Hmmm.
Mostin the Metagnostic
Male human diviner 12 / alienist 10; CR 22; Medium outsider (augmented humanoid, native); HD 12d4+12 plus 10d4+10 plus 6 (insane certainty); hp 85; Init +3; Spd 30ft.; AC 21, touch 17, flatfooted 19; Base Atk +11; Grp +11; Atk +12 melee (1d6/18-20, MW rapier) or by spell; Full Atk: +12/+7 melee (1d6/18-20, MW rapier); SA spells; SQ alien blessing, damage reduction 10/magic, insane certainty, extra summoning, pseudonatural familiar, resistance to electricity 20, summon alien, timeless body; SV Fort +9 Ref +11 Will +19; AL N; Str 11 Dex 16 Con 13 Int 34 Wis 16 Cha 12.
Skills and Feats: Concentration +26, Craft (alchemy) +37, Craft (engraving) +22, Craft (illumination) +22, Knowledge (arcana) +37, Knowledge (architecture and engineering) +27, Knowledge (geography) +37, Knowledge (history) +37, Knowledge (the planes) +37, Knowledge (nobility) +27, Listen +30, Ride +10, Sense Motive +13, Spellcraft +69, Spot +21; Alertness, Brew Potion, Chain Spell, Craft Wondrous Item, Empower Spell, Energy Substitution (sonic), Epic Spellcasting, Extend Spell, Martial Weapon Proficiency (Rapier), Maximize Spell, Quicken Spell, Scribe Scroll, Spell Focus (Conjuration), Still Spell.
Spells: Mostin casts spells as a 22nd-level wizard (4/7/7/7/7/6/6/6/6/5; save DC 22+ spell level; Conjuration save 24+ Spell level). He casts one extra spell per day from the divination school of each level 1st through 6th. Necromancy is his prohibited school. Mostin may also cast two epic spells per day.
Spells Known:
1st – alarm, charm person, chromatic orb, comprehend languages, detect undead, enlarge person, expeditious retreat, know protections, identify, jump, lesser acid orb, magic missile, message, mount, sleep, spider climb, summon monster I, true strike, ventriloquism;
2nd – alter self, arcane lock, bear’s endurance, bull's strength, cat's grace, continual flame, darkness, darkvision, detect thoughts, dimensional pocket, eagle's splendour, fox’s cunning, knock, locate object, Mostin's arhythmic apoplexy, Mostin's aura of inscrutability, Mostin's myopic emanation, obscure object, see invisibility, summon monster II, summon swarm, Tasha’s hideous laughter, web, whispering wind;
3rd – arcane sight, avoid planar effects, clairaudience/clairvoyance dispel magic, fireball, fly, greater magic weapon, haste, keen edge, lightning bolt, magic circle against chaos/evil/good/law, nondetection, phantom steed, stinking cloud, summon monster III, tongues;
4th – arcane eye, attune form, charm monster, detect scrying, dimensional anchor, ethereal mount, Evard's black tentacles, fire orb, greater invisibility, Leomund’s secure shelter, locate creature, minor creation, Mostin's interminable sermon, Mostin's torque tendril, Otiluke’s resilient sphere, phantasmal killer, polymorph, scrying, shadow conjuration, stoneskin, summon monster IV, vitriolic sphere, zone of respite, zone of revelation;
5th – baleful polymorph, cloudkill, contact other plane, dismissal, dream, fabricate, hold monster, lesser planar binding, major creation, Mestil’s acid sheath, Mostin's metempsychotic reversal, Mostin's paroxysm of fire, nightmare, permanency, prying eyes, rary's telepathic bond, sending, summon monster V, teleport, symbol of sleep, Tenser’s destructive resonance, wall of force;
6th – acid storm, analyze dweomer, antimagic field, chain lightning, contingency, disintegrate, fiendform, gate seal, geas/quest, greater dispel magic, guards and wards, hardening, legend lore, make manifest, Mostin's id eruption, planar binding, repulsion, summon monster VI, symbol of persuasion, Tenser's transformation, true seeing;
7th – banishment, delayed blast fireball, energy immunity, ethereal jaunt, forcecage, greater arcane sight, greater scrying, greater teleport, insanity, limited wish, Mordenkainen's magnificent mansion, plane shift, reality maelstrom, sequester, spell turning, summon monster VII, symbol of stunning, vipergout, vision;
8th – binding, discern location, chains of antimagic, etherealness, greater planar binding, greater shout, mass manifest, maze, mind blank, moment of prescience, Mostin's metagnostic inquiry, polymorph any object, summon monster VIII, symbol of insanity, sympathy, trap the soul;
9th – gate, imprisonment, meteor swarm, Mordenkainen’s disjunction, prismatic sphere, summon monster IX, time stop, wish.
Extra Summoning: Once per day, Mostin can cast an extra summon monster IX spell.
Insane Certainty: Mostin suffers from a –6 penalty to saving throws, attack rolls, and Charisma-based skill and ability checks which involve birds or creatures with avian features. Such creatures gain a +6 morale modifier to AC and saving throws against the phobic Mostin.
Permanent Spell Effects: Mostin is permanently under the effects of arcane sight, darkvision and see invisibility.
Summon Alien (Sp): When Mostin casts any summon monster spell he can choose to apply the pseudonatural template from Tome and Blood.
Possessions: mirror of mental prowess, Mostin’s comfortable retreat, portable hole, robe of eyes, headband of intellect +6, belt of many pockets, bracers of armor +4, ring of protection +4, ioun stones (incandescent blue sphere, pale green prism, iridescent spindle).
Epic Spells
Graz’zt (Fillein’s version)
Conjuration (Summoning)
Spellcraft DC: 81
Components: V, S, M, Ritual, XP
Casting Time: 1 day 11 minutes (and see text)
Range: 75 ft.
Effect: One summoned demon prince
Duration: Permanent (D)
Saving Throw: Will negates
Spell Resistance: Yes
To Develop: 729,000 gp; 16 days; 29160 XP. Seeds: Compel (DC19), Summon (DC 14); Ward (DC14). Factors: increase spell save DC by +10 (+20 DC), gain +10 bonus on caster level to defeat SR (+20 DC), ward effective against mind blank (+14 DC), summon specific individual (+60 DC), permanent duration (x5 DC). Mitigating factors: increase casting time by 10 minutes (-20 DC), increase casting time by 1 day (-2 DC), 6 additional participants contributing 9th level slots (-102 DC), primary caster burns 10,000 XP (-100 DC), secondary casters each burn 8000 XP (-480 DC), inlaid thaumaturgic diagram of diamond dust (ad hoc –20 DC).
In this one-day long ritual requiring six additional participants, the spellcaster conjures and confines the demon prince Graz’zt into a readied thaumaturgic diagram which costs not less than 100,000 gp and requires at least one week to prepare.
The Prince is entitled to a Will saving throw (DC 30+ relevant ability modifier) in order to resist the effect, and the caster must also penetrate his Spell Resistance – note that the caster receives a +10 bonus to his caster level in order to do so. Graz’zt’s continual mind blank ability is not effective against this spell.
Once Graz’zt is confined he may not leave the diagram without aid, nor may he use any of his spells, or supernatural or spell-like abilities. He will remain quiescent, but may still communicate normally with those outside of the diagram. Attempting to force service from Graz’zt requires further compulsion. Note that this, or any other attack upon him, constitutes a negation of the original compulsion, and he will be free to attack or flee if it fails. If the circle is broken, the spell is similarly ended. Spells which encapsulate the thaumaturgic diagram, such as wall of force, wall of iron or prismatic sphere in order to isolate the target are permissible. And highly advisable.
Mostin’s Emergency Pseudonatural Externment
Abjuration
Spellcraft DC: 54
Components: V, S
Casting Time: 1 action
Range: 75 ft.
Target: One or more pseudonatural creatures, no two of which can be more than 30 ft. apart
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
To Develop: 486,000 gp; 10 days; 19440 XP. Seed: Banish (DC 27). Factors: 1-action casting time (+20 DC); gain +35 on caster level check to overcome SR (+70 DC). Mitigating factors: 30d6 backlash (-30 DC); burn 2000 XP (-20 DC), limited circumstance (ad hoc -8 DC), Alienist area of specialty (ad hoc –5 DC).
Targeted pseudonatural creatures within 75ft totalling no more than 14 HD must make a Will Save with a DC of 20+ relevant modifier. Failure indicates that the target(s) are forced back to their home plane. For purposes of overcoming creatures’ Spell Resistance, this epic spell confers a +35 bonus to the caster level check.
Burn the Body, Quicken the Mind
Transmutation
Spellcraft DC: 61
Components: V, S
Casting Time: 1 quickened action
Range: Personal
Target: You
Duration: 20 hours
To Develop: 549,000 gp; 11 days; 21960 XP. Seed: fortify (DC17). Factors: grant additional +19 to ability score (+38 DC), quickened action (+28 DC), change from touch to personal (-2 DC). Mitigating factors: 20d6 backlash (-20 DC).
The caster purposely draws energy from his physical body and uses it to temporarily augment his mental faculties. With a word and a gesture, completed in a quickened action, he gains a +20 enhancement bonus to Intelligence at the expense of great physical trauma. Subsequent spells or relevant skill checks in the same round benefit from the increased Intelligence score, and the augmented condition persists for 20 hours thereafter.
Mostin’s Flexible Pseudonatural Summons
Conjuration (Summoning)
Spellcraft DC: 63
Components: V, S
Casting Time: 1 round
Range: 75 ft.
Effect: One summoned pseudonatural creature
Duration: 20 rounds (D)
Saving Throw: None
Spell Resistance: No
To Develop: 567,000 gp; 12 days; 22680 XP. Seed:Summon (DC14). Factors: 1 round casting time (+18 DC), summon up to CR 21 creature (+40 DC) allow variety of summoned creatures (ad hoc +6 DC). Mitigating factors: 10d6 backlash (-10 DC), Alienist area of specialty (ad hoc –5 DC).
This spell summons a single creature which possesses the epic pseudonatural template with a total CR not higher than 21. It attacks the caster’s opponents to the best of its abilities. The caster can direct the pseudonatural not to attack, to attack particular enemies, or to perform other actions – this information must be communicated telepathically, as language has no meaning for creatures from the Far Realm.
Various pseudonaturals can be summoned by this spell. One example follows.
Pseudorender; CR 21; Large outsider (extraplanar, pseudonatural); HD 10d10+120; hp 220; Init +5; Spd 60ft.; AC 49, touch 14, flatfooted 44; Base Atk +10; Grp +46; Atk +41 melee (2d8+17, tentacle rake); Full Atk: +41 melee (2d8+17, 6 tentacle rakes); SA constant insight, improved grab, rend, rotting constriction, spell-like abilities; SQ alternate form, darkvision 60 ft., DR 10/epic, low-light vision, resistance to acid 25, electricity 25, scent, SR 50; SV Fort +19 Ref +12 Will +9; AL N; Str 45 Dex 20 Con 34 Int 3 Wis 22 Cha 8.
Skills and Feats: Hide +7, Spot +15, Survival +8; Cleave, Power Attack, Improved Bull Rush, Improved Combat Reflexes, Track.
Alternate Form (Su): At will, a pseudorender can take the form of a grotesque, tentacled mass, but all of its abilities remain unchanged despite the alien appearance. Changing shape is a standard action. Other creatures receive a –1 morale penalty on their attack rolls against the pseudorender in its alternate form.
Constant Insight (Su): A pseudorender makes all of its attacks with a +15 insight bonus. The creature is not affected by the miss chance that applies to attacks against a concealed target.
Improved Grab (Ex): To use this ability, a pseudorender must hit with its tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Rend (Ex): A pseudorender that wins a grapple check after a successful tentacle attack establishes a hold, latching onto the opponent’s body and tearing the flesh. This attack automatically deals 2d8+17 points of damage.
Rotting Constriction (Ex): Once the pseudorender has hold of an opponent, each successful grapple check it makes during subsequent rounds permanently drains 2d4 points of Constitution. At the same time, the creature regains 10 lost hit points.
Skills: Pseudorenders have a +4 racial bonus on Spot checks due to their numerous keen eyes.
Spell-Like Abilities: At will – blur, dimension door, shield, unhallow. Caster level 20th.