Lavender City Justice

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

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

Violet Order Affliliation Table

THE VIOLET ORDER
AFFILIATION TABLE

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



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

Travel to Lavender City

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


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

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

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

Lavender City

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

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

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

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

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

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

Dreadglare the Spellsire

A villain drafted for campaign needs.
Currently in need of development and minions.
Comments here are encouraged.

Dreadglare the Spellsire CR 29 (not including items)
Variable Half-Fiend Hive Mother;
Beholder Mage 1, Mindbender 1, Abjurant Champion 5, Paragnostic Apostle 3;
NE Huge Outsider (Native);
Init +18 Senses Darkvision 120 ft., All-around Vision, Listen +37, Spot +52;
Languages Common plus up to 13 more, Telepathy 100 ft.;

DEFENSE
AC 36, touch 10, flat-footed 34 (-2 size, +2 Dex, +26 natural);
hp 553 (20d8+5d10+5d4+420);
Fort +29, Ref +17, Will +37;
Defensive Abilities Fast Healing 1, Cannot be flanked
SR 35 DR 10/good; Immune poison;
Resist acid 15, cold 15, electricity 15, fire 15;

OFFENSE
Speed 5 ft., fly 20 ft. (good);
Standard Melee Attack
    unarmed strike +35 (4d6+7)
Full Melee Attack
    unarmed strike +35/+30/+25/+20 (4d6+7)
    and bite +30 (2d4+10)
Space 15 ft.; Reach 10 ft.;
Base Atk +27; Grp +42;
Special Attacks command beholder, smite good,
    improved grab, swallow whole
Beholder Mage Spells Per Day (CL 30th, DC 26 + spell level)
    6/10/10/9/9/9/9/8/8/7
Epic Spells Known (3 slots, CL 30th, DC 26 + spell level)
    epic mage armor, peripety;
Spell-like Abilities (CL 30th, DC 17 + spell level)
    3/day—alter fortune, greater spell immunity,
        manifest desire, manifest nightmare, find traps,
        resurgence, spell resistance, surge of fortune;
    1/day—forbiddance, choose destiny;

STATISTICS
Str 24, Dex 14, Con 39, Int 43, Wis 14, Cha 22 (26 point buy)
Feats Keen Intellect, Eschew Materials, Practiced Spellcaster (Beholder Mage),
    Mindsight, Combat Casting, Way of the Scorpion, Divine Denial;
Bonus Feats Alertness, Iron Will;
Epic Feats (2 feats allowed in place of 1 epic feat)
    Ignore Material Components, Epic Spellcasting,
    Craft Wonderous Item, Improved Unamred Strike,
    Knowledge Devotion, Superior Unarmed Strike;
Skill Tricks Collector of Stories
Skills (644 points) Appraise +35, Bluff +35,
    Concentration +47, Decipher Script +25 (+29 w/ scrolls),
    Disable Device +35, Disguise +27 (+31 to act), Diplomacy +27,
    Escape Artist +30, Forgery +30, Heal +26, Hide +27,
    Gather Information +27, Intimidate +30, Knowledge (arcana) +46,
    Knowledge (dungeoneering, local, nature, planes, religion, history) +31,
    Knowledge (prestige, engineering, psionics) +21,
    Listen +37, Move Silently +35, Psicraft +28,
    Search +35, Sense Motive +49, Sleight of Hand +30,
    Spellcraft +53 (+57 w/ scrolls), Spot +52, Survival +20, Swim +20,
    Tumble +25, Use Magic Device +39 (+46 w/ scrolls);
Synergy +3 Balance, +10 Diplomacy, +3 Gather Information, +3 Jump,
    +4 Intimidate, +2 Psicraft, +4 Spellcraft, +4 Sleight of Hand, +3 Survival
SQ Flight, Arcane Hands, Abjurant Armor, Extended Abjuration,
    Swift Abjuration (3rd level), Arcane Boost, Martial Arcanist, Holy Texts, Lore
    Knowledge is Power [manifest ethos, penetrating insight, mortal coil]

ABILITIES
Dreadglare's consitution and intelligence each include a +5 inherent bonus, and his natural weapons are considered magic and evil for the purpose of overcome damage reduction.
Beholder Mage Spellcasting: A beholder mage gains the ability to cast arcane spells. These spells are drawn from the sorcerer/wizard spell list. At 1st level, a beholder mage masters all the cantrips detailed in the Player's Handbook and also knows two 1st-level spells. Each time it gains a level, it automatically learns two more spells of any level it can cast.
To learn or cast a spell, a beholder mage must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a beholder mage's spell is 10 + the spell level + the beholder mage's Intelligence modifier. A beholder mage's spells function at a caster level equal to twice its beholder mage level.
A beholder mage can cast only a certain number of spells of each spell level per day. In addition, it receives bonus spells per day if it has a high Intelligence score.
A beholder mage combines the best of two worlds; it can learn new spells as a wizard can, and there is no upper limit to the number of spells it can learn and know. However, it casts its spells on the fly like a sorcerer. A beholder mage of high level typically knows a huge number of spells and can call upon any one of them at any time, providing it has a spell slot open of the appropriate spell level.
Starting at 1st level, whenever a beholder mage gains the ability to cast a new level of spells, it must sacrifice the use of its eye rays from one of its ten small eyestalks. From then on, that eyestalk casts spells of that level and is referred to as a spell-stalk. At 10th level, all of its eyestalks are spell-stalks.
As with its eye rays, casting a spell from a spell-stalk is a free action (although a single spell-stalk can cast only one spell per round). The spell is technically considered a cast spell (as opposed to the use of a spell-like ability), and thus the act of casting provokes attacks of opportunity normally. A spell cast from a spell-stalk otherwise resolves normally; unlike an eye ray, it does not need to make a ranged touch attack to successfully strike a target (unless the spell itself requires a touch attack). The standard hive mother limitation against turning more than six eyestalks in any particular direction (that is, forward, backward, left, right, up, or down) still applies.
Beholder mages do not require material components to cast their spells. The ruined central eye acts as an arcane focus for all the creature's spells. If a spell normally requires a material component that carries with it a gold-piece cost, the beholder mage instead spends a number of experience points equal to one-fifth of the normal gold-piece cost (minimum of 1 experience point). The somatic components of a beholder mage's spells are supplied by the weaving and waving of its spell-stalks. The verbal component of a beholder mage's spells is the creature's special spellcasting song. The song takes effort; a beholder mage that is casting spells cannot speak or use its mouth to do anything else that round, including making bite attacks.
Arcane Hands (Su): A beholder mage develops the ability to manipulate objects as if with a mage hand spell. This ability is constantly active and can not only manipulate objects but also use magic items like wands, staffs, rods, and some wondrous items (like a bag of tricks). The hand cannot activate items that must be worn to utilize an effect (such as a helm of brilliance).
A beholder mage's arcane hand has an effective Strength score equal to the creature's beholder mage class level. An arcane hand can be used to perform any attack or defensive action for which a regular hand can be used. Using an arcane hand to make an unarmed strike provokes attacks of opportunity unless the beholder mage has the Improved Unarmed Strike feat. Theoretically, a beholder mage with monk levels could use its arcane hand for its unarmed attacks.
Abjurant Armor (Su): Any time you cast an abjuration spell that grants you an armor bonus or shield bonus to AC, you can increase the value of the bonus by your abjurant champion class level. Abjurant champions rely on shield and similar spells instead of actual armor.
Extended Abjuration (Su): You depend on your abjuration spells to protect you in combat. Double the duration of abjuration spells you cast, as if you had applied the Extend Spell feat to them (but without any change in level or casting time).
Swift Abjuration (Su): Beginning at 2nd level, you can cast abjuration spells as a swift action, as if you had applied the Quicken Spell feat to them (but without any change in level). The maximum level of spell you can quicken in this way is equal to 1/2 your class level (rounded up).
Arcane Boost (Su): Beginning at 4th level, you gain the ability to burn arcane energy to empower your martial abilities. As a swift action, you can spend one of your uncast spells or spell slots to grant yourself one of the following insight bonuses for 1 round.
  • Bonus on attack rolls equal to the spell's level.
  • Bonus on weapon damage rolls equal to twice the spell's level.
  • Bonus to AC equal to the spell's level.
  • Bonus on saving throws equal to the spell's level.
  • Resistance to acid, cold, electricity, fire, and sonic equal to 5 × the spell's level.
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/5th-level abjurant champion has a base attack bonus of +12 (and thus a caster level of 12th). You can apply this benefit to only one arcane class to which you have added spellcasting levels by your advancement as an abjurant champion.
Holy Texts (Ex): Because of your study of sacred writings, your paragnostic apostle levels stack with other class levels for the purpose of turning or rebuking undead and level-dependent domain abilities. You do not gain such abilities if you do not already have them, however.
Knowledge Is Power (Ex): At each level, you gain a spellcasting enhancement based on your Knowledge skills. Each time you gain this feature, choose one of the following abilities for which you meet the skill-based prerequisites. Although you can choose some of these abilities multiple times (as indicated in the descriptions), you may not select the same one twice in a row, and the minimum required skill rank increases by 2 for each subsequent selection of the same ability.
These benefits apply to warlock invocations as well as spells, where applicable.
Manifest Ethos: Choose one non-neutral aspect of your own alignment (chaos, evil, good, or law). When you cast an energy-based offensive spell against one or more creatures with an opposing alignment component (chaos/law or good/evil), one-half the hit point damage dealt is pure divine power instead of its normal energy type, and thus not subject to reduction by energy resistance or immunity. You can select this ability multiple times, assuming that your alignment permits it, choosing a different aspect of your alignment each time. (Knowledge [religion] 8 ranks or [the planes] 10 ranks)
Mortal Coil: Your effective caster level increases by 1 when you cast transmutation spells. (Knowledge [nature] 6 ranks)
Penetrating Insight: You gain a +1 bonus on caster level checks made to overcome spell resistance, or to successfully dispel another caster's spell. (Knowledge [arcana] 9 ranks)
Lore (Ex): You can recall legends or information regarding various topics, just like a bard can with bardic knowledge. To use this ability, make a lore check (1d20 + twice your paragnostic apostle level + your Int modifier). Success grants you the same result as a bardic knowledge check would. If you have the bardic knowledge or lore ability from another class, your levels in those classes stack with your paragnostic apostle levels for the purpose of this check.

Plush Sapiens


  • Living Construct Subtype (Ex): Plush sapiens are constructs with the living construct subtype, and assume all the traits that warforged do (ECS 23).
  • -4 Strength, +2 Dexterity: Plush sapiens are nimble, but rather weak.
  • Tiny: As a Tiny creature, a plush sapien gains a +2 size bonus to Armor Class, a +2 size bonus on attack rolls, and a +8 size bonus on Hide checks, but he uses smaller weapons than small creatures use, and his lifting and carrying limits are one-half of those of a Medium character.
  • Plush sapien base land speed is 15 feet.
  • Damage reduction 5/slashing or piercing.
  • +2 racial bonus on Escape Artist and Move Silently checks.
  • Vulnerability to Fire (Ex): Plush sapiens take half again as much (+50%) damage as normal from fire spells and effects, regardless of whether a saving throw is allowed, or if the save is a success or failure.
  • Fluffy (Ex): Plush sapiens are well insulated against massive blunt trauma. Weapon damage remains unaffected, but bludgeoning damage that affects all or most of its entire body (such as constriction and falling damage) is halved and rounded down.
  • Light Fortification (Ex): When a critical hit or sneak attack is scored on a plush sapien, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
  • Climate Tolerant (Ex): Plush sapiens suffer little harm from environmental extremes of heat or cold. They do not have to make Fortitude saves in extreme environments between –20° and 140° F (severe cold to severe heat). This ability does not provide any protection from fire or cold damage. This ability counts as if a plush sapien had the Cold Endurance and Heat Endurance feats for purposes of fulfilling prerequisites for other feats or prestige classes.
  • Automatic Language: Common. Bonus Languages: Any (except secret languages, such as druidic).
  • Favored Class: Rogue or Sorcerer. A multiclass plush sapien’s rogue or sorcerer class does not count when determining whether he takes an experience point penalty for multiclassing.
_______________________________________________

Tiny Creatures with Reach Weapons (link)
As noted earlier, using a reach weapon doubles your natural reach. If your natural reach is 0, your reach is still 0 when you wield a reach weapon. As a variant, allow Tiny creatures a reach of 5 feet when they use reach weapons.

Custom Errata
Eberron Campaign Setting, page 23
Warforged gain the following gain the following special quality:
"Climate Tolerant (Ex): Warforged suffer little harm from environmental extremes of heat or cold. They do not have to make Fortitude saves in extreme environments between –20° and 140° F (severe cold to severe heat). This ability does not provide any protection from fire or cold damage. This ability counts as if a warforged had the Cold Endurance and Heat Endurance feats for purposes of fulfilling prerequisites for other feats or prestige classes."

Optic Orb

OPTIC ORB CR 6
N Fine Construct
Init +11; Senses blindsight 500 ft., tremorsense 500 ft., darkvision 1,000 ft., ebon eyes,
    arcane sight, see invisibility, superior low-light vision, superior darkvision,
    All-Around Vision, Farsight, Lifesense, Mindsight; Listen +10, Spot +14;
Languages Common, Undercommon, Gnome; telepathy 1,000 ft, magic mouth;

DEFENSE
AC 27, touch 26, flat-footed 27 (+8 size, +7 Dex, +1 natural, +1 deflection)
hp 33 (6d10)
Fort +2, Ref +9, Will +3
DR 5/magic and adamantine; Immune blindness, deafness, construct traits;
Defensive Abilities Improved Evasion, Uncanny Dodge, Fast healing 1;
Resist acid 10, cold 10, electricity 10, fire 10, sonic 10, force 5

OFFENSE
Speed 5 ft, fly 600 ft. (perfect), swim 300 ft.
Melee slam +19 (1d4)
Space 1/2 ft.; Reach 0 ft.
Base Atk +4
Spell-Like Abilities (CL equals HD)
    Constant—arcane sight, ebon eyes, find traps, invisibility,
        lightfoot, remove scent, see invisibility, superior darkvision;
    At will—magic mouth (self only), major image,
        mystic aegis, permeable form, sending;

STATISTICS
Str 11, Dex 24, Con —, Int 13, Wis 13, Cha 13
Feats Distracting Attack, Quick Reconnoiter, Steady Concentration
Bonus Feats Darkstalker, Flyby Attack,
    Improved Initiative, Lifesense, Mindsight, Run,
    Swim-By Attack, Tactile Trapsmith, Track, Weapon Finesse
Skill Ranks Concentration 9 ranks, Escape Artist 5 ranks,
     Knowledge (any ten) 1 rank each, Listen 9 ranks, Psicraft 9 ranks,
     Search 6 ranks, Spellcraft 9 ranks, Spot 9 ranks,
     Tumble 8 ranks, Survival 7 ranks.
Size Modifiers +16 Hide, -16 Intimidate
Racial Modifiers +4 Concentration, +16 Move Silently, +8 Swim
SQ construct traits, Gravity Aura, Mind Link, Sense Link, Planar Body, Skill Bank

SPECIAL ABILITIES
An optic orb's natural weapons overcome magic and adamantine-based damage reduction.
Gravity Aura (Ex): An optic orb moves by producing artificial gravity fields, and receives a +16 racial bonus on Move Silently checks. These gravity fields also offer protection, granting an optic orb a Deflection bonus to AC equal to its Charisma bonus. In addition, an optic orb is considered four size categories larger than it actually is when determining the effect that wind and currents might have on it.
Mind Link (Su): An optic orb maintains a telepathic link with the last creature it contacted using its sending spell-like ability. This telepathic link enables a two-way conversation of indefinite duration. Directing the optic orb to perform specific actions requires a move action.
Sense Link (Su): An optic orb maintains a sensory link with the last creature it contacted using its sending spell-like ability. This creature it contacted can switch from using the orb's senses to using its own, or back again, as a free or immediate action. When using the orb's senses, the other creature's own body is considered blinded and deafened.
All-Around Vision (Ex): An optic orb cannot be flanked, and gains a +4 bonus on Search and Spot checks. However, it suffers a -4 penalty against gaze attacks.
Farsight (Ex): An optic orb 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, it takes only half the normal penalty on ranged attacks per range increment (-1 per range increment, rather than -2).
Planar Body (Ex): An optic orb's natural armor is effective against incorporeal and ethereal creatures. It may strike incorporeal and ethereal creatures with its natural attacks normally without miss chance.
Skill Bank (Ex): An optic orb gains skill points for its Hit Dice as if it were an outsider.

CONSTRUCTION
An optic orb homunculus is a dull mottled metallic sphere one inch in diameter, covered in a multitude of miniscule recessed mox gems. The materials cost 1000 gp. Creating the body requires a DC 20 Craft (jewelcrafting) check. An optic orb with more than 6 Hit Die can be created, but each additional Hit Die adds 3,000 gp to the cost to create.

CL 11th; Craft Construct, arcane eye, arcane sight, cat's grace, ebon eyes, false gravity, find traps, interplanar telepathic bond, invisibility, major image, mystic aegis, owl's wisdom, permeable form, remove scent, resist energy, see invisibility, sending, superior darkvision; Price — (never sold); Cost 31,000 gp + 2,400 XP.

Promethean

The "promethean" template is an acquired template that can be added to any living corporeal creature with an intelligence score (except constructs, elementals, oozes and plants). A promethean creature has all the base creature's characteristics except as noted here.
Type: Animals become magical beasts. Humanoids become monstrous humanoids.  Statistics derived from any racial HD it has change accordingly.
Speed: The base creature's movement speeds increase by 50%.
Armor Class: Natural armor improves by +10.
Special Qualities: A promethean retains all the special qualities of the base creature and gains those described below.
  Maximized Hit Points
  Superior Low-light Vision.
  Blindsight 500 ft.
  Darkvision 1,000 ft.
  Damage Reduction 10/epic
  Fast Healing 10
  Spell Resistance 12 + CR
  Mettle (Ex): A promethean can resist magical and unusual attacks with great willpower or fortitude. If one makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he or she instead completely negates the effect.
  Regeneration 1 (Ex): A promethean takes normal damage from fire and negative energy. A promethean may reattach a severed extremity instantly by holding it to the stump, and may regrow a severed limb in 5d6 rounds.
  Resistances (Ex): A promethean's resistances to acid, cold, electricity, fire and sonic energy improve by 20.
  Immunities (Ex): Prometheans are immune to involuntary polymorph effects, petrification, or any form-altering attack. They are not subject to death from massive damage, energy drain, ability drain, or ability damage. They are immune to involuntary mind-affecting effects.
  Telepathy (Su): Prometheans can communicate telepathically with any creature within 1,000 feet that has a language.
Spell-like Abilities: Constant -- nondetection, true seeing (caster level equals CR).
Abilities: +6 Str, +6 Con, +2 Cha. A promethean's intelligence increases to at least 3.
Saves: 
Skills:
Feats: A promethean gains Alertness, Blind-Fight, Endurance, Improved Initiative, Improved Natural Attack for all of its existing natural weapons, Mindsight and Steadfast Determination and as bonus feats.
Challenge Rating: Base creature's CR +3
Level Adjustment: +6

Aearee-Khozo

-30,550 DR
In response to disturbing visions of the future, an aearee diviner known as Khozo Terokk spends the next few decades salvaging batrachi magics in order to construct a large portal terminus deep in the mountains under Phwiukree, capable of transporting an endless procession to any location desired.

-30,500 DR
Khozo Terokk carves out a large concealed rookery and series of vaults in the heart of the Yehimal Mountains that is later called the Dark Nest Deep.

-30,400 DR
When the Aearee-Quor press their attack upon Phwiakree and the rookeries of the Aearee-Syran after the fall of Viakoo and the Aearee-Krocaa, many aearee yet to hatch and those unable to help mount the defense, are ushered into Khozo's caverns and transported to the new refuge of Dark Nest Deep. Oread allies bound to the Star Mountains that these aearee leave behind, help destroy and bury the portal terminus, preventing their enemies from discovering where they had gone.

-28,500 DR
Having taken to a sequestered existence beneath the Yehimal Mountains where they endure the reign of dragonkind, most of the aptly named Aearee-Khozo eventually forfeit their wings altogether.

-28,000 DR
The Aearee-Khozo develop an immunity to petrification as they create the first cockatrices around this time, which they keep as pets, familiars and deterrents against invaders.

-24,700 DR
The first raptorans are created by the Aearee-Khozo around this time, to serve as liaisons with the elves and share in their success against dragonkind. Figuring they'd be more successful as allies and mentors rather than overlords, the Aearee-Khozo soon grant their creations autonomy and encourage them to populate the surface and sky about the Yehimals to fill the vaccum left in the wyrms' wake. The raptorans quickly make pacts with the elemental lords of the air to help guide and protect them.

-23,200 DR
The Aearee-Khozo and their raptoran progeny establish the new capital city of Terraglithian, built beneath the southern face of a large mountain overlooking the expanse of high hills and low mountains presently between the Phantom Pass and the Langra-Sha Glacier.

-17,500 DR
In the wake of the Sundering, a large portion of the Faerie realm becomes tied to the material plane in the form of an annual worldfall deep in the yehimals to the south of Terraglithien. Goblinoids from Faerie, quickly establish the Kingdom of Nix in the area encompassed by the worldfall.  These goblinoids soon spread northward and come into conflict with the Aearee-Khozo and raptorans, who are subsequently forced to abandon their holdings south of Terraglithien in the face of overwhelming numbers.

-15,900 DR
After the first dwarven settlements appear in the Yehimals, the Aearee-Khozo and their raptoran progeny soon form peaceful relations with them, and as the ages progress, they fend off threats against hostile goblinoids and the yak-men of Zakhara.

-14,700 DR
The first mechamancers on Toril appear among the Aearee-Khozo around this time, who create mecha constructs and imbued power suits for their warriors to wear. The methods of these mechamancers are eventually adopted by a few dwarves, who have access to the resources necessary to produce the necessary devices.

-13,500 DR
To better accommodate their growing population and that of their dwarven neighbors, the Aearee-Khozo and raptorans expand their kingdom westward, occupying the various mountain ranges that lie between the present-day Five Kingdoms. Elite units of aearee warriors donned in various mecha constructs prove effective in killing or routing any hostile creatures they encounter, while raptoran clerics and druids manipulate the weather to help conceal their movements.

-6,660 DR
The Aearee-Khozo create the bloodforges, helping them create a defensive force of golems to fend off Imaskari's imperialistic attempts to annex the lands of the Utter East, as well as to push back the goblinoid hordes from the Kingdom of Nix. The indigenous mar tribes once threatened by these forces, are left to populate the valleys and open lowlands once more.

-3,000 DR
The Aearee-Khozo assist the dwarves in building the Gate of Iron.

-339 DR
Following the fall of Mystryl at the hands of Karsus, the golem armies of the Aearee-Khozo go berserk, killing many of the Aearee-Khozo and raptorans and destroying all of their rookeries to the west before turning on one another. The bloodforges are corrupted and lost in the process, and the survivors retreat back to the Yehimals, taking with them what they can.

648 DR to 657 DR
When the nations of the Five Kingdoms of the Utter East discover the bloodforges of old, each kingdom sends legions of enchanted golems against each other, thus beginning the Bloodforge Wars.

657 DR

Scouring of the Utter East: A horde of antediluvian horrors is released upon the Five Kingdoms of the Utter East. Grand Caliph Arash bint Sanjar of Zakhara sends troops to the Five Kingdoms to eradicate the undead plague, leaving a wasteland of razed cities and rotting corpses in their wake.

Typical Nanaeel

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

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

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

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

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

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

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

SPECIFIC INDIVIDUAL NANAEEL

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

Promoted XETA PrC

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

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

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

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

ProtoXETA Template


The ProtoXETA Creation Process

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

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

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

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

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