The Fiendish Brute was meant to use Str instead of BAB, and was competing only with Assassins for damage. Since then, BAB became important for combat characters, and Barbarians and Fighters and Samurai came into play.
Some problems are not going to be fixed by errata, they are going to be fixed by additions. I'll be incorporating some of those in here too.
The Problem with Assassins is that no feat they ever take will be as useful to them as a Combat feat to a Samurai. The Solution is better feats for the Assassin, not a change to the class.
EDIT: The purpose has changed quite a bit, and is now about making the perfect Tome game, and all that entails. Making classes is easy, and making monsters is hard, so this is just about changing rules. Lots of stuff that wasn't Tome related at all at the time has more and more become a part of this.
My eventual goal is for everything here to be considered a default part of Tome rules, when people talk about Tome games, and while people are, as ever, free to houserule anything, the idea is to parasitically attach my work to F&K, and have it be a true inheritor to the Tome name.
That said, here is what I have so far:
Dungeonomicon:
Dungeonomicon:
1) Under fighting styles, the third entry shall be replaced with:
"While Active, your Fighting Style forces any opponent struck by your slam attack to make a Fortitude Save (DC 10 + ½ your character level + your Wisdom Modifier) or become stunned for one round. This occurs after each attack, before the next one, and only one save is forced per creature."
Likewise all other save causing fighting styles change to one per round.
Insertion:
Metamagic feat rules:
[Metamagic] Feats allow you to increase the potency of the lower level spell or spell like abilities you can cast. Each application of a metamagic feat increases the Metamagic Level (ML) by the amount listed. You may only apply metamagic to a spell such that the spell level plus the metamagic level is less than or equal to 1/2 your Character Level rounded up. All metamagic effects affect the entire spell. Thus, if you cast a widened, empowered fireball, the empowering doesn't just apply the normal area of effect of the fireball, its effect is widened as well. Anything else is silly and obnoxious.
Preparation casters much choose which metamagic feats they wish to apply to spells when they prepare them. Spontaneous casters and SLA users must choose which metamagic feats to apply when they cast them. Spontaneous spellcasters don't take longer to cast spells with metamagic feats. That's just silly.
The save DC for your spells is 10 + 1/2 Character Level + Primary Ability Modifier, just like everyone else in the game.
How these interact with SLA users is complicated, because some SLA users will become bonkers, and some won't. Sort if out yourself, or use different feats for SLA users.
Shaped Spell [Metamagic]
Enlarge: You can alter a spell with a range of close, medium, or long to increase its range by 100%. This increases the ML by +1.
Widen: You can alter a burst, emanation, line, or spread shaped spell to increase its area. Any numeric measurements of the spell’s area increase by 100%. This increases the ML by +1.
Sculpt: I'm not allowed to reproduce the text, but you may apply the feat Sculpt Spell to a spell for a ML of +1.
Strong Spell [Metamagic]
Empower: You may choose to increase the potency of your spells by increasing all numerical variable (random) effects by 50%. This increase the ML by +1.
Maximize: You may choose to set all random numerical variable (random) effects of a spell to their maximum values. This increases the ML by +2.
Quicken Spell [Metamagic]
Quicken: You may choose to cast a spell that normally takes a standard action as a swift action, or you may choose to cast a spell that normally takes a full round action as a standard action. The first use increases the ML by +4. The second by +2.
Spell Timing [Metamagic]
Twin: You get two for the price of one. You may choose to have a spell go off twice immediately with the same everything. This increases the ML by +3.
Repeat: You get one now and one later for the price of one. A repeated spell is automatically cast again at the beginning of your next round of actions. No matter where you are, the secondary spell originates from the same location and affects the same area as the primary spell. If the repeated spell designates a target, the secondary spell retargets the same target if the target is within 30 feet of its original position; otherwise the secondary spell fails to go off. This increases the ML by +2.
Delay: You can choose to have a spell go off anywhere from one to five rounds later. The spell must have a target of personal, touch, or an area effect. This increases the ML by +1
Duration Spell [Metamagic]
Extend: You may double the duration of a spell whose duration is not concentration, instantaneous, or permanent. This increases the ML by +1.
Persist: You may increase the duration of a spell one or two steps along the following chart. Each step increases the ML by +3. If the duration of the spell is not on the chart, you cannot improve it in this manner.
2 minutes -> 30 minutes -> 2 hours -> 12 hours -> 24 hours.
Subtle Spell [Metamagic]
Still: You may remove any somatic components from the list of components of a spell. This increases the ML by +1.
Silent: You may remove any verbal components from the list of components of a spell. This increases the ML by +1.
Eschew Materials: You can cast any spell that has a material component costing 1 gp or less without needing that component.
Spell Duration Changes
Spells with a duration of X become spells with a duration of Y.
1/round per level /////////// 2 minutes
1/minute per level /////////// 30 minutes
10/minutes per level /////////// 2 hours
1/hour per level /////////// 12 hours
Doors and Traps and Searching
The Search skill doesn't work. You can't search every five feet, and you can't declare every search.
So any time your PCs are pretty skeptical about their surroundings, they get a search check to find out whatever it is is there. And they get one check per thing to be found, and don't bother rolling for empty places.
Search checks can be taken 10 if your players want to, and they can take 20, but taking 20 isn't passive, and requires them to actively declare it, and spend the extra time.
Tome of Fiends:
0) Sphere ability DCs are now 10 + 1/2 Character level + Cha Mod. The Feat Heighten SLA no longer exists.
1) Fiendish Brute has full BAB.
2) Conduit of the Lower Plane gain intimidate as a class skill.
3) Conduits gain a new ability at level 1 depending on their plane of origin:
Petitioner Channel (Su): The Petitioner may make a ranged touch attack against a single target within close range, they are subject to the effects of a petitioner's plane as follows, with any saving throws being DC 10+Half HD+Cha mod:
- Pandemonium: A wave of sound does 1d8 damage and forces a Fort Save against Deafening.
- Abyss: A line of electricity arcs to the target, doing 1d6+Cha damage and arcing to another target within 30ft.
- Carceri: An Area is coated in Ice. Treat this a Grease Spell cast with CL equal to CL, but doing one cold damage each round to all occupants.
- Hades: A surge of negative energy does Cha mod damage, and forces a Will save. If failed, they take one Wisdom damage. This is Mind Affecting.
- Gehenna: A ball of acid strikes doing 2d4 Acid damage, to repeat on the following round unless they spend a full round action removing it.
- Baator: (No ranged touch attack required) A Gout of flame appears in a square, doing an automatic 1d6 Fire damage to the occupant, and doing the same damage to any adjacent creatures if the fail a reflex save.
- Archeron: A stream of sharp metal shoots out, doing 2d6+Cha mod slashing damage.
Expert Access: The Conduit gains Expert Access in a single Sphere he already has access to. If he had Advanced Access to this sphere, he gains another sphere at Basic Access.
5) The Conduit becomes a 15 level class and the level 8 Bonus feat gets kicked back to level 13. Replaced at level 8 by Planar Locomotion:
New structure:
8: Planar Locomotion
9: Sphere
10: Magical Training
11: Planar Bubble
12: Sphere
13: Bonus Feat
14: Sphere
15: Planar Apothesis
Planar Locomotion (Su): A Conduit gains a movement ability defined by his plane:
- Pandemonium: A Conduit of Pandemonium may use Gaseous Form at will as an SLA with CL equal to his character level, with a range of personal. However, he is an area of strong wind, not a cloud for appearance sake, and his DR is 10/- not 10/magic.
- Abyss: A resident of the Abyss gains a Perfect Fly speed of 30ft per round. If he already has a fly speed, it becomes Perfect Maneuverability and increases in speed by 30ft.
- Carceri: A Conduit of Carceri may affix themselves relative to another creature as an immediate action. This may be any creature within Close Range. The Conduit will then stay in a fixed position relative to that creature until he uses a swift action to dismiss the effect. While affixed, if the creature moves, he may follow the creatures movement pattern exactly. He is treated as having a Perfect fly speed for the purposes of staying aloft. Additionally, if any magic should cause that creature to move to another location on the current plane, or to send it to another plane, the Conduit may choose to follow to that position or plane. He may only be affixed to a single creature at a time, but otherwise, the duration is permanent.
- Hades: A Conduit of Hades may become incorporeal for up to 20 rounds per day. It is a free action to begin or end this effect. If it is activated at all, a minimum of one round is expended, regardless of how long it stays active.
- Gehenna: A Conduit of Gehenna is treated as being under the effect of a Spider Climb spell at all times, except that this is an Extraordinary ability instead of a Supernatural or Spell.
- Baator: A Conduit of Baator is so in touch with the natural teleporters of his Planar home that he gains Greater Teleport as a bonus feat. If he already has this feat, he may use the ability as a swift action 3 times per day.
- Archeron: A Conduit of Archeon always operates under subjective directional gravity, no matter what plane he is on.
This area is in all respects treated as a Planar Bubble, which has all the traits of the Conduit's Plane, and many of the common features, such as fiery explosions of baator or cliffs of gehenna.
This Area may be of a radius of half a mile per day spent creating it. Creating it requires 8 hours of channeling each day, and is so exhausting that it cannot be done if you have engaged in combat during the last 8 hours.
The Maximum Size of the Planar Bubble is a radius of 5 miles per Character Level.
During it's creation, the Bubble expands, deforming and destroying all terrain and replacing it with a replica of the Conduit's Plane and subjecting creatures to the new effects.
If the process is halted by any means, including interruption or combat, it ceases expansion and maintains itself. The next day spent creating the bubble does not increase the radius, but the day after does.
Planar Apotheosis (Ex): The Conduit takes on an aspect of his Plane:
- Pandemonium: The Conduit cannot be heard by anyone he does not want to hear him. He can also use a swift action to intimidate everyone who hears a very loud noise, the whipping of the winds around him.
- The Abyss: .......
- Carceri: The Conduit may prevent Planar Travel by the means of spells, including those that use the Astral such as Teleport, within his line of sight. This ability is either on, and no one can use any such spell, or off, and anyone can use such spells. Switching state requires a free action.
- Hades: ......
- Gehenna: A Conduit of Gehenna may....
- Baator: A Conduit may invoke the right of contract on any agreement he and another make, verbal or written. If he does so, he is compelled to honor the agreement, and he will be notified via magic if the opposing party does not abide by the agreement, at which time, he may use Gate as an SLA at Cl equal to Character level to call a Devil from Baator who will agree to a long term service without payment, so long as that service takes no longer than one day per Character Level and involves the punishment of the deal breaking party. If the Conduit shall break the agreement, then a Balor will attack him and fight to the death in 1d4 days.
- Acheron: A Conduit of the Plane of Battle is hardened beyond imagination. He gains immunity negative mind affecting effects and he creates a battle aura. The aura gives himself and all allies a +5 Moral Bonus to saving throws and attack rolls.
6) True Fiend gains the following abilities:
6: Fiendish movement
10: Fiendish Senses
12: (Replacement) Sphere is replaced with "Expert Sphere Access" as the Conduit ability.
Fiendish Movement (Su): A Fiend gains a movement ability reflective of it's nature:
- Baator: Greater Teleport as a bonus Feat.
- Gehenna: The effects of the Spider Climb spell as an Extraordinary Ability.
- Abyss: A fly speed of 30ft Perfect, or a 30ft increase to fly speed and Perfect Manueverability.
- Carceri: Subjective Directional Gravity.
- Baator: True Seeing as the spell always active. CL equal to character level.
- Gehenna: Tremorsense 60ft, or an increase to current Tremorsense.
- Abyss: Blindsight 30ft.
- Carceri: Detect any Planar gateways within 1 mile, and detect all Planar Travel in that area, including Teleportation through the Astral. You know the number of creatures moving, but no other information.
Races of War
Before I attempt to tackle RoW errata and Dungeonomicon:
Combat School
You fight under a specific style. Choose a signature weapon set up. Whenever Wielding that weapon or weapons, you gain the benefits of this feat.
6: When you strike your opponent with your signature moves in melee, they must make a Fortitude save DC 10+1/2 level+Half Str mod or be Dazed for one round. This save occurs at the end of the round, and must only be made once per target.
Two Weapon Fighting
You do half Str damage with your off hand, this is just clarification, not change.
Book of Gears
Magic Items
[Complete and total rewrite. Despite having many ideas stolen from Book of Gears, for the purpose of this section, assume that no rules from Book of Gears carry over at all, and this is the last final, and only word on magic items. Unless of course I specifically reference a section.]
Item Levels
Items come in three levels, Minor, Medium, and Major. There is no such things as a Basic item that only provides a bonus or casts a spell. All items have one of those three levels.
Minor items have a base gold piece value for crafting of 4000gp. In game purchases can vary wildly based on perceived value, and should largely be based on DM judgments, ranging +-50% from the base cost.
Medium items have a base gold piece cost of 16,000gp. This makes them a part of the Post wish economy, though it is not unlikely that pre wish creatures will sell or barter such an item if it is not of the type they prefer, or if they don't have access to wish itself, and so use a not particularly special medium item to obtain a large quantity of pre wish goods.
Major items have a gold piece value for crafting of 30,000gp, and are, for all intents and purposes, not sold for gold or pre wish goods at any point.
Item Progression
As a rough estimate that DMs should feel free to vary from at any time, PCs should get their first Minor item at level 2, and one more at each level until level 11, when they should be able to obtain any they wish.
A PC can usually expect to get their first medium item at about level 8, followed by another every other level until level 14, at which point they should gain one each level.
The first Major item for a PC should probably be obtained about level 14, and an additional Major item each level thereafter.
Item Slots
Creatures do not have slots as in the SRD, instead each creature may attune up to eight magic items at any given time.
No more than eight magic items may be attuned at any given time, and no benefits of a magical item are received if an item is not attuned. Potions are the only exception to this rule, for more information, see the potion section.
Items can take any form, and be worn or wielded in different ways, so Amuletor, the Amulet Maker may wear eight Amulets that all provide effects, or an adventurer might wear eight random assortment of clothing items. In any case, it is the number, and not the form that matters.
However, most effects have an iconic form that is easier to craft than others, and proves to be more prevalent for that reason.
Magic Item Types
There are seven types of magic items:
Weapons: Provide a +1/3rd level enhancement bonus to AB and damage with attacks from that weapon, as well as a weapon special ability. These items are attuned merely by wielding them as they are meant to be used, and if they leave your possession, such as by disarm, or being thrown or fired, are no longer attuned as soon as the attack in which they left your hand is resolved. See the Book of Gears for weapon special abilities by item level.
New Minor special ability: Linked: A Weapon can be made up of any number of linked pieces. The scaling bonus and any other effects of the weapon affect all pieces worn by the attuned creature. A Linked Weapon with an additional Minor Ability is a Moderate weapon. A Linked Weapon with an additional Moderate Ability is a Major item.
Special: Linked weapons can come in the form of amulets that infuse all of a targets natural attacks.
Special note: Arrows and Bolts: Arrows provide a 1/3rd level enhancement bonus, but as an enhancement bonus, it does not stack with a bow. Magical arrows are not consumed on use, but instead remain magical and never break, unlike normal arrows. They also provide a special ability when attuned.
A traditional post Wish archer will have a quiver full of different minor magical arrows, and a post wish magical bow, using different arrow effects to match the encounter. Each attack with a Petrification bow firing a Time distortion arrow forces a fort save against turning to stone, and a will save against being slowed for 5 rounds.
This does require two item slots to be committed at all time to weapon effects.
Wondrous Items: Wondrous Items take 15 minutes to attune, and must be worn or possessed on the person for the 15 minutes of attunment. If the item leaves your possession, you lose the benefits of the item, but remain attuned to it for 15 minutes, and it still counts against your eight items for that time.
Wondrous items have a special quality, and provide a +1/3rd level enhancement bonus to one of the following statistics (unless it names another bonus type):
AC (Armor)
AC (Natural Armor)
AC (Deflection)
Any one Ability Score
All saving throws (Resistance bonus)
Caster Level of abilities with CL, or Character level for abilities that provide an effect based on Character level or Levels in a Class (IE, Firemages do more damage, Rogues do not get more SA.) (I strongly suggest perhaps not using this at all, I think it might be too powerful, adds nothing to the game really except CL shenangigans, and doesn't play well with classes made assuming they won't have access to these bonuses, like Firemage. instead try the item below)
All saving throws you cause another creature to make with an Ex, Su, Sp ability or spell.
SR (You must already have SR)
DR (You must already have DR)
EDIT: Instead of CL, perhaps a +2/3rds level bonus to CL only for the purposes of penetrating SR, resisting dispels, and CL on dispel checks?
Instead of the 1/3rd level bonus, it may instead provide:
a +1 per level competence bonus to a skill or ER equal to character level against one energy type (Treat as enhancement bonus if you already have ER of that type.)
For Wondrous item special qualities, refer to the Book of Gears lists, or to the WBL post by Frank Trollman with sorted abilities. DMs are strongly encouraged to come up with their own qualities for items in game as well as pulling from the lists.
Armor: An Armor follows all the same rules as Wondrous items, except that it takes either 15 minutes or the time to fully equip the armor, whichever is longer, to attune the armor. The +1/3rd level enhancement bonus and special quality are in addition to the Tome Armors scaling effects.
Wands: Wands are spellcasting items. They are always minor items, can only cast up to 4th level spells, and have 50 uses of the spell before they become non magic items. You must have the spell on your list, or make a DC 20 UMD check to activate a wand. Doing so is a standard action (if you fail the UMD check, you have still spent the action). Wand Caster level, and DCs are always based on the lowest possible level to cast the spell.
You must spend 15 minutes attuning a wand in order to use it to cast a spell. The Wand stays attuned until all non Permanent spells it has cast have had their durations ended, and you will it to unattune. There is no wait period after these events have occurred for it to become unattuned.
Potions and Oils: Potions and Oils are liquids infused with magic properties. A creature may have up to their Character level in potions or oils effecting them at any given time, further potions have no effect.
Potions mimic the spell effects of any spell of up to 3rd level on a single target. It takes a standard action to activate a potion, by drinking it or applying it to your person. (Or applying it to a willing target. Yes you can apply an oil of Combustion to a helpless enemy.) These do not need to be attuned to benefit or harm a target.
Scrolls: Scrolls mimic any spell effect. They are effectively one time use items that cast a specific spell for you. All scrolls are minor items. Scrolls have the minimum Caster level and DC that a creature could have and still cast the spell in question.
Activating a scroll is a standard action, or as long as the casting time of the spell, whichever is longer. You must either have the spell on your class list, or be able to make a UMD check to activate the scroll.
If you have the spell on your list and a Caster level equal to or greater than the scrolls caster level, you activate the scroll and it has the desired effect.
If you have a lower Caster level than the scroll, you make a Caster level check (1d20+Caster level) against the scrolls Caster level. If you succeed, the scroll activates and has the desired effect. If you fail, you lose the action, and the spell does not take effect. If you fail by 5 or more, the scroll is used up in the misfire, and becomes non magical. If you fail by 10 or more, the Scroll activates in a way harmful to you. IE, Fireballs you, Gates a creature that attacks you, ect.
If you are making a UMD check to activate a scroll, you must make a check against DC 20+Caster level of the scroll+2 per point that your mental stat is below the minimum required to cast that spell. (Each scroll has a primary ability modifier based on what the person who created the scroll used to cast the spell. This is compared against your value of that same stat.) If you fail, you lose the action. If you fail by 5 or more, the scroll is consumed and becomes non magical. If you fail by 10 or more, it activates in a way harmful to you.
Scrolls count as one of your attuned items for as long as the spell cast by the scroll is active, and then for 1d4 minutes afterward. You do not need to attune them in advance, but you must have an unattuned slot to place their effect in to activate them.
Staffs: Staffs are magical spellcasting items that don't run out, unlike wands and scrolls. A minor staff has 15 daily charges and can only hold up to 3rd level spells. A medium staff has 30 daily charges and can only hold up to 7th level spells. A Major staff has 60 daily charges and can hold any spell level up to 9th.
Staffs may have multiple spells attuned in them, but each additional spell reduces daily charges by 2.
A Staff requires a standard action to activate the spell effect, and consumes a number of charges equal to the spell level of the spell used. You must also have a character level greater than double the spell level, minus one, in order to activate that particular spell.
The staff casts at the Caster level and DC minimum needed to cast the spell, however, if you are capable of making a UMD check for a higher Caster Level as per the scroll activation, or if you have a Caster level and DC yourself in a class with that spell on your list, you may use that instead.
Some spells are not suitable to staffs, such as spells with a permanent duration, or spells requiring long cast times. Spells with one full round or one standard action casting times and non permanent durations are always able to fit in staffs, whereas other spells must first be confirmed with the DM.
Staffs count as one of your eight items, and they are attuned to you instantly just from wielding, like Weapons and stop being attuned as soon as all spells cast from the staff end. But while attuned you can use them as much as you want to cast the spells from them, until they run out of charges.
Magical Items That Cast Spells But Are Not Potions, Wands, Scrolls or Staffs:
Magical items that cast spells but are not potions, wands, scrolls or staffs and actually just potions, wands, scrolls or staffs. No other types of magic spellcasting items exist. The staff, potion, scroll and wand are merely the iconic form of the item, but for example, a Ring of invisibility is merely a staff in the form of a ring, that has the invisibility spell in it. In this case, you must still wield the ring (though this is easier than wielding a staff in most cases) and use a standard action to cast the spell.
Crafting Magic Items
To come, mostly after I've reread the stuff F&K already wrote and decided what I want to steal.
Tome of Tiamat
Knowledge rules: Yes, we know they suck. Here are some more explicit ones:
Knowledge identifies monsters. It also identifies unique character abilities that are not spells or SLAs (these are governed by spellcraft).
When identifying a monster, you must either see the monster, be interacting with one of it's special attacks or qualities, or you must have a good description of the monster, or some of it's special attacks or qualities. If you are trying to identify the monster from a special attack or quality, you must exceed the Base DC by 10 to be able to differentiate this special attack or quality from that of other similar monsters. If you are operating from a description, you must first identify creature with a DC equal to the base DC increased by 2-10 points, depending on the quality of the description. (Telepathic contact with someone observing the creature is a +2, A limited description of the monster by a terrified commoner is +10). Then subsequently you make a knowledge check to determine what you recall about the base monster.
The Base DC is 10 + the CR of the base monster. If you make the base DC, you gain knowledge of base monsters type, sub types, size, and name. For each point you exceed the Base DC you gain knowledge of additional features in this order:
1) Alignment
2) All Movement modes
3) Special attacks, Left to Right other than SLAs
4) Special qualities, Left to Right
5) The combat section description of standard tactics.
6) Full attack routine
7) AC Line
8) Saving throws, all three.
9) SLAs, starting from at wills with highest spell level, moving towards lower levels, then repeating for fewer uses. Each point gives all SLAs at that spell level.
If you exceed the DC by 20, you may look at the Monsters entry for the base monster.
If the monster has any templates, treat them separately from the base monster. First, add the CR increase from all the templates, then have the PC roll against a Base DC of 15+2XCR increase. Use the knowledge category of the the creatures final type if they templates would be different knowledge categories. If the Base DC is exceeded, then start giving PCs knowledge off the list for each point it is exceeded. If the Base DC is exceeded by 20, then provide all the template information.
No knowledge check grants knowledge of changed feat combinations, or other effects.
When dealing with class abilities or PrCs, knowledge checks trigger when you see an ability used, interact with an ability, or have a description of an ability being used. The DC to know of an ability is 15+the minimum CR that a character could have that ability by. When you roll. If you identify and ability correctly, as belonging to members of a class or PrC, you are aware of any other abilities members of that PrC may have that are under your check result.
For example, Haggar the Glabrezu Phrenic Half Dragon with a level in Fiend of Possession.
There are many ways you might find out about him, for example, being possessed, or noticing someone else's possession, or hearing about him.
But if hypothetically you saw him, you could roll two knowledge checks.
The Base DC of each would be 23 for the Glabrezu, and DC 25 for Phrenic Half Dragon.
A result of of 37 for each check would result in knowing fourteen things about the Glabrezu:
0) Glabrezu: Huge Outsider (Chaotic, Extraplanar, Evil)
1) Always Chaotic Evil
2) 40ft land only
3) Improved Grab
4) Summon Demon
5) Damage Reduction 10/good
6) 60ft Darkvision
7) Immunity to Elec and Poison
8) Resistances to Acid/Cold/Fire 10
9) SR 21
10) Telepathy 100ft
11) True Seeing
12) "Glabrezu prefer subterfuge to combat. However, if their attempts to entice or deceive fail, these enormous demons attack with a vengeance. They follow a confusion attack with melee attacks, hoping to finish off wounded foes with chaos hammer or unholy blight. A glabrezu’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction."
13) two Pincers, two claws, bite (numbers too)
14) -2 size, +19 natural
15) Fort +18, Ref +8, Will +11
16) Reverse Gravity, Greater Teleport (at will)
17) Confusion, Unholy Blight, Chaos Hammer (at will)
Then for the result on his templates 15 things:
0) Dragon (Psionic)
1) 80ft fly speed, Average maneuverability
2) Breath weapon
3) Immunity to Sleep and Paralysis
4) Naturally Psionic
5) Power Resistance 10+HD.
6) +4 Natural Armor
7) Intellect Fortress 3/day
8) Empty Mind, Mind Thrust 3/day
9) Defensive Precognition 3/day
10) Psionic Dominate 1/day
11) Psychic Crush 1/day
12) Aversion, Psionic Blast 1/day
13) Body Adjustment, Brain Lock 1/day
14) Force Screen 1/day
15) That's it. Sorry.
Additionally, if he where to go ethereal in front of you, you would be able to make a knowledge check against a DC of 19 to figure out the etherealness came from a Fiend of Possession, and if you rolled at 25 or higher, you would know the entire Fiend of Possession class, and be aware of the possibility of the creature having those abilities.