Fighter Feat Scaling

These sample feats are part of an experiment to help improve the fighter class, in addition to giving the class a bonus feat at every level and a d12 Hit Dice. At this time however, I don't see every feat from the list of fighter bonus feats, being given a scaling effect. So far, figuring the rate of how each feat might scale, is guesstimated depending on how often the feat will likely come into play, as well as the value and potency of its initial benefits.
_______________________________

Combat Reflexes [Combat]
Benefit: You may make a number of additional attacks of opportunity in a given round, equal to your Dexterity bonus (if any). With this feat, you may also make attacks of opportunity while flat-footed. You may also make 1 additional attack of opportunity each round for every five feats you possess from the list of fighter bonus feats (rounded down), including this one.
Special: A fighter may select Combat Reflexes as one of his fighter bonus feats. A monk may select Combat Reflexes as a bonus feat at 2nd level. The Combat Reflexes feat does not allow a rogue to user her opportunist ability more than once per round.

Deft Opportunist [Combat]
Prerequisite: Dex 13, Combat Reflexes.
Benefit: You gain a +4 bonus on attack rolls when making attacks of opportunity. This bonus increases by 1 for every five feats you possess from the list of fighter bonus feats (rounded down), including this one.
Special: A fighter may select Deft Opportunist as one of his fighter bonus feats.

Heavy Armor Optimization [Combat]
You have trained extensively with heavy armor, and can better use the protection it offers.
Prerequisites: Base Attack Bonus +4, Proficiency with heavy armor.
Benefit: When you wear heavy armor, you may lessen its armor check penalty by 1 and increase its armor bonus to AC by 1. For every seven feats you possess from the list of fighter bonus feats (rounded down), including this one, you may increase its armor bonus to AC by 1. The bonus to AC this feat provides, is lost whenever you are denied your Dexterity bonus to AC (if any).
Special: A fighter may select Heavy Armor Optimization as one of his fighter bonus feats.

Improved Disarm [Combat]
Prerequisites: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +4 bonus on the opposed attack roll you make to disarm your opponent. This bonus increases by 1 for every seven feats you posses from the list of fighter bonus feats (rounded down), including this one.
Special: A fighter may select Improved Disarm as one of his fighter bonus feats. A monk may select Improved Disarm as a bonus feat at 6th level, even if she does not meet the prerequisites.

Improved Grapple [Combat]
Prerequisite: Dex 13, Improved Unarmed Strike.
Benefit: You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple. This bonus increases by 1 for every seven feats you posses from the list of fighter bonus feats (rounded down), including this one.
Special: A fighter may select Improved Grapple as one of his fighter bonus feats. A monk may select Improved Grapple as a bonus feat at 1st level, even if she does not have the prerequisites.

Improved Initiative [Combat]
Benefit: You gain a +4 bonus on initiative checks. This bonus increases by 1 for every six feats you posses from the list of fighter bonus feats (rounded down), including this one.
Special: A fighter may select Improved Initiative as one of his fighter bonus feats.

Improved Toughness [Combat]
A creature with this feat is significantly tougher than normal.
Prerequisite: Base Fortitude Save +2.
Benefit: Your maximum hit point total increases by an amount equal to your Hit Dice plus half the number of feats you possess from the list of fighter bonus feats (rounded down), including this one. If and when this total changes, the hit points you gain from this feat change accordingly.
Special: A fighter can select Improved Toughness as one of his fighter bonus feats.

Improved Trip [Combat]
Prerequisites: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent. This bonus increases by 1 for every seven feats you posses from the list of fighter bonus feats (rounded down), including this one. If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt.
Special: At 6th level, a monk may select Improved Trip as a bonus feat, even if she does not have the prerequisites. A fighter may select Improved Trip as one of his fighter bonus feats.

Mobility [Combat]
Prerequisites: Dex 13, Dodge
Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. This bonus increases by 1 for every five feats you possess from the list of fighter bonus feats (rounded down), including this one. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
Special: A fighter may select Mobility as one of his fighter bonus feats.

Point Blank Shot [Combat]
Benefit: You gain a +1 bonus on attack and damage rolls with any ranged weapon you use against a target that lies within that weapon's first range increment. You also gain a +4 dodge bonus to AC against attacks of opportunity provoked when you attack with or load a ranged weapon while threatened. This dodge bonus to AC increases by 1 for every five feats you possess from the list of fighter bonus feats (rounded down), including this one.
Special: A fighter may select Point Blank Shot as one of his fighter bonus feats.

Power Critical [Combat]
You are adept in delivering critical strikes using weapons upon which you have focused.
Prerequisites: Base Attack Bonus +4, Weapon Focus (any)
Benefit: You gain a +4 bonus on rolls to confirm critical threats using weapons for which you have taken the Weapon Focus feat. This bonus increases by 1 for every seven feats you possess from the list of fighter bonus feats (rounded down), including this one.
Special: A fighter may select Power Critical as one of his fighter bonus feats.

Note Many feats that previously applied their benefits to a chosen kind of weapon would be changed to affect all the weapons for which one has taken the Weapon Focus feat.

Shield Optimization [Combat]
You've grown adept at bringing your shield to bear, where it is most needed.
Prerequisites: Proficiency with shields.
Benefit: When personally wielding any shield other than a tower shield or buckler, you may increase its shield bonus to AC by 1. For every seven feats you possess from the list of fighter bonus feats (rounded down), including this one, you may increase its shield bonus to AC by 1. The bonus to AC this feat provides, is lost whenever you are denied your Dexterity bonus to AC (if any).
Special: A fighter may select Shield Optimization as one of his fighter bonus feats.

Stunning Fist [Combat]
Prerequisite: Improved Unarmed Strike, base attack bonus +4.
Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + half your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC. You may attempt a stunning attack once each day for every four levels you have attained (but see Special) and once for every four feats you possess from the list of bonus fighter feats (rounded down), including this one. You may not attempt more than one stunning attack each round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
Special: A monk may select Stunning Fist as a bonus feat at 1st level, even if she does not meet the prerequisites. A monk who selects this feat may attempt a stunning attack a number of times per day equal to her class level, plus one more time per day for every four levels she has in classes other than monk. A fighter may select Stunning Fist as one of his fighter bonus feats.

Weapon Focus [Combat]
You have developed your techniques for using a select variety of weapons.
Prerequisites: Base Attack Bonus +1
Benefit: Choose one group of weapons with which you are proficient. You gain a +1 bonus on all attack rolls you make using weapons from the selected group. This bonus increases by 1 for every eight feats you possess from the list of fighter bonus feats (rounded down), including this one.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new group of weapons. You may instead choose unarmed strike or grapple (or ray or missile, if you are a spellcaster) as your weapon for purposes of this feat.

Weapon Specialization [Combat]
You deal extra damage using weapons upon which you have focused.
Prerequisites: Base Attack Bonus +4, Weapon Focus (any)
Benefit: You gain a +2 bonus on damage rolls using weapons for which you have taken the Weapon Focus feat. This bonus increases by 1 for every six feats you possess from the list of fighter bonus feats (rounded down), including this one.
Special: A fighter may select Weapon Specialization as one of his fighter bonus feats.

Other recently drafted feats:

Tower Shield Optimization [Combat]
You have trained extensively with tower shields, and can better handle them in battle.
Prerequisites: Base Attack Bonus +4, Proficiency with tower shields
Benefit: When personally wielding a tower shield, you may lessen its check penalty by 3, lessen its attack roll penalty by 1, increase its maximum Dexterity bonus to AC by 1, and increase its shield bonus to AC by 2. For every six feats you possess from the list of fighter bonus feats (rounded down), including this one, you may increase its shield bonus to AC by 1. The bonus to AC this feat provides, is lost whenever you are denied your Dexterity bonus to AC (if any).
Special: A fighter may select Tower Shield Optimization as one of his fighter bonus feats.

Note I always felt the penalties for using a tower shield were a little too burdensome, and instead of revising the shield itself, I decided offering a feat like this would prove a better remedy.

Garzugrond

In its horrifically fiendish true form, this pitch-black scaled humanoid stands at least fifteen feet tall. Vast dragon-like wings enfold it, but are unable to hide the tearing claws, the hellish maw, the wicked tail, or the eyes from which gleam the promise of eternal damnation.

UNIQUE INFERNAL CR 28
LE Large Outsider (Evil, Lawful, Extraplanar);
Templates Dark, Shadow;
Init +7; Senses darkvision 1000 ft., detect chaos, detect good, detect law, see invisibility, true seeing, see in darkness, blindsight 500 ft., superior low-light vision, Mindsight, Listen +43, Spot +43; Languages Common, Celestial, Infernal, Abyssal plus any 4, telepathy 1000 ft.

DEFENSE
AC 50, touch 16, flatfooted 50 (+7 Dex, -1 size, +34 natural);
hp 840 (40d8+520);
Fort +37, Ref +31, Will +32 (with +2 luck);
SR 39 (base CR + 12);  DR 15/good and epic;
Defensive Abilities Evasion, Regeneration 15, Fast Healing 15, Learned Spell Immunity, Touch of the Divine, Uncanny Dodge;
Resist acid 20, cold 30, electricity 20, fire 30, sonic 10;
Immune ability damage, ability drain, death effects, death by massive damage, disintegration, energy drain, involuntary mind-affecting effects, involuntary polymorph effects, petrification;

OFFENSE
Speed 135 ft., fly 375 ft. (perfect);
Space 10 ft.; Reach 10 ft.;
Base Atk +40; Grp +64;
Melee unarmed strike +60/+55/+50/+45 (4d6+6d6+30),
2 claws +60/+55/+50 (6d6+10), bite +60 (4d8+10),
2 wings +60 (2d6+10), tail slap +60 (4d8+10);
Special Attacks Epic Lawful Evil Strike, Reaving Strikes, Rend, Pounce, Spell Suck, Improved Grab, Summon Fiend;
Infernal Spell-like Abilities (CL 27th, Cha-based DC 20 + spell level)
Constant—blood wind, blur, cloak of khyber, deep breath, detect chaos, detect good, detect law, detect magic, freedom of movement, greater invisibility, read magic, see invisibility, shadow phase, true seeing, unholy aura; At will—blasphemy, blur, brain spider, chain dispel, darkness, deeper darkness, desecrate, flame strike, greater invisibility, magic circle against good, persistent image, rapture of the deep, resurgence, shadow phase, silence, solid fog, telekinesis, greater teleport (self only), unholy aura, unholy blight, unhallow; 3/day—mass charm monster, control undead, dominate monster, freedom of movement, mage's disjunction, mass hold monster, limited wish, greater magic fang, plague of undead, regenerate, wail of doom; 1/day—hellball (epic spell);

STATISTICS
Str 50, Dex 25, Con 36, Int 22, Wis 26, Cha 31;
Feats Mindsight, Darkstalker, Rapidstrike, Improved Rapidstrike, Improved Unarmed Strike, Superior Unarmed Strike, Multiattack, Knowledge Devotion, Improved Natural Weapon (Claws), Improved Natural Weapon (Unarmed Strike), Beast Strike, Hammer Fist, Versatile Unarmed Strike, Power Attack, Improved Multiattack, Combat Reflexes, Robilar's Gambit, Karmic Strike, Brutal Throw, Improved Combat Reflexes, Greater Combat Reflexes;
Skill Ranks Appraise 15 ranks, Balance 15 ranks, Bluff 25 ranks, Concentration 43 ranks, Decipher Script 5 rank, Escape Artist 15 ranks, Handle Animal 5 ranks, Heal 5 ranks, Hide 25 ranks, Gather Information 5 ranks, Knowledge (arcana, dungeoneering, local, nature, planes, religion) 25 ranks, Knowledge (any 5 others) 5 ranks, Move Silently 25 ranks, Spellcraft 40 ranks, Listen 35 ranks, Search 25 ranks, Sense Motive 35 ranks, Spot 35 ranks, Survival 15 ranks, Tumble 19 ranks, Use Magic Device 40 ranks;
Synergy +3 Balance, +4 Disguise (to act), +13 Diplomacy, +4 Gather Information, +4 Intimidate, +3 Jump, +4 Survival;
Racial +8 Hide, +12 Move Silently;
SQ Change Shape, Hide in Plain Sight, Nondetection, Shadow Blend

ABILITIES
Change Shape (Su): An infernal can assume the form of any Small or Medium humanoid.
Improved Grab (Ex): If an infernal hits with a claw, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Infernals can use this ability on Large and smaller creatures. The infernal has the option to conduct the grapple normally, or simply use its claw to hold the opponent. Each successful grapple check it makes during successive rounds automatically deals standard claw damage, in addition to automatic spell suck damage.
Spell Suck (Su): If an infernal bites a foe, the foe loses one of its highest-level prepared spells or one of the spell slots for this day that it has not used. The victim chooses the prepared spell to lose. If the victim has no prepared spells or unused spell slots (either because it has exhausted its spellcasting for the day or because the victim is not a spellcaster), the bite instead deals 2 points of temporary Intelligence damage.
Learned Spell Immunity (Su): If an infernal is affected by a spell cast by a particular spellcaster, the infernal thereafter becomes immune to that spell when cast by that spellcaster, as if its spell resistance were infinite against it.
Evasion (Ex): This shadow creature gains Evasion, as per the rogue's class feature.
Hide in Plain Sight (Ex): A dark creature can use the hide skill even while observed, except in natural daylight or the area of a daylight spell or similar effect.
Epic Lawful Evil Strike (Su): This infernal's natural weapons, unarmed strikes and any weapons in wields in melee are considered lawful, evil and epic for the purpose of overcoming damage reduction.
Nondetection (Su): Infernals possess a continuous nondetection ability, as if each of them had cast the spell upon itself as a sorcerer with an effective caster level equal to their Hit Dice.
Pounce (Ex): If an infernal charges, it can make a full attack.
Reaving Strikes (Ex): An infernal's natural weapons and unarmed strikes overcome all forms of damage reduction based on a metallic material.
Rend (Ex): If an infernal hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 12d6+30 points of damage.
Regeneration (Ex): This infernal takes normal damage from good or chaotic weapons.
See in Darkness (Su): Infernals can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
Shadow Blend (Su): In any conditions other than full daylight, a shadow creature can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability, but a daylight spell will.
Summon Fiend (Sp): An infernal can summon four balors or four pit fiends per day (lawful infernals summon pit fiends, and chaotic infernals summon balors).
Touch of the Divine (Ex): An infernal has maximum hit points for its Hit Dice.
Uncanny Dodge (Ex): This particular shadow creature gains Uncanny Dodge, as per the rogue's class feature. 

NOTES
Note The typical infernal has Str 43 and Con 28.
Note In some cases where this creature would have been entitled to an epic feat, two non-epic feats were chosen to replace it.
Note The entry for the infernal (ELH 164) is modified to include a Challenge Rating of 27 along with the Change Shape, Nondetection, Pounce, Reaving Strikes, Rend, See in Darkness and Touch of the Divine abilities. It includes resistance to acid 20, cold 30, electricity 20, fire 30 and sonic 10, as well as Spell Resistance 39. The modified entry also reflects a Charisma score of 31.
Note The entry for the infernal is modified to include a revised and amended repertoire of spell-like abilities at a caster level of 27th. Some spell-like abilities without a use limit and/or possessing a long duration were updated to constant spell-like abilities. A constant spell-like ability has no use limit; unless otherwise stated, a creature can only use a constant spell-like ability on itself. Dismissing or reactivating a constant spell-like ability is a swift action.
Drafted for the campaign purposes.

d20 Future Extrapolations

MELEE WEAPON MODIFICATIONS

Oscillating (Ex): Inside the blade itself, and controlled by a switch on the hilt of the weapon, are microscopic machines that cause the blade to vibrate at incredibly high speeds. Though the wielder of the weapon is shielded from these vibrations by a soft hilt, any character or object struck by the high frequency weapon finds that the weapon is given extra cutting power thanks to its technological enhancements.
This ability can be applied to any masterwork slashing weapon, causing it to deal damage as if it were one size larger than it really is.

Mono-Edge (Ex): This ability can be applied to any masterwork slashing weapon, causing it to deal damage as if it were four sizes larger than it really is.

Electro (Ex): This ability can be added to any conductive masterwork weapon, causing it to deal additional electricity damage equal to the unmodified base damage of the weapon.

Impact (Ex): This weapon has one or more miniature artificial gravity generators embedded within it, which increase in mass at the instant of impact.
This ability can be added to any masterwork weapon, causing it to deal additional concussion damage equal to the unmodified base damage of the weapon.

Ginzumaul

A villain in need of background development.

MARRUSPAWN ABOMINATION CR 21
NE Medium Outsider (Extraplanar);
Templates Dark, Shadow, Variable Half-Fiend;
Init +4; Senses darkvision 120 ft., true seeing, discriminating hearing,
blindsight 120 ft., superior low-light vision, Mindsight, Listen +36, Spot +32;
Languages Common, Celestial, Infernal, Abyssal plus any 2, telepathy 200 ft.

DEFENSE
AC 44, touch 24, flatfooted 44 (+20 natural, +10 insight, +4 Dex);
hp 460 (20d8+300);
Fort +35, Ref +18, Will +33 (with +2 luck);
SR 32 (base CR + 12);  DR 10/magic and adamantine;
Defensive Abilities Evasion, Fast healing 15, Touch of the Divine, Uncanny Dodge;
Resist 10 acid, 20 cold, 10 dessication, 10 electricity;
Immune ability damage, ability drain, energy drain, fire, involuntary mind-affecting effects, involuntary polymorph effects, massive damage, petrification, poison;

OFFENSE
Speed 105 ft. fly 105 ft. (average);
Space 5 ft.; Reach 5 ft.;
Base Atk +20; Grp +36;
Melee 2 claws +36/+31/+26 (2d8+16),
unarmed strike +34/+29/+24/+19 (2d6+8), and bite +34 (4d6+8);
Special Attacks Magic Strike, Adamantine Strike, Rend, Pounce, Howl of Dissolution;
Spell-like Abilities (CL 20th, Cha-based DC 17 + spell level)
Constant—nondetection, touch of thirst, true seeing; 3/day—flesh to salt, sandform,
summon monster IX (Gargantuan fiendish monstrous scorpion only); 1/day—symbol of thirst;
Half-Fiend Spell-like Abilities (CL 20th, Cha-based DC 17 + spell level)
3/day—bite of the werebear, blood wind, heart of water, heroics, girallon's blessing, greater plane shift, righteous might, greater teleport, wraithstrike; 1/day—gate, miracle;

STATISTICS
Str 43, Dex 18, Con 32, Int 20, Wis 29, Cha 25;
Feats Mindsight, Darkstalker, Rapidstrike, Improved Rapidstrike,
Improved Unarmed Strike, Superior Unarmed Strike, Multiattack;
Skill Ranks Balance 16 ranks, Bluff 15 ranks, Concentration 23 ranks, Escape Artist 16 ranks, Handle Animal 5 ranks, Heal 5 ranks, Hide 23 ranks, Knowledge (arcana, dungeoneering, local, nature, planes, religion) 5 ranks, Move Silently 23 ranks, Spellcraft 23 ranks, Listen 23 ranks, Search 15 ranks, Sense Motive 15 ranks, Spot 23 ranks, Survival 6 ranks, Tumble 15 rank, Use Magic Device 23 ranks;
Synergy +3 Balance, +3 Disguise (to act), +6 Diplomacy, +2 Gather Information, +3 Intimidate, +3 Jump;
Racial +4 Listen, +8 Hide, +12 Move Silently;
SQ Hide in Plain Sight, Ferocity, Shadow Blend

ABILITIES
Adamantine Strike (Ex): A marruspawn abomination's natural weapons and unarmed strikes are considered adamantine for the purpose of overcoming damage reduction.
Discriminating Hearing (Ex): A marruspawn can hear across great distances with ease, gaining a +4 racial bonus on Listen checks. A marruspawn’s hearing is so sensitive that it can sense the presence of most creatures merely by the sound of their breathing, their heartbeat, or their movement if they are within 30 feet.
When a marruspawn detects a noise, the exact location of the source is not revealed—only its presence somewhere within range. A marruspawn can take a move action to note the direction of the sound. Whenever a marruspawn comes within 5 feet of the source, it can pinpoint the sound’s location. Undead, constructs, and other creatures that have no metabolism are not subject to being detected by discriminating hearing unless they move—in any round when they move, they are detectable by the sound they make while moving through the air or shuffl ing along the ground. Only incorporeal creatures are completely undetectable, unless they wish to be detected.
Evasion (Ex): This shadow creature gains Evasion, as per the rogue's class feature.
Ferocity (Ex): A marruspawn abomination is such a tenacious combatant that it continues to fight without penalty even while disabled or dying. 
Hide in Plain Sight (Ex): A dark creature can use the hide skill even while observed, except in natural daylight or the area of a daylight spell or similar effect.
Howl of Fossilization (Su): Once every 1d4 rounds, a marruspawn abomination can loose a fossilizing howl as a free action. All creatures within 30 feet must succeed on a DC 27 Fortitude save or become fossilized. This effect functions as the flesh to stone spell (see page 232 of the Player’s Handbook). The save DC is Charisma-based. Even a creature that makes its save is subject to the abomination’s howl of fossilization ability in later rounds.
Magic Strike (Su): A marruspawn abomination's natural weapons and unarmed strikes are considered magic for the purpose of overcoming damage reduction.
Pounce (Ex): If a marruspawn abomination charges, it can make a full attack.
Rend (Ex): If this marruspawn abomination hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 4d8+24 points of damage.
See in Darkness (Su): This shadow creature can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
Shadow Blend (Su): In any conditions other than full daylight, a shadow creature can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability, but a daylight spell will. 
Touch of the Divine (Ex): A marruspawn abomination has maximum hit points for its Hit Dice.
Uncanny Dodge (Ex): This particular shadow creature gains Uncanny Dodge, as per the rogue's class feature. 

NOTES
Note  Added the ferocity, pounce and rend abilities, to fill out thematic effectiveness.
Drafted for the campaign purposes, this creature has yet to have a custom template applied.

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.
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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.