Here are my thoughts/reactions on the class so far
Far Realm Naturalization (Ex): The metagnostic has a natural affinity with the Far Realm which renders him resistant to any spells and spell-like effects that would normally affect any creature not native to that plane (such as banishment). Furthermore, due to the time that the metagnostic has spent contemplating the nature of the Far Realm, he is no longer subject to its tendency to render visitors insane, nor do his spells suffer the usual chance of Wild Magic effects. See the Manual of the Planes (p. 212) for more details.
This I like. I allows the character to have his own schtick - a dangerous refuge so to speak.
Insane Charisma (Ex): The metagnostic adds his class level to all Charisma Checks, and to all Bluff, Diplomacy, Gather Information and Innuendo Skill Checks he makes when dealing with natives of the Far Realm. His increasing detachment from conventional reality means that the applies an equal penalty to all such Skill checks when dealing with creatures who are not native to the Far Realm.
I like the ability, but I worry about it punishing the character - I am not the biggest powergamer out there but why not take a more friendly prc class the summoner from relics and rituals or even archmage. I am hesitent to put penalties in a prc.
Dreadful Summons (Ex): Due to his prolonged contact with and exposure to Far Realm entities, once per day, when the metagnostic casts a summon monster spell, he may choose to summon an epic pseudonatural creature (see the pseudonatural template in the Epic Level Handbook) in place of the normal creature. Such a summoning requires the use of a spell slot nine levels higher than the spell’s actual level: e.g. if summon monster I is prepared as a tenth-level spell, the metagnostic may summon an epic pseudonatural version of any creature on the summon monster I list.
I liked this better with a +8 cost and unlimited use. SM spells (the characters specialty become speed bumps in high level play) this balances out the character verus your classic firball intelligence boosting wizard.
Pierce the Veil of False Reality: (Su): Starting at second level, the metagnostic gains the ability to perceive the pseudonatural currents which suffuse conventional reality. He must attune himself (a full-round action) in order to achieve this, but after so doing benefits from the effects of foresight (as the ninth level sorcerer/wizard spell) for ten minutes. The metagnostic can use this ability once per day at 2nd level, plus one additional time per day every five levels thereafter (7th, 12th, 17th etc.).
I don't like this ability - why not just cast the spell? I know it saves a spell slot, but I would consider dumping this ability.
Unnatural Aura (Ex): From second level, as his alienness begins to make itself manifest, the metagnostic always elicits an Initial NPC Attitude of unfriendly from feys, animals, plants, vermin and beasts. At sixth level, elementals, humanoids, monstrous humanoids, giants and magical beasts are included in the list of creatures who react in this way to the metagnostic. At 10th level, it extends to dragons and shapechangers, and at 14th level to all creatures except outsiders who are themselves native to the Far Realm.
I don't care for this one as well - it seems more a punishment than anything and would promote some min max class shifting. There should be some big payoff for such a penalty.
Shatter the Walls Between the Worlds (Sp): Starting at third level, once per day, the metagnostic may rip a hole in the fabric of normal reality and open a two-way gate to the Far Realm which lasts for ten minutes. Every five levels thereafter (8th, 13th, 18th etc.) the duration of the gate increases by an additional ten minutes.
I don't care for this one that much either. What is the character going to do with this ability? Only he can travel to the far realm and from the wording it does not seem he can use the calling ability of the gate spell - which has more uses.
Malign Vrittis (Ex): Starting at fourth level, the metagnostic begins to continually emit disquieting mental effluvia which have a detrimental effect on those nearby. Restful sleep in the vicinity of the metagnostic proves difficult, and all those within thirty feet who attempt to do so must succeed at a Will Saving Throw (DC 20 + half the metagnostic’s class level + the metagnostic’s charisma modifier) or suffer the effects of a nightmare spell. The metagnostic has no control over this ability.
Again a punishment with little pay off I would tie it to a positive.
Moment of Deranged Lucidity (Ex): Starting at fourth level, the metagnostic gains the ability to suddenly apprehend larger cosmic and metacosmic patterns which pertain to his current situation. As a free action, the metagnostic may invoke a moment of deranged lucidity, gaining a +15 insight modifier to his next Skill Check or attack roll. The metagnostic can use this ability once per day at 4th level, plus one additional time per day every five levels thereafter (9th, 14th, 19th etc.).
Not unbalancing, but with truestrike and wield skill still a little weak.
Bonus Feat (Ex): The metagnostic gains a bonus feat at 5th level and an additional bonus feat every five levels thereafter (10th, 15th, 20th etc.). These bonus feats must be selected from the following list: Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Combat Casting, Craft Epic Magic Arms and Armour, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Efficient Item Creation, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Familiar Spell, Forge Epic Ring,, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Multispell, Permanent Emanation, Scribe Epic Scroll, Spell Focus, Spell Knowledge, Spell Mastery, Spell Opportunity, Spell Penetration, Spell Stowaway, Spontaneous Spell, Tenacious Magic
I would rather cut a few abilities or combine them and try to get the character a feat every four levels versus five. An epic straight class wizard should be your character to compare to. If you play with forgotten realms or other supplements compare to red wizard, elemental savant, and mages of waterdeep/arcane order.
I am just offering constructive critism and trying not to come off too critical.
-KCM