)
    Other—iron heart surge (3rd)
Crusader Maneuvers and Stances Known (IL 14th, 5 readied, 2 granted)
    Stances—iron guard's glare (1st), thicket of blades (3rd)
    Strikes—foehammer (2nd), vanguard strike (1st), white raven strike (4th)
    Boosts—covering strike (4th), white raven tactics (1st)
Swordsage Maneuvers and Stances Known (IL 15th, 6 readied)
    Stances—assassin's stance (3rd), dance of the spider (3rd), pearl of black doubt (3rd),
    Strikes—crushing vice (6th), death from above (4th), emerald razor (2nd),
        mountain hammer (2nd), pouncing charge (5th)
    Counter—rapid counter (5th),
    Boosts—inferno blade (7th), raging mongoose (8th)
    Other—shadow blink (7th)

STATISTICS
Str 16, Dex 24, Con 16, Int 18, Wis 13, Cha 14
Feats Keen Intellect, Multi-Weapon Fighting, Improved Multi-weapon Fighting,
    Improved Combat Expertise, Allied Defense, Kung-Fu Genius,
    Greater Multi-Weapon Fighting, Superior Multi-Weapon Fighting
Feats Superior Unarmed Strike, Improved Natural Weapon (unarmed strike),
    Stand Still, Defensive Sweep
Bonus Feats Unarmed Strike, Track, Combat Expertise, Combat Reflexes,
    Weapon Finesse, Adaptive Style
Skills (yet to be counted and determined)
SQ Active Defense, Battle Ardor (crit confirmation), Battle Tested (+13), Contingency Plans, Combat Intuition, Discipline Focus (weapon focus), Fatal Finish, Furious Counterstike, Favored Enemy (Arcanists +2), Quick to Act +2, Steadiness, Subduing Strikes, Sure Grasp, Weapon Aptitude, Weapon Bond, Trapfinding

SPECIAL ABILITIES
Battle Clarity (Ex): You can enter a state of almost mystical awareness of the battlefield around you. As long as you are not flat-footed, you gain an insight bonus equal to your Intelligence bonus (maximum equals your warblade level) on your Reflex saves.
Weapon Aptitude (Ex): Your training with a wide range of weaponry and tactics gives you great skill with particular weapons. You qualify for feats that usually require a minimum number of fighter levels (such as Weapon Specialization) as if you had a fighter level equal to your warblade level –2. For example, as a 6th-level warblade, you could take Weapon Specialization, since you’re treated as being a 4th-level fighter for this purpose. These effective fighter levels stack with any actual fighter levels you have. Thus, a fighter 2/warblade 4 would also qualify for Weapon Specialization. You also have the flexibility to adjust your weapon training. Each morning, you can spend 1 hour in weapon practice to change the designated weapon for any feat you have that applies only to a single weapon (such as Weapon Focus). You must have the newly designated weapon available during your practice session to make this change. For example, if you wish to change the designated weapon for your Weapon Focus feat from greatsword to longsword, you must have a longsword available to practice with during your practice session. You can adjust any number of your feats in this way, and you don’t have to adjust them all in the same way. However, you can’t change the weapon choices in such a way that you no longer meet the prerequisite for some other feat you possess. For instance, if you have both Weapon Focus (longsword) and Weapon Specialization (longsword), you can’t change the designated weapon for Weapon Focus unless you also change the weapon for Weapon Specialization in the same way.
Uncanny Dodge (Ex): At 2nd level, you gain the ability to react to danger before your senses would normally allow you to do so. You retain your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if you are immobilized. If you already have uncanny dodge from a different class (barbarian or rogue, for example), you automatically gain improved uncanny dodge (see below) instead.
Battle Ardor (Ex): The sheer love of battle lends uncanny strength to your blows. Starting at 3rd level, you gain an insight bonus equal to your Intelligence bonus on rolls made to confirm critical hits.
Defensive Harrier (Ex): As far as a defiant defender sees fit, any number of opponents he threatens suffer a circumstance penalty equal to his class level, on all Concentration and Tumble skill checks, as well as on all attack rolls made against targets other than the defiant defender himself and his gear. Opponents become aware of this effect the moment it affects a roll they make.
  Reduce this penalty by half (rounded down) for any enemy that can't see the defiant defender due to total concealment, or for any enemy that the defiant defender can't see due to total concealment (but can still locate).
Combat Intuition (Ex): A defiant defender gains bonus to initiative equal to his intelligence or wisdom bonus (if any), to a maximum bonus 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.
Steadiness (Ex): Whenever a defiant defender readies a standard action that entails making a melee attack, he may assume all the benefits and penalties associated with fighting defensively and/or using Combat Expertise (if he has the feat) for the coming round.
Active Defense (Ex): Starting at 2nd level, 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). When using the total defense action, the defiant defender still threatens the area around himself as normal, and can make attacks of opportunity at a -10 penalty, and may reduce this penalty by an amount equal to his class level.
Holding Ground (Ex): Starting at 2nd level, a defiant defender gains a bonus equal to half his class level (rounded down), on opposed rolls to escape a grapple, avoid a sunder attempt, and to resist bull rush, overrun, disarm and trip attempts made against him. In addition, the defiant defender gains an equal dodge bonus to AC against charge attacks.
Sure Grasp (Ex): Starting at 2nd level, whenever a defiant defender becomes stunned or panicked, he doesn't drop whatever he is holding.
Reign of Steel (Ex): By 3rd 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).
None Shall Pass (Ex): Starting at 3rd level, whenever a defiant defender deals physical damage to an opponent no more than one size category larger than himself 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 twice the defiant defender's class level + the damage dealt).  The opponent gets a +6 bonus on the save for each size category it holds over the defiant defender or a -6 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 his class level on the opposed ability check he makes when trying to trip the opponent.
None Shall Flee (Ex): Also starting at 3rd level, whenever an opponent tries to use a 5-foot step or the withdraw action to try and leave the area which the defiant defender threatens, the defiant defender may attempt a melee attack of opportunity to prevent it from happening.
  In the event that this attack of opportunity would normally hit the opponent, the opponent is entitled to both an opposed attack roll and a Reflex save to try and avoid this attack of opportunity, using the best result as their touch AC against it.
  If this attack of opportunity still hits the opponent, see None Shall Pass for its effect.
Fearsome Display (Ex): Starting at 4th level, whenever a defiant defender uses the Intimidate skill in an attempt to demoralize an enemy, he may use the Perform (weapon drill) skill at the same time and use the better result.  In addition, the defiant defender may attempt to demoralize an enemy as a move action that does not provoke attacks of opportunity.
Loyalty (Ex): By 4th 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).
Subduing Strikes (Ex): After reaching 4th level, whenever a defiant defender deals damage to a creature with any melee attack, he may elect to deal an additional 1d6 non-lethal precision damage. This extra damage is not multiplied on a critical hit. Any creature immune to critical hits does not suffer this damage.
Deflect and Parry (Ex): Starting at 5th level, before the defiant defender knows the result of a physical attack that he can see 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 incoming attack does not have a natural result of 20, it suffers a circumstance penalty equal to the margin (if any) by which defiant defender's attack of opportunity exceeded it, to a maximum equal to 6 + the defiant defender's intelligence or wisdom modifier.
  Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks that don't involve a solid object or missile can't be affected. Melee and ranged attacks from creatures more than one size category larger than the defiant defender can't be affected. Melee attacks from incorporeal and ethereal enemies can't be affected unless you possess a means of striking them with the attack of opportunity this ability allows, in which case you may suffer a miss chance (or not, if you use a Ghost Touch weapon or force effect modeled after a melee weapon).
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 interrupt a single triggering action. Only after one of the readied actions is taken, and its triggering action is resolved (changing the defiant defender's initiative count as normal) may the other readied action(s) be taken at that time to end the defiant defender's turn for that round, or remain readied to possibly be triggered later during the round.
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 meet or exceed the save's DC.
Battle Tested (Ex): A 6th level defiant defender maintains a number of additional hit points equal to the number of feats he has from the list of fighter bonus feats. Feats gained from temporary sources or non-instantaneous magical effects do not count.
Fatal Finish (Ex): When a 6th level defiant defender reduces an opponent to –1 or fewer hit points using a melee attack that deals at least 1 point of lethal damage, he may force that opponent to succeed at a Fortitude save (DC 15 + damage dealt by the attack) or die. In addition, the defiant defender may perform a coup de grace as a standard action that does not provoke attacks of opportunity.
Steely Resolve (Ex): Your supreme dedication and intense focus allow you to temporarily set aside the pain and hindering effects of injuries. When an opponent strikes you, the injury does not immediately affect you. You have a delayed damage pool that allows you to forestall the effects of many injuries. This pool begins at 0 with each encounter. When you are attacked, any hit point damage the blow deals is added to your delayed damage pool. At the end of your next turn, you take damage equal to the total stored in your delayed damage pool, which then resets to 0. Any healing you receive can either increase your current hit point total as normal or reduce the total damage in your delayed damage pool. When you receive healing, you choose whether it affects your damage pool, your hit points, or both (you can split the amount of healing as you wish). Most crusaders opt to keep as much damage in their delayed damage pool as possible to maximize the benefit of their furious counterstrike ability (see below). Special effects tied to an attack, such as energy drain, stun, and so forth, still affect you as normal, and their effects are not delayed by this ability. For example, if you are bitten by a venomous spider, you must still attempt a Fortitude save against the poison immediately, even though the bite damage shifts into your delayed damage pool. By the same token, any other special attack that imposes a condition, such as a medusa’s petrifying gaze, takes immediate effect on you. At 1st level, your delayed damage pool can hold up to 5 points of damage. Any damage beyond that comes off your hit points as normal. The maximum damage your pool holds increases by 5 at 4th, 8th, 12th, 16th, and 20th level.
Furious Counterstrike (Ex): You can channel the pain of your injuries into a boiling rage that lets you lash out at your enemies with renewed vigor and power. Each attack that strikes you only pushes you onward to greater glory. During your turn, you gain a bonus on attack rolls and damage rolls equal to the current value of your delayed damage pool (see steely resolve, above) divided by 5, and rounding down (minimum +1). You can only gain a maximum bonus on attack rolls and damage rolls of +6 from furious counterstrike. Use the table below to quickly determine the attack bonus and damage bonus from furious counterstrike, based on the amount of damage in your delayed damage pool. This ability’s benefits last until the end of your turn.

Delayed Damage Pool Points & Furious Counterstrike Bonus
1-9 +1
10-14 +2
15-19 +3
20-24 +4
25-29 +5
30+ +6

Indomitable Soul (Ex): Beginning at 2nd level, you draw upon the power of your unwavering faith to steel yourself against the enemies you face. Your personality, energy, and dedication to your faith make it possible for you to shrug off attacks that target your willpower. You add your Charisma bonus (if any) as a bonus on Will saves. This bonus does not stack with that from a paladin’s divine grace ability.
Zealous Surge (Ex): Your boundless energy and dedication to your cause allow you to throw off the effect of a special attack, spell, or other attack that would otherwise hinder or harm you. Once per day, from 3rd level on, you can opt to reroll a single saving throw. You must abide by the result of the new, second saving throw, even if it is lower than the first. This ability does not require an action. You simply decide to use it after seeing the result of your saving throw roll but before the DM tells you if it fails or succeeds.
AC Bonus: Starting at 2nd level, you can add your Wisdom modifier as a bonus to Armor Class, so long as you wear light armor, are unencumbered, and do not use a shield. This bonus to AC applies even against touch attacks or when you are flat-footed. However, you lose this bonus when you are immobilized or helpless.
Discipline Focus (Ex): As a swordsage, you can focus your training to take advantage of each discipline's fighting style. Each time you gain the discipline focus ability, select one of the six swordsage disciplines to which that focus applies. You can select a different discipline each time you gain discipline focus, but you must know at least one martial maneuver from the selected discipline. Even if you select a different discipline at higher levels, your discipline choice for earlier abilities does not change.
This focus manifests in the following ways.
Weapon Focus: At 1st level, you gain the benefit of the Weapon Focus feat for weapons associated with the chosen discipline. See the discipline descriptions in Chapter 4.
Insightful Strikes: At 4th level, you can add your Wisdom modifier as a bonus on damage rolls whenever you execute a strike from the chosen discipline. At 12th level, you can choose a second discipline to which this ability applies.
Defensive Stance: At 8th level, you gain a +2 bonus on saving throws whenever you adopt a stance from the chosen discipline. At 16th level, you can choose a second discipline to which this ability applies.
You gain a +2 bonus on Martial Lore checks made regarding a maneuver in a discipline in which you have discipline focus.
Quick to Act (Ex): You gain a +1 bonus on initiative checks. This bonus increases by 1 at 5th, 10th, 15th, and 20th level.

ITEMS
+1 shadow striking "ki", magebane, adamantine longspear
two +1 shadow striking, "ki", magebane, adamantine sai
+1 shadow striking, wounding, magebane, smoking, bracers of striking
+5 "freemoving" githcraft nightscale robes
two gloves of storing
ring of evasion
+5 ring of protection
shadowmaster's headband (Dark Template + blindsight 60 ft.)

DARK TEMPLATE

Dark creatures tend to be much duller in color, with more gray and black skin tones and hair highlights, than their Material Plane versions. In general, they also weigh less, as if part of their very substance was mere shadow stuff.
A dark creature has all the base creature's statistics and special abilities except as noted here.
Size and Type: Type and size are unchanged.
Speed: As base creature, +10 feet to all modes of movement.
Special Qualities: A dark creature retains all the special qualities of the base creature and also gains the following.
  • Darkvision 60 ft.
  • Hide in Plain Sight (Ex): Use the Hide skill even while being observed (except in natural daylight, the area of a daylight spell, or a similar effect).
  • Resistance to cold 10.
  • Superior low-light vision.
Skills: Same as the base creature, plus Hide +8 and Move Silently +6.

Gish Glider

GISH GLIDER CR 7
N Medium Construct
Init +12; Senses blindsight 60 ft., tremorsense 60 ft., darkvision 300 ft., ebon eyes,
    superior low-light vision, see invisibility, superior darkvision; Listen +11, Spot +11;
Languages Common, Goblin, Auran and Aquan, telepathy 200 ft., magic mouth

DEFENSE
AC 30, touch 18, flat-footed 30 (+8 Dex, +12 natural)
hp 63 (6d10+30)
Fort +2, Ref +7, Will +5; DR 10/adamantine and magic;
Defensive Abilities Evasion, Mettle, Uncanny Dodge, Fast healing 1;
Immune construct traits; Resist acid 20, cold 20, electricity 20, fire 20, sonic 20;

OFFENSE
Speed 10 ft., fly 300 ft. (good), swim 100 ft.
Melee spiked rim +12 (2d8+12/19-20 x2);
Space 5 ft.; Reach 5 ft.;
Base Atk +4; Grp +12;
Spell-Like Abilities (CL 7th)
    Constant—camouflage, ebon eyes, see invisibility, superior darkvision;
    At will—orb of cold (DC 17), orb of electricity (DC 17), orb of force,
        orb of sound (DC 17), magic mouth (self only), mystic aegis;

STATISTICS
Str 26, Dex 26, Con —, Int 11, Wis 17, Cha 17
Feats Improved Natural Weapon (Spiked Rim), Diving Charge, Powerful Charge
Bonus Feats FlyBy Attack, Point Blank Shot, Precise Shot,
    Quick Reconnoiter, Run, SwimBy Attack
Skills Concentration +17, Hide +8, Listen +11, Move Silently +18,
    Sense Motive +11, Spot +11, Tumble +19
Racial Modifiers +6 Concentration, +10 Move Silently, +6 Listen,
    +6 Sense Motive, +6 Spot, +10 Tumble
SQ construct traits, All-Around Vision, Sense Link, Boot Grips

SPECIAL ABILITIES
A gish glider's natural and special attacks overcome adamantine and magic forms of damage reduction.
Boot Grips (Ex): A gish glider possesses retractable clamps it can use to grasp (or release) the feet and legs of any Medium or smaller creature that stands upon it, as a free or immediate action.  While attached to a gish glider, a creature must add the glider's Dexterity bonus to its AC and Reflex saves and Tumble checks, instead of its own. An attached creature also gains Evasion, the Ride By Attack feat, and a +30 circumstance bonus on Balance and Ride checks to remain standing on the glider. It requires a strength check (DC 26) or an Escape Artist check (DC 20) to wrest an attached creature free from a glider, if the glider doesn't voluntarily release them. A glider that is destroyed automatically releases any rider attached to it.
Sense Link (Su): Any rider attached to a gish glider via its Boot Grips ability, may use its senses, as if he or she were the glider itself.  During his turn, this rider can switch from using its senses to using his own, or back again, as a free action. While a creature is using the glider's senses, its own body is considered blinded and deafened.
All-Around Vision (Ex): A gish glider cannot be flanked.

CONSTRUCTION
A gish glider measures about 5 feet across and about a foot thick, and is crafted of equal portions darkwood and mithril. These materials cost 12,000 gp. Creating the body requires a DC 25 Craft (shipbuilding) check. A gish glider with more than 6 Hit Dice can be created, but each additional Hit Die adds 2,000 gp to the cost to create.

CL 13th; Craft Construct, augment object, camouflage, cat's grace, ebon eyes, elemental body, greater levitate, hardening, magic mouth, mystic aegis, orb of cold, orb of electricity, orb of force, orb of sound, owl's wisdom, phantom steed, project image, resist energy, see invisibility, superior darkvision; Price 60,000; Cost 35,000 gp + 2,000 XP.

Coldsnap

Recovered and refurbished by Durekh Deeprune and his clan, this golem was found in an Imaskari ruin at the bottom of the Lorosfyr Abyss, just south of where the Deeprune Clan is settled in the underdark. He and his clan made a few changes to it over the years, and as such it possesses a few unique traits normally not found among constructs of its type.

Unique Greater Shadesteel Golem CR 16
N Large Construct (Extraplanar)
Init +2; Senses Darkvision 120 ft. superior low-light vision; Spot +10, Listen +10
Languages understands Common, doesn't speak, telepathy 120 ft.

DEFENSE
AC 33, touch 11, flat-footed 31
  (–1 size, +2 Dex, +22 natural)
HP 300 (27d10+30)
Fort +9, Ref +11, Will +9
DR 15/magic and adamantine; Immune construct traits, cold, magic (see text)

OFFENSE
Speed 30 ft. (6 squares); fly 60 ft. (perfect)
Melee 2 slams +31/+26/+21 (2d10+12)
Space 10 ft.; Reach 10 ft.
Base Atk +20; Grp +36
Atk Options Piercing Cold Wave

STATISTICS
Str 34, Dex 14, Con --, Int --, Wis 11, Cha 7
Bonus Feats Improved Rapidstrike (slam), Rapidstrike (slam)
Skills Hide +10, Move Silently +18
SQ construct traits, shadow blend

SPECIAL ABILITIES
 Piercing Cold Wave (Su): This particular shadesteel golem can radiate a burst of inky black cold as a free action every 1d4+1 rounds. The wave drains away heat within 40 feet of the golem, dealing 12d6 points of piercing cold damage. A DC 23 Fortitude save halves the damage; the save DC is Constitution-based.
  Immunity to Magic (Ex): A shadesteel golem is immune to any spell, supernatural ability, or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
A magical effect that has the light descriptor (such as continual flame) causes the golem to speed up as if affected by the spell haste for 2d4 rounds. The golem is also hasted whenever it is subject to a positive energy effect, such as the turning attempt of a cleric. This might happen if the cleric has mistakenly identified the creature as a nightwalker or other undead, or if the golem is standing near undead.
If a shadesteel golem is targeted by or within the area of a spell with the darkness or shadow descriptor, the golem ishealed of 1 point of damage per level of the spell.
  Shadow Blend (Su): In any condition of illuminationother than full daylight, a shadesteel golem can disappear into the shadows, giving it concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability, though a daylight spell does.

Clockwork Spirit Vessel

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

DESCRIPTION
Imbued with the knowledge and spiritual energies from dozens of skilled combat veterans, a clockwork spirit vessel appears as a wood and metal sea-going vessel with a rounded, flat-bottom hull, measuring about 80 feet long from bow to stern, and about 36 feet wide and 43 feet tall. The flat top deck is recessed into the top of the vessel's hull with a depth of 5 feet, effectively forming a retaining wall around the deck, into which shooter crenelations have been shaped.
    The vessel's four massive prop rotor systems, affixed to either side of the forward and rear hull, are 7 feet in diameter and are up to 20 feet long. When moving under its own power, these ducts produce the necessary lift and propulsion. Each of the four ducts contains two co-axial counter-rotating prop-rotors, with several blades each. Each of these prop-rotors can vary pitch collectively, in addition to cyclic pitch control. Flight maneuvers are performed by angling the ducts independently and by controlling the collective pitch of each coaxial rotor system independently of the others.
    These vessels also feature six, adroit retractable grasping legs as well, resembling the legs of an insect, that typically hold the hull of the vessel about 10 to 20 feet off the ground when walking.  Each segment of a given limb can shorten or lengthen as they function like a piston, and the limb itself can spin indefinitely in either direction, at points just above and below each armored folding joint. The grasping mechanism on the end of each limb consists of three powerful, articulated digits arranged in a radial pattern, capable of closing in against one another to form a piercing point. Its grip is steady, very firm, and very precise in the case of handling delicate objects or creatures.
    The interior compartments feature mounted ladders on every wall, as well as ceiling hooks and rungs, all intended for tying down packed gear and reaching the access doors between the compartments.  The vessel can produce unseen servants to help pack or unpack various items, or pull up or throw down rope ladders.
    A clockwork spirit vessel often prefers to communicate by using project alternate image to project the image of a humanoid figure reflective of its personality, using it to speak verbally and convey facial expressions to others.  Despite it's sentience however, a clockwork spirit vessel remains bound by the command directives given to it by its makers.
    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.
    A clockwork spirit vessel can carry 1,884,160 lbs. as a light load, 3,768,320 lbs. as a medium load and 5,652,480 lbs. as a heavy load. A clockwork spirit vessel cannot fly with more than a light load. A clockwork spirit vessel itself only weighs about 500,000 lbs., due to its light construction materials. As usual, a creature's own weight does not count against its encumbrance.

CLOCKWORK SPIRIT VESSEL
N Colossal+ Construct
Init +13; Senses blindsight 500 ft., tremorsense 500 ft., darkvision 1000 ft.,
    battlemagic perception, ebon eyes, superior low-light vision,
    superior darkvision, detect magic, true seeing, All-Around Vision,
    moment of insight, steadfast perception, Farsight,
    Lifesense, Mindsight; Listen +40, Spot +50;
Languages Common, Gnome, Auran, Aquan, Draconic, Sylvan,
    Celestial, Infernal, Abyssal, plus up to 61 other languages;
    telepathy 1000 ft., magic mouth, enlarged summoning wind,
    enlarged extended project alternate image, tongues;

DEFENSE
AC 55, touch 11, flat-footed 55 (-8 size, -1 Dex, +44 natural, +10 Int);
hp 1610 (60d10+1280);
Fort +34, Ref +32, Will +32; SR 40; DR 20/adamantine and magic;
Defensive Abilities AC Bonus, Augmented and Reinforced,
    Evasion, Mettle, Fast Healing 1;
Immune construct traits, blindness, deafness,
    involuntary polymorph effects, petrification;
Resist acid 30, cold 30, electricity 30, fire 30, sonic 30;

OFFENSE
Speed 120 ft., climb 100 ft., fly 520 ft. (good), swim 150 ft.;
Typical Standard Melee unarmed strike +64 (16d6+16d8+42/19-20)
    and "snap kick" +64 (16d6+16d8+14/19-20);
Full Melee unarmed strikes +66/+61/+56/+51 (16d6+16d8+42/19-20)
    and 2 slams +66/+61/+56 (16d8+28/19-20);
Full Ranged thrown objects +65/+60/+55/+50 (damage varies, see text);
Space 50 ft.; Reach 50 ft.;
Base Atk +45; Grp +93;
Special Attacks Improved Grab, Sneak Attack +1d6,
    Trample or Crush (DC 48, 16d8+42), Vorpal Hatch;
Psi-Like Abilities (ML 30th)
    Constant—adapt body, dispelling buffer,
        moment of insight, steadfast perception;
    At Will—extended breathless, know direction and location;
    1/minute—adrenaline boost, deflection field,
        hustle, power claws, propelled hurling,
        restore extremity (self only, old extremity immediately disappears);
Spell-Like Abilities (CL 30th, all heightened to at least 5th level)
    Constant (Interior only)—airy water, faerie fire,
        mage's private sanctum, zone of respite;
    Constant—battlemagic perception, comprehend languages,
        dance of the unicorn, detect magic, ebon eyes, forestfold, nondetection,
        read magic, submerge ship, superior darkvision, tongues, true seeing;
    At Will—extended air breathing, extended candlelight,
        extended ease of breath, extended endure elements,
        enlarged extended featherfall, extended ghost lantern,
        extended interplanar telepathic bond, extended light,
        magic mouth (self only), make whole,
        extended enlarged twinned mass unseen servant, mystic aegis,
        planar navigation, extended enlarged planar tolerance,
        enlarged extended project alternate image (one at a time),
        enlarged quench (DC 25), extended resist planar alignment,
        twinned resurgence (self only), extended sea legs,
        sending (as a standard action), enlarged extended mass shield other,
        enlarged summoning wind (as a standard action),
        extended sustain, extended enlarged greater status,
        extended transformation of the deeps,
        extended enlarged twinned unseen crafter;
    1/minute—blood wind (self only);
Maneuvers and Stances Known (IL 30th)
    Stances
—assassin's stance (3rd), aura of chaos (6th), aura of perfect order (6th),
        blood in the water (1st), child of shadow (1st), iron guard's glare (1st),
        leading the charge (1st), pearl of black doubt (3rd), press the advantage (5th),
        punishing stance (1st), roots of the mountain (3rd), stance of alacrity (8th),
        swarm tactics (8th), thicket of blades (3rd), wolf pack tactics (8th);
    Strikes—adamantine hurricane (8th), avalanche of blades (7th),
        ancient mountain hammer (7th), crushing vice (6th),
        dazing strike (DC 43, 5th), death from above (4th), desert tempest (6th),
        diamond nightmare blade (8th), disarming strike (2nd),
        disrupting blow (DC 43, 5th), emerald razor (2nd), finishing move (7th),
        foehammer (2nd), irresistable mountain strike (DC 44, 6th),
        leading the attack (1st), lightning throw (8th),
        mountain tombstone strike (9th), pouncing charge (5th),
        steel wind (1st), swarming assault (7th),
        vanguard strike (1st), war leader's charge (6th),
        white raven hammer (8th), white raven strike (4th);
    Counters—action before thought (2nd), diamond defense (8th),
        electric riposte (2nd), fire riposte (2nd), frost riposte (2nd),
        fool's strike (8th), iron heart focus (6th), lightning recovery (4th),
        mind over body (3rd), moment of perfect mind (1st), rapid counter (5th),
        thunder riposte (2nd), wall of blades (2nd), zephyr dance (3rd);
    Boostscacophonic blade (7th), coruscating blade (7th),
        cryokinetic blade (7th), covering strike (4th),  girallon windmill flesh rip (8th),
        inferno blade (7th), iron heart endurance (6th), moment of alacrity (6th),
        quicksilver motion (7th), raging mongoose (8th), white raven tactics (3rd);
    Other—iron heart surge (3rd), order forged from chaos (6th);

STATISTICS
Str 66, Dex 9, Con —, Int 30, Wis 15, Cha 15
Feats Allied Defense, Combat Expertise, Defensive Sweep, Deadly Defense,
    Distracting Attack, Diving Charge, Imperious Command,
    Improved Combat Expertise, Improved Critical (slam),
    Improved Critical (unarmed), Improved Disarm, Improved Feint,
    Improved Grapple, Improved Initiative, Improved Sunder,
    Improved Trip, Keen Intellect, Master Linguist, Stand Still,
    Weapon Focus (unarmed), Weapon Focus (slam);
Bonus Feats Alertness, Appraise Magic Value, Aquatic Shot, Arcane Mastery,
    Area Attack, Astral Tracking, Balanced Strength, Beast Strike, Blind-Fight,
    Brutal Throw, Cleave, Combat Panache, Combat Engineer, Daunting Presence,
    Deft Strike, Distant Charge, Divine Denial, Earthquake Stomp, Far Shot,
    Ghost Attack, Goad, Great Cleave, Great Fortitude, Greater Kiai Shout,
    Greater Powerful Charge, Grenadier, Hammer Fist, Hefted Hurling,
    Improved Bull Rush, Improved Multiattack, Improved Multigrab,
    Improved Natural Weapon (slam), Improved Natural Weapon (unarmed),
    Improved Rapidstrike (slam), Improved Unarmed Strike, Insightful Reflexes,
    Intimidating Strike, Iron Will, Keen-Eared Scout, Kiai Shout, Knockback,
    Knowledge Devotion, Kung-Fu Genius, Lifesense, Lightning Reflexes,
    Mental Juggernaut, Mindsight, Multiattack, Multigrab, Naturalized Denizen,
    Occult Opportunist, Pack Feint, Pack Tactics, Point Blank Shot, Power Attack,
    Power Throw, Power Lunge, Precise Shot, Precise Swing, Psionic Meditiation,
    Rapidstrike (slam), Quick Draw, Quick Reconnoiter, Resounding Blow,
    Roundabout Kick, Run, Sense Weakness, Shock Trooper,
    Skill Focus (listen), Snap Kick, Stamp, Staggering Blow, Staggering Critical,
    Staggering Strike, Steady Concentration, Subduing Strike,
    Superior Unarmed Strike, Suprising Riposte, Telling Blow,
    Throw Anything, Thunderclap, Track, Urban Tracking, Vengeful Surge,
    Versatile Unarmed Strike, Veteran Knowledge, Wild Talent;
Optional Pathfinder Bonus Feats Antagonize, Bloody Assault, Bullseye Shot,
    Charging Hurler, Chokehold, Clustered Shots, Dazzling Display,
    Deadly Finish, Enforcer, Greater Blind-Fight,
    Greater Bull Rush, Greater Feint, Greater Sunder, Hero's Display,
    Improved Blind-Fight, Improved Charging Hurler, Intimidating Prowess,
    Moonlight Stalker, Moonlight Stalker Feint,
    Shadow Strike, Shatter Defenses, Two-Handed Thrower;
Skill Tricks Collector of Stories, Group Fake-Out, Healing Hands,
    Listen To This, Magical Appraisal, Never Outnumbered, Point it Out,
    Social Recovery, Timely Misdirection;
Skills Appraise +30, Balance +20, Bluff +40, Climb +36, Craft (shipbuilding) +40,
    Concentration +65, Diplomacy +30, Decipher Script +15,
    Disable Device +35, Heal +20, Hide +15 (+25 w/ forestfold),
    Gather Information +30, Intimidate +40, Jump +38,
    Knowledge (arcana, dungeoneering, planes, nature, local, religion) +36 each,
    Knowledge (architect/engineer, geography, history, nobility/royalty, psionics) +15 each,
    Listen +40, Move Silently +15 (+25 w/ forestfold), Perform (pipe organ) +10,
    Psicraft +28 (+31 w/ power stones), Search +39 (+45 w/ steadfast perception),
    Sense Motive +40, Spellcraft +28 (+32 w/ scrolls),
    Spot +44 (+50 w/ steadfast perception), Survival +30 (+32 following tracks),
    Swim +36, Tumble +15, Use Magic Device +26 (+30 w/ scrolls),
    Use Psionic Device +26 (+29 w/ power stones);
Racial Modifiers +8 Climb, +20 Concentration,
    +10 Jump, +4 Search, +4 Spot, +8 Swim;
Synergy +10 Diplomacy, +5 Disguise (acting), +4 Gather Information,
    +5 Intimidate, +2 Psicraft, +4 Spellcraft, +2 Survival;
SQ construct traits, Alternate Form, Combat Tactics, Command Directives,
    Essence Vault, Fluid Works, Interior Spaces, Ki Power, Mobile Combat,
    Partitioned Mind, Pipe Organ, Powerful Build, Reaving Strikes, Reign of Steel,
    Sense Link, Stance Mastery, Steady, Strong Slams, Trapfinding;

SPECIAL ABILITIES
A clockwork spirit vessel's natural weapons, unarmed strikes and special attacks overcome adamantine and magic forms of damage reduction.
AC Bonus (Ex): A clockwork spirit vessel may add its Intelligence bonus to Armor Class, so long as it is unencumbered, and wears 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.
All-Around Vision (Ex): A clockwork spirit vessel cannot be flanked. It can even see into its own Interior Spaces. However, it also suffers a -4 penalty to saves against gaze attacks.
Alternate Form (Su): A clockwork spirit vessel can assume the form of a medium-sized humanoid-shaped automaton (6'5" and 300 lbs.) as a standard action using the primary portion of its Partitioned Mind. This ability functions similar to the Alter Self spell with a caster level equal to that of its spell-like abilities, except the vessel retains all of its senses, abilities and normal construct traits in its new form, while it loses the following: Essence Vault, Fluid Works, Interior Spaces, Pipe Organ, Steady, Thrown Objects, Trample or Crush and Vorpal Hatch.
    In its alternate form, the vessel gains the Powerful Build ability described in this summary, and it can speak and consume potions in a humanoid manner. It retains two natural slam attacks appropriate to its new size, each of which deals 4d8 base damage (which includes benefit of feats and the Powerful Build ability). While in this form, its Strength score is reduced by 30, its Dexterity score is increased by 12, its natural armor bonus to AC is reduced by 22, its base land speed is reduced by 60 ft., and it loses all other extraordinary movement speeds associated with its true form, and loses its racial bonus to Climb, Jump and Swim checks. Whenever a vessel in its alternate form, makes an attack using one or more manufactured weapons held in its hands, it does so in place of one or both of its corresponding natural slam attacks.
    The vessel gains the following additional bonus feats, while in its alternate form: Active Shield Defense, Backstab, Bodysnap Strike, Canny Opportunist, Combat Reflexes, Deft Opportunist, Expeditious Dodge, Extra Stunning (x10), Focused Shield, Greater Combat Reflexes, Greater Mutli-Weapon Fighting, Hold the Line, Improved Combat Reflexes, Improved Multi-Weapon Fighting, Improved Precise Shot, Improved Shield Bash, Invest Armor, Mobility, Mutli-Weapon Fighting, Multi-Weapon Opportunist, Multi-Weapon Rend, Multi-Weapon Strike, Pain Touch, Paralyzing Fists, Pharaoh's Fist, Rapid Stunning (x3), Rattlesnake Strike, Robilar's Gambit, Shield Specialization, Shield Ward, Sidestep Charge, Stunning Fist, Superior Multi-Weapon Fighting, Supreme Mutli-Weapon Fighting and Vexing Flanker.
    Optional Pathfinder Feats gained by the vessel while in its alternate form include: Combat Patrol, Disorienting Blow, Improved Two-Weapon Feint, Lightning Stance, Perfect Strike, Wind Stance.
    When assuming this form, creatures within the vessel are expelled into spaces adjacent to the vessel's new form. Any amount of gear and/or items stored within the vessel's Essence Vault and/or Interior Spaces can be subsumed, while the rest may appear properly worn, equipped and/or wielded by the vessel and ready to use in its new form, as it so chooses, with any excess items appearing at its feet and in its space. A clockwork spirit vessel retains this new form indefinitely and may dismiss it at any time as a move action, again using the primary portion of its Partitioned Mind. When it reverts back to its true form, all the gear and items in its possession, may be placed back within its Essence Vault and/or Interior Spaces in any feasible configuration. If and when a clockwork spirit vessel is destroyed while in its alternate form, it immediately reverts back to its true form, dropping all of its possessions that weren't subsumed in its space.
Augmented and Reinforced (Ex): A clockwork spirit vessel adds 20 additional hit points per HD to its maximum hit point total and has a good Fortitude save progression for its racial HD.
Combat Tactics (Ex): A clockwork spirit vessel adds is Intelligence bonus to Initiative and to the number of attacks of opportunity it can make in one round. 
Command Directives (Ex): A clockwork spirit vessel may possess a special purpose, similar to how some intelligent magic items might function, given to it during the creation process by those who pay the cost of experience towards making it. Typically this special purpose is to serve and defend a specific individual, group or organization, as well as their descendants. The specific terms of this special purpose can be as lengthy or as complicated as is necessary to ensure the cooperation and loyalty of the vessel.  The vessel can be tricked however, into following commands from an imposter posing as one of those it is obligated to serve, so long as it believes those commands won't go against its special purpose. But typically, doing so is very difficult and risky.
Essence Vault (Su): A clockwork spirit vessel has the same item slots as any humanoid creature, all of which are effectively located within its essence vault. A clockwork spirit vessel can utilize any magical items that are placed within this vault, centered behind the forward wall of its upper interior compartment.
    The pair of doors to this vault open outward from a section of the wall, measuring 10 feet across and 15 feet high. There are ladders mounted on these doors. Only the vessel itself may open (or close) these doors as a free action, and a creature cannot force its way into this vault if the vessel is unwilling, and must destroy the vessel first. When closed, a Search check (DC 45) is normally needed to find these doors.
    The space within the vault is 10 feet across, 15 feet tall and 4 feet deep. A clockwork spirit vessel may use a standard action to 'unequip' one slotted item and 'equip' another, provided both items are located within its own vault. The vessel may also use any spell completion, spell trigger and/or command activated items stored within its own vault, without need of any verbal or somatic components, using the Use Magic Device skill. The resulting effects can originate from any surface of the vessel or from any image it projects using its spell-like ability. The charge from a touch effect can be held and delivered using the vessel's unarmed strikes, natural weapons or the effect of its project alternate image spell-like ability.
Farsight (Ex): A clockwork spirit vessel has great visual acuity. It suffers 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, the vessel takes only half the normal penalty on ranged attacks per range increment (-1 per range increment, rather than -2).
Fluid Works (Ex): Centered just behind its dorsal hatch on the top deck, and centered on the side wall of each compartment, are small access panels that only the clockwork spirit vessel itself can slide open (and closed) as a free or immediate action. Each of these panels (search DC 45) open to reveal a recessed suction port, any number of which can be manipulated by the vessel as a free or immediate action.
  A magic potion taken in by the vessel using one of its suction ports, subsequently affects the vessel as any other creature of its type might be affected. Other fluids taken in are simply expelled with no effect.
Improved Grab (Ex): To use this ability, a clockwork spirit vessel must hit a creature with a slam attack or unarmed strike. It can then attempt to start a grapple with that creature as a free action without provoking an attack of opportunity.
Interior Spaces (Ex): Within a clockwork spirit vessel are two compartments, one above the other. Each of them are 15 feet high, 30 feet wide and 50 feet long, although where the floor meets the wall along the sides of the lower compartment curve somewhat with the shape of the hull. A creature may board the vessel from either its central ventral or central dorsal hatch, each of which is a circular metal iris that the construct can open (or close) to any size, up to a diameter of 20 feet, as a free action. The vessel itself, can assist in loading gear and passengers, using its legs to grasp and lift them up into the central ventral hatch while it is open, or the top deck, typically as a move action.
    A creature can travel between the two compartments by using the wall-mounted ladders that cover every interior wall, and opening a set pair of access doors in any given corner. Each set pair of access doors swing open upward to create an opening 10 feet on a side. A creature cannot force its way into the vessel if it is fully closed and unwilling, and must destroy it first. When fully closed, these compartments remain air tight, but fresh air (or water) is continually provided by the construct itself.  Alternatively, a clockwork spirit vessel can, as a free action, shut its hatches and suck the air (or water) out of one or both of its interior compartments, suffocating those within the resulting vacuum.  This is typically done to rid itself of unwanted occupants. Each creature trapped inside must deal 150 points of damage to escape, at which point the hull immediately reseals itself.  Each creature must make its own way out.
    Creatures riding inside either of these compartments have cover and concealment against attacks from creatures outside the vessel when that compartment's exterior hatch is open.  When all the hatches and doors to one compartment are closed, the creatures inside it gain total cover and concealment against attacks from creatures outside. Opening or closing or adjusting the size of any hatch is a free action for the construct.  Occupants can make ranged attacks from within, through an open hatch.
    The destruction (or death) of a clockwork spirit vessel does not compromise the cover or concealment of any creature trapped inside its hull. Any creature trapped may physically break out of the destroyed vessel, each 10-ft section of which is treated as an object with 12 hardness and 150 hit points, made of darkwood and mithril.
Ki Power (Su): A clockwork spirit vessel can channel its ki to manifest special powers. It can use its ki powers a number of times per day equal to one-half its racial HD (minimum 1) plus its Wisdom bonus (if any). These Ki powers can be used only if the vessel is wearing light or no armor and is unencumbered.
    As long as a its ki pool isn’t empty (that is, as long as it has at least one daily use remaining), the vessel gains a +2 bonus on its Will saves, and may add its Wisdom bonus to Fortitude saves. (not figured in stats above)
    Martial Renewal: Once per round as a standard action, a clockwork spirit vessel may expend one daily use of its Ki power to recover any single expended martial maneuver it knows.
Maneuvers and Stances Known (Ex): A clockwork spirit vessel begins each encounter with all maneuvers it knows readied, and may use each of them once. To recover all expended maneuvers, it must refrain from making attacks of any kind for 1 minute.
Mobile Combat (Ex): A clockwork spirit vessel may take a standard action at any point during a move action, provided that both actions each count against those it may take in any given round.
Partitioned Mind (Ex): The mind of a clockwork spirit vessel is divided into two linked, yet autonomous parts, similar to the effect of the schism power, except the secondary portion of its mind may take same amount of (purely mental) actions each turn as its counterpart. This secondary portion takes no penalty when utilizing (and directing) the vessel's spell-like and psi-like abilities, or when initiating maneuvers that don't require or result in the physical movement or manipulation of the vessel's body.
Pipe Organ (Ex): Built into the clockwork spirit vessel is an elaborate masterwork pipe organ, the keys and pedals for which are centered on the rear wall of the upper interior compartment. There are no wall-mounted ladders on this portion of the wall, which is 10 feet across and 15 feet high.  Anyone playing this organ receives a +2 circumstance bonus on Perform checks. Creatures with bardic music abilities, can use this organ to utilize their abilities, affecting those on the inside and outside the vessel. When played, the various tubes open small valves located on the vessel's exterior hull, on its stern. This pipe organ has its own air supply, and works normally underwater.  The vessel can play its own pipe organ at will, requiring no action to do so.
Powerful Build (Ex): A clockwork spirit vessel in its Alternate Form, functions in many ways, as a creature one size larger than it actually is. The damage dealt by its natural weapons and unarmed strikes all increase by one step, and it may wield weapons meant for creatures one size larger, at no penalty. It may also treat itself as one size larger with regard to opposed checks or abilities that function based on size, whenever it proves advantageous. In addition, the vessel's encumbrance limits are increased by 50%.
Reaving Strikes (Ex): The natural weapons and unarmed strikes of a clockwork spirit vessel, overcome damage reduction based on any type of metallic material.
Reign of Steel (Ex): Enemies treat the area threatened by a clockwork spirit vessel as difficult terrain.
Sense Link (Su): As long as they are both within 300 feet of one another, any among the clockwork spirit vessel's designated crew can use the vessel's senses, as if he or she were the vessel itself.  During his turn, this person can switch from using its senses to using his own, or back again, as a free action. While a creature is using the vessel's senses, its own body is considered blinded and deafened.
Stance Mastery (Ex): A clockwork spirit vessel can have two stances active simultaneously. When it uses a swift action to initiate or change its stance, it can initiate or change one or both stances.
Steady (Ex): A clockwork spirit vessel remains quite steady when moving, and for those creatures aboard the vessel, the DC of skill checks to remain standing are reduced by 10. Creatures may also apply their Ride skill instead of their Balance skill to meet the DC of such skill checks. This ability does not apply when a clockwork spirit vessel uses the Tumble skill and for 1 round afterwards.
Strong Slams (Ex): A clockwork spirit vessel always adds its full strength bonus to damage when using its slam attacks.

 Object Weight Damage¹ Range Inc.Thrown Objects (Ex): Using any of its grasping legs, a clockwork spirit vessel can throw various objects, using them as improvised weapons to deal damage to creatures or objects, based on their weight. Iterative attacks are limited by the number of objects within reach.

(1) A sharp object deals damage as an object of twice its weight. A soft or malleable object, such as a gourd, deals damage as an object of half its weight, and the damage is nonlethal.
(2) If an item has no weight worth noting, it doesn’t deal any damage when used as a weapon.
 Under 2 lb.² 1d3 200 ft.
2–5 lb. 1d4 190 ft.
6–10 lb. 1d6 180 ft.
11–25 lb. 1d8 170 ft.
26–50 lb. 2d6 160 ft.
51–100 lb. 3d6 150 ft.
101–200 lb. 4d6 140 ft.
201–400 lb. 5d6 130 ft.
401–800 lb. 6d6 120 ft.
801–1600 lb. 7d6 110 ft.
1601-3200 lb. 8d6 100 ft.
3201–6400 lb. 9d6 90 ft.
6400-12400 lb. 10d6 80 ft.
12400-24800 lb. 11d6 70 ft.
24800 lb.+ 12d6 60 ft.

Trample or Crush (Ex): A clockwork spirit vessel can perform a trample attack, or a crush attack equivalent to that of a dragon equal to its size. The save DC of these abilities is strength-based, with a -20 penalty.
Vorpal Hatch (Ex): A clockwork spirit vessel that starts its turn with one or more pinned opponents in its grasp that are not merely pinned by its crush attack, can open a hatch and close it upon one of them. This attack is resolved as a free action, usable once per round, and is treated as a natural weapon. This attack deals an amount of slashing damage equal to that dealt by the vessel's trample or crush attack damage. If this attack hits, it automatically threatens a critical hit with a (x4) modifier.  Alternatively, a clockwork sprit vessel can ready an action to close a hatch upon an unwelcome creature trying to pass through it, which is resolved in the same way.

CONSTRUCTION
The main hull of a clockwork spirit vessel typically measures 80 feet long from bow to stern, and is up to 36 feet wide and 43 feet tall, with a flat top deck recessed into the top of it, to a depth of 5 feet, effectively forming a retaining wall around the deck which also includes archer crenelations. Its four rotor duct assemblies are each 7 feet in diameter and are up to 20 feet long. Its body is crafted of equal portions darkwood and mithral. The materials for its body cost 600,000 gp. Creating the body requires a DC 30 Craft (shipbuilding) check. A clockwork spirit vessel with more than 60 Hit Dice can be created, but each additional Hit Die adds 10,000 gp to the cost to create.
CL 30th; Craft Construct, Craft Epic Arms and Armor, Enlarge Spell, Extend Spell, Heighten Spell, Twin Spell; air breathing, airy water, alter self, augment object, battlemagic perception, blood wind, candlelight, comprehend languages, dance of the unicorn, deathwatch, detect magic, dimensional anchor, divine power, ease of breath, ebon eyes, endure elements, faerie fire, fear, featherfall, forestfold, greater levitate, hardening, heroics, interplanar telepathic bond, legend lore, light, limited wish, mage's private sanctum, magic mouth, make whole, mass unseen servant, mystic aegis, nondetection, planar navigation, planar tolerance, project alternate image, quench, resist energy, resist planar alignment, resurgence, sea legs, sending, shield other, greater status, submerge ship, superior darkvision, sustain, tongues, transformation of the deeps, true seeing, unseen crafter, whispering wind, zone of respite; Price 2,525,000; Cost 962,500 gp + 29,300 XP.
    Special Crafting Component: Substantial samples (examples include a pint of blood, a head of hair with a set of nail clippings, a reptilian's entire shed skin, etc.) from at least sixty different combat veterans with a collective base attack bonus of +600 from class levels alone. Ten of those veterans must each have a base attack bonus of at least +15 from class levels alone.

IN THE REALMS
Clockwork spirit vessels are typically encountered in and around the islands of Lantan, built and imbued by the gnomes and humans that live there. Most vessels that exist today serve the interests of the Lantanese, for purposes of exploration, trade and defense. Combat veterans from other lands are typically brought in to help provide the special crafting component needed to imbue each vessel with its martial knowledge and experiences. Searching for and retaining the services of such individuals can be a considerable undertaking and noteworthy expenditure. Alternatively, during times of great conflict, battlefields may be picked over for the necessary samples.

SPELLS
Below are some spell descriptions included for reference.

Project Alternate Image
Illusion (Shadow)
Level: Sor/Wiz 7
Components: V
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Effect: One shadow image
Duration: 1 hour/level (D)
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No

As project image, except the shadow image can have the form of any creature, including your own, as visualized by you while casting.

( Spell source found here. )