I don't think the Francium Golem's shown up anywhere else (Google seems to agree with me). I wouldn't be completely surprised if someone else independently wrote up stats for one. It's a fairly obvious thing to do if you have rudimentary knowledge of Chemistry and have read the IH.
Some of my Epic Feats/DvAs (relevant because I'm converting one of my characters for this tournament. Mainly by liberal Application of Legendary Ability Score). The only two think are dubious balance-wise are Prismatic Effect (which is probably fine because it's more difficult to use than Energy or Withering effects. There's a remote possibility of a no-save Permakill if you end up randomly teleporting someone to Byss, but that's their fault for not being Dimensionally Anchored or running Planar Bubble) and Indissoluble Force Field. The latter is reliant on my Force Field being weaker than the HP-Multiplier-using one that you guys have, and having a number of weaknesses. If Force Field HP were increased significantly, it'd become massively overpowered. Hybrid Wild Shape is one tenth as good as Transwarp, and has additional restrictions, so it's probably fine.
My version of Tenacious Spell may look like a considerable increase in versatility, but really it stops Anyfeat from being used to get Tenacious onto every spell for no cost, and so is about the same in power. Was thinking of upping the level required for permanent-duration spells (to stop the obvious abuse of permanent duration dispel-proof spells). Improved Automatic Heighten Spell is dicey if you allow easy access to caster-level increases beyond one's HD. I recommend not using it in conjunction wit U_K's "Caster Level Always Equals HD" rule, since that makes getting high-DC spells too easy. It's probably also broken with the FaenMerc epic spell system, due to the three-pronged DC-increasing effect it can create.
I deliberately made Sturdy Construction not stack, to prevent it getting insane when combined with VSCs, but if getting VSCs is to be made more difficult, then making it stack is probably fine.
[sblock]Automatic Heighten Spell [EPIC] (EX)
Your uses of metamagic make your spells more potent.
Prerequisites: Spellcraft 20 ranks, Heighten Spell, Metamagic Freedom.
Benefit: Your spells always count as having a spell level equal to the level of the spell slot in which the spell is prepared, even if the spell in question is a lower level spell being prepared in a higher level slot due to metamagic adjustment.
In effect, every level of other metamagic you apply also Heightens the spell by one level.
Metamagic applied without adjustments to the level of the slot in which the spell is prepared, such as with the Automatic Metamagic Capacity feat does not Heighten the spell.
Semiautomatic Heighten Spell [EPIC] (EX)
By rapidly casting magic, you overwhelm the defences of your target.
Prerequisites: Spellcraft 25 ranks, Heighten Spell, Metamagic Freedom, Automatic Heighten Spell, Automatic Metamagic Capacity, Quicken Spell
Benefit: Whenever you cast multiple Quickened spells at once (i.e., the only way to cast more than one Quickened spell in a single round), each spell is considered Heightened by the total metamagic slot adjustment of all the applications of Quicken used (including Automatic Metamagic Capacity, an exception to the usual rule that Automatic Metamagic Capacity does not grant Automatic Heighten Spell). This overlaps with the effect of Automatic Heighten Spell, in the case of applications of Quicken used from actual spell slots.
Improved Automatic Heighten Spell [EPIC] (EX)
Shrugging off your spells is no mean feat.
Prerequisites: Spellcraft 25 ranks, Heighten Spell, Metamagic Freedom, Automatic Heighten Spell, Epic Spell Focus in at least two schools of magic.
Benefit: Rather than using spell level to calculate the DCs for your spells, you may instead use half your caster level in the class used to cast the spell.
PLANAR WILDSHAPE [Epic][Wild]
Prerequisites: Wisdom 25, Wildshape 6/day, Knowledge (The Planes) 15 Ranks
You are attuned to a specific plane, and wildshape forms you assume take on characteristics of creatures from that plane.
Benefit: Select one of the following templates.
Any form you assume through Wildshape may gain that template if it qualifies as a valid target for the template.
You gain all extraordinary and supernatural abilities provided by the template.
Air/Cold/Earth/Fire/Water/Wood Element Creature (Manual of the Planes)
Anarchic Creature (Planar Handbook)
Axiomatic Creature (Planar Handbook)
Celestial Creature (Monster Manual)
Entropic Creature (Planar Handbook)
Fiendish Creature (Monster Manual)
Pseudonatural Creature (Complete Arcane)
Shadow Creature (Manual of the Planes)
Vivacious Creature (Planar Handbook)
Normal: You may only assume the form of generic non-templated creatures.
Special: You may take this ability multiple times.
Each time you take it you pick an additional template, but may only apply one such template to any single transformation.
You most definitely may not pick the version of the Pseudonatural Creature template printed in the Epic Level Handbook.
Tenacious Spell [Epic, Metamagic]
Prerequisites: Spellcraft 15 ranks.
Benefit: Whenever a Tenacious Spell would otherwise end due to a dispel effect, the magic is instead only suppressed for 1d4 rounds.
The magic still ends when its duration expires, but the suppressed rounds do not count against its duration.
You can dismiss your own spell or spell-like ability (if dismissible) or dispel your own tenacious magic normally.
A spell prepared with the Tenacious Spell metamagic feat uses up a slot five levels higher than normal.
NOVEL SUMMONING [Epic][Metamagic]
You can modify a summoning spell to summon rare variations on normal creatures.
Prerequisites: Spellcraft 25 ranks, Spell Focus (Conjuration), Augment Summoning, Imbue Summoning
Benefit: You may prepare any Summoning spell as a Novel spell, and use it to summon variations of a creature augmented by your own magical power.
You may apply any template (or combination of templates, if you possess Metamagic Freedom) to the creature(s) summoned or called (as long as the creature is a valid target for the template, and the template does not change the creature's type or subtype(s) to something that is incompatible with the spell used to summon it).
A Novel spell uses up a spell slot a number of levels higher than the original spell equal to the CR adjustment of the template being applied.
Normal: You may only summon and call non-templated creatures (barring certain spells which summon specific templates creatures, usually celestial or fiendish animals).
Special: This spell conjures new creatures, it does not augment existing ones, so may not be used to call specific creatures and then apply templates to them.
If you possess abilities which grant additional hit dice to summoned creatures, apply them before applying the template(s) from this metamagic feat.
INTRINSIC MELDSHAPER (SU) [EPIC]
You are capable of augmenting yourself with pure incarnum, rather than indirectly.
Prerequisites: Meldshaper Level 21st, Con 19
Benefit: Pick one soulmeld you can shape that provides a deflection or insight bonus.
You may change the bonus type provided to an Incarnum bonus.
Special: You may take this feat multiple times, each time you do so, you may select an additional soulmeld to change to providing an incarnum bonus.
STURDY CONSTRUCTION
You are considerably tougher than other machines of your size.
Prerequisites: Construct Type, any feat with the word 'Toughness' in its name.
Benefit: You calculate your construct bonus hitpoints as if you were one size larger.
Special: For example, after taking this feat, a Medium construct would have 30 bonus hitpoints instead of 20.
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Divine Abilities
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BARRIER STRIKE (SU)
You can suddenly expand your force field to use it as a weapon.
Prerequisites: Force Field, Widen Force Field, Power Attack, Improved Bull Rush
Benefit: Your force field's hitpoints increase by an additional 100 plus a further 5 points for every hit die you possess.
Its regeneration increases by 10 points, plus an additional 1 for every ten hit dice you possess, and resists an additional 1 point of Divine damage.
As a Standard action, if your Force Field has at least one hit point, you may make a Bull Rush attempt against every creature within a Close (25ft. +5ft./2HD) range cone.
Your Strength modifier for this attack is your Strength modifier or your Charisma modifier, whichever is higher.
You treat yourself as being three size categories larger for the purpose of determining the largest creature you can Bull Rush and your Size bonus on the opposed strength check.
Creatures that fail the opposed strength check take 1d4 Force damage for every 8 hit dice you possess, and are pushed back 5 feet plus 5 feet for every 5 points by which they failed the strength check in a direction directly away from you.
Creatures may not be pushed beyond the limit of your force field's expansion (Close range).
You suffer no negative consequences for failing any of the opposed strength checks involved in this action, and may not choose to move with any of the creatures you push back.
As this is a Force effect, it may be used to Bull Rush Incorporeal or Ethereal creatures, or to Bull Rush creatures on the Material plane from the Ethereal plane.
Normal: Your Force Field only protects yourself.
Special: Yes, a Dungeoncrasher Fighter may use this ability to Bull Rush people into walls.
DIVINE MELDSHAPER (SU)
You have near-limitless reserves of essentia.
Prerequisites: Meldshaper level 25th
Benefit: Your essentia pool is doubled.
In addition, your essentia capacity increases by 1.
EXPERT TURNING [Divine][Divine]
Prerequisites: Charisma 40, Knowledge (Religion) 40 Ranks, ability to Turn or Rebuke Undead, Improved Turning
You achieve greater results from your attempts to control or destroy undead than others.
Benefit: When turning or rebuking undead, you may destroy any undead you successfully turn, and command any undead you successfully rebuke.
Normal: Your cleric level needs to be double that of the hit dice of the undead you are turning to obtain the greater effect.
55. FORCE FIELD (SU)
You can generate a powerful shield to protect you from harm.
Benefit: You can create a personal force field (similar to a wall of force) that stops 100 hit points of damage plus five additional points for every hit die the deity possesses.
While your force field has at least one hit point remaining, you are immune to all effects other than hit point damage, language-dependant effects and effects which rely on sight (i.e., would not affect a Blind creature).
Your force field is immune to force damage (but not attacks which deal other types of damage that happen to have the Force descriptor).
A force field that takes even a single point of damage from a Divine [Effect] (but not any effect that merely deals Divine damage) immediately collapses, and you suffer all the effects of the attack other than the first point of Divine damage.
Your force field has an armour class equal to your touch AC, and does not benefit from any of your immunities, resistances or other damage-mitigating effects.
This force field regenerates its protection at a rate of ten points per round plus one additional point per round for every ten hit dice the deity posseses.
As a Standard action, you may concentrate on your force field, giving it temporary hitpoints equal to its normal maximum hitpoints until the start of your next turn.
You may lower or raise your force field as a free action.
GOD OF ALL ESSENCES (SU)
Your mastery of the eldritch blast is unparalleled.
Prerequisites: Spellcraft 40 ranks, One least, lesser, greater and dark eldritch essence invocation, Lord of All Essences
Benefit: There is no limit to the number of different essences you can apply to your eldritch blast simultaneously, however you may only still apply a single duplicate essence to your eldritch blast.
In addition, the DC of all eldritch essence invocations you use increases by a further +4.
HYBRID WILDSHAPE [Divine][Wild]
Prerequisites: Wisdom 40, Wildshape 10/day, Knowledge (Nature) 40 Ranks, Knowledge (The Planes) 20 Ranks, Dragon Wildshape, Improved Elemental Wildshape, Planar Wildshape
You have learned to partially modify the forms you assume.
Benefit: When you assume another form with your Wildshape ability, you may apply a (valid) template with a challenge rating adjustment of less than or equal to one tenth your number of ranks in Knowledge (Nature) to that wildshape form for the duration of your transformation.
This template may not change the type or subtype of the form you assume to one that you cannot wildshape into.
You gain all extraordinary and supernatural abilities provided by the template.
Improved Dragon Wild Shape [Wild][Divine]
Prerequisites: Wis 40, Knowledge (nature) 40 ranks, wild shape 10/day.
Benefit: You may use wild shape to change into any creature with the dragon type (other than Nehaschimic and Adamic dragons).
The size limitation is the same as your limitation on animal size.
You gain all extraordinary and supernatural abilities of the dragon whose form you take.
IMPROVED REGENERATION (SU)
Your regeneration becomes harder to penetrate.
Prerequisites: Con 50, Regeneration
Benefit: Your Regeneration improves, regenerating an additional number of hitpoints per round equal to half your hit dice.
You may select one damage type that currently deals lethal damage to you, that damage type now deals nonlethal damage as normal.
INCARNUM FREEDOM (SU)
Your control over incarnum is limited only by your reserves of power.
Prerequisites: Meldshaper level 25th, Knowledge (arcana) 40 ranks, Double Chakra, Rebind Soulmeld, Rapid Meldshaping
Benefit: Using Rapid Meldshaping or Rebind Soulmeld now only requires a swift action, rather than a Full-Round action, and does not provoke attacks of opportunity, and may be used any number of times per day.
In any round in which you do not use Rebind Soulmeld or Rapid Meldshaping, as a swift action, you may reallocate essentia away from any ability or soulmeld to any other ability or soulmeld.
Special: If you gain this ability after picking multiple copies of Rebind Soulmeld or Rapid Meldshaping, you may retrain all but one copy of those feats, provided you take advantage of this option at the moment you gain the ability.
INDISSOLUBLE FORCE FIELD (SU)
Your force field recovers fully at the beginning of every round.
Prerequisites: Force Field
Benefit: Your force field recovers to its normal maximum hitpoints at the beginning of every round.
PRISMATIC [EFFECT] (SU)
You can create effects which radiate every colour of the rainbow.
Benefit: The effect creates a shimmering rainbow of colour.
Roll a d8 for each affected creature and consult the following list.
If multiple results are generated, they must be saved against individually.
In addition, any creature affected with less than half the deity's effective HD total (modified for the type of Effect being created) is automatically Blinded for 2d4 rounds.
1: Red: The effect deals 1d6 Fire damage per hit die of the deity.
2: Orange: The effect deals 1d8 Acid damage per hit die of the deity.
3: Yellow: The effect deals 1d12 Electricity damage per hit die of the deity.
4: Green: The effect deals 1 point of Constitution drain per ten hit dice the deity possesses.
5: Blue: The effect deals 1d2 points of Dexterity drain per ten hit dice the deity possesses. Creatures reduced to 0 Dexterity turn to stone.
6: Indigo: The effect deals 1d3 points of Wisdom drain per ten hit dice the deity possesses.
7: Violet: The target is sent to a random location within 100 miles (Blood/Storm/Strike effects), a random location somewhere on the current plane (Blast/Wrath effect), a random location on a random plane (Beam/Breath effects) or a random location on a random plane in a random lower dimension (Hand/Immolation effects).
If rolling multiple times on this table, multiple rolls of this result have no additional effect.
8: Roll again twice.
Special: This effect can be taken multiple times and its effects stack.
Each time it is taken it either applies to a different effect (see pages 116- 117), or it applies to the same effect as follows:
Taken twice = Greater Prismatic [Effect], roll twice on the Prismatic [Effect] table.
Taken three times = Superior Prismatic [Effect], roll three times on the Prismatic [Effect] table.
Taken four times = Perfect Prismatic [Effect], roll four times on the Prismatic [Effect] table.
Taken five times = Prismatic Mastery, use any type of prismatic effect.
Taken six times = Uncanny Prismatic Mastery, shape area effects to only target enemies.
SUPERIOR REGENERATION (SU)
Your regeneration becomes harder to penetrate.
Prerequisites: Con 50, Regeneration
Benefit: Your Regeneration improves, regenerating an additional number of hitpoints per round equal to half your hit dice.
You may select alignment that currently deals lethal damage to you, effects affiliated with that alignment now deal nonlethal damage as normal.
WIDEN FORCE FIELD (SU)
You can expand your force field to protect others
Prerequisites: Force Field
Benefit: Your force field's hitpoints increase by an additional 100 plus a further 5 points for every hit die you possess.
Its regeneration increases by 10 points, plus an additional 1 for every ten hit dice you possess and resists an additional 1 point of Divine damage.
As a Swift action, you may convert your force field into a sphere of any radius within up to Close range (25ft +5ft/2HD) as long as it is large enough to contain you.
Converting it back to a personal shield is also a Swift action.
Nothing (but visual information) may pass through the force field, but the sphere moves with you and passes through objects and creatures harmlessly if forced against them.
A creature that finds itself partially inside the force field as a result of your movement or the expansion of the sphere is unimpeded by the sphere until it is fully inside or outside the field.
When in the form of a sphere, your force field has an armour class of zero and automatically fails any saves it would be required to make (but is still immune to everything that isn't hitpoint damage).
When you take a Standard action to concentrate on your force field while it is in the form of a sphere, it gains temporary hitpoints equal to double its normal maximum hitpoints until the start of your next turn.
Normal: Your Force Field only protects yourself.[/sblock]