I've been pondering some highly potent abuses of metamorphic transfer. I've not seen a comprehensive thread devoted to this cause, but I think it is a noble goal. I'm aware that there are threads devoted to good supernatural abilities (usually in the context of shapechange), but these threads aren't geared towards the more limiting nature of metamorphic transfer.
So without further ado:
SRD]Metamorphic Transfer [Psionic]
You can gain a supernatural ability of a metamorphed form. Prerequisite: Wis 13, manifester level 5th. Benefit:
Each time you change your form, such as through the metamorphosis power, you gain one of the new form’ wrote:
Metamorphic Transfer [Psionic]
You can gain a supernatural ability of a metamorphed form. Prerequisite: Wis 13, manifester level 5th. Benefit:
Each time you change your form, such as through the metamorphosis power, [color=Lime]you gain one of the new form’s supernatural abilities, if it has any.
You gain only three uses of the metamorphic ability per day, even if the creature into which you metamorph has a higher limit on uses (you are still subject to other restrictions on the use of the ability.) The save DC to resist a supernatural ability gained through Metamorphic Transfer (if it is an attack) is 10 + your Cha modifier + ½ your Hit Dice. No matter how many times you manifest the metamorphosis power on a given day, you can gain only a total of three supernatural ability transfers per day.
Normal:
You cannot use the supernatural abilities of creatures whose form you assume.
Special:
You can gain this feat multiple times. Each time, you can gain one additional supernatural ability.
The important restrictions are highlighted in red, and the important benefits are highlighted in green. It should be fairly straight forward. Of course it's not, though. There's a raging debate over whether or not continuous supernatural abilities count as multiple transfers or not.
Here is my interpretation: Case 1: Abilities of this case are specified in the rules in terms of quantized usages. Example: breath weapon. Clearly these abilities may only be used a total of 4 times per day.
Case 2: Abilities of this case are specified as continual with a finite or infinite duration per activation. Example: true seeing. These abilities count as one transfer per activation.
Case 3: Abilities of this case are outside the box of the other two cases. They are quantized effects, yet the creature is able to benefit from them every round without requiring any actions. I am of the opinion that unless an action is required to use the ability that it does not constitute a use of the transfer beyond acquiring the ability. Example: choker's quickness. This is the controversial case and as such I will avoid most of these abilities like the plague.
I welcome discussion on the three cases I show and I definately will appreciate any tricks that you may provide. When I find more I'll add them.
(I'll add more as they are inspired or suggested. Here's the running total).
Nightmare (Outsider) [6HD]: Acquiring this form is most easily done by using Neraph as your race. This form grants etherealness as the spell at will and Astral Projection as the spell at will, both as supernatural abilities. 20th CL. Available as soon as 7th level. The implications of being able to use astral projection with 20 CL at 7th level should be obvious.
Sarrukh (Monsterous Humaoid) [13 HD]: The key to ultimate power. See the pun-pun thread. (a link is provided in my signature).
Barghest (Outsider) [6 HD or 9 HD]: A neraph psion can use this form to gain access to feed. If at 8th level, one can use feed once to then acquire the Greater Barghest form. You gain 1 outsider hit-dice for doing so and I believe the effects are permanent.
Formian Queen (outsider) [20 HD]: Requires that you have already obtained telepathy innately by some means (mindbender dip is the way to go here), and have taken the mind-sight feat. Now assume the telepathy of a formian queen and act like a god with your now 50 mile radius radar scan.
Spellweaver (Monsterous Humanoid) [10 HD]: Same as Formian Queen, except fewer HD reqs, and a 1000 mile telepathy.
Yakfolk (monsterous humanoid?) [5HD]: Summon Genie as a su ability. Genies are handy.
Hoary Steed (Magical Beast) [12 HD]: Similar to the nightmare, but offers a broader selection of abilities including etherealness, astral projection, air walk, Magic Circle against Good, and Obscuring mist.
Spellgaunt (Magical beast) [18 HD]: Forceweb, Disjunctive bite: Magic items bitten suffer a Disjunction (DC 23) Artifacts as well, (33% chance), but Dc 25 fort or spellgaunt implodes. Bite also disables spellcasting for 1d2 rounds on dc 23 save.
Symbionts (Aberration) [Varied, usually 2 HD]: You can gain share spells with this precious creature. For a psion this is fantastic. Morph into a symbiont attach yourself to your party fighter and you can buff him (and yourself). Blast away, while he fights. It's better than fusion.
Living Spell (Ooze) [Varied HD = CL of spell]: Questionable, since you cannot morph into a creature with a template... but this is a spell with a template that happens to be a creature. Weird. Anyways, you can now deliver many of your favorite arcane/divine spells without having to have any levels in a casting class. Living heal sounds good for your allies.
Greater Doppelganger (Monsterous Humanoid) [9 HD]: Supernatural ability to suck out the abilities of any medium sized or smaller humanoid. Essentially this enables illithid savant-like abuse. Possiblities are endless.
Intellect Devourer (Aberration) (6 HD): Take over a powerful corpse for up to 7 days. Replicates a polymorph ability. Works as a good pre-cursor to mind-switch.
Feed (su) multiple creatures, most of them have a hit dice point, one of the odd things would be say, a level 8 Neraph Egoist changing into a Barghest then feeding Raising the Hd to 9hd which triggeres a change causing the Neraph to become a greater barghest
One of the more interesting tricks with mindsight is that the power Living arrow Mindsight lets you know the target, the power lets you ignore concealment as well as guides the projectile to the target. Makes a wonderful sniper trick, living arrow and extend range are 1 round per level so its fairly simple to to have these powers in effect toss out a truestrike to nullify the range penalties, take an arrow slap a psionic seal (LoM,69) of Fireball [15th CL] as well as an augmented psionic Psionic Glyph of warding. For a nifty exploding snipe
Tleilaxu_Ghola]Nightmare (Outsider) [6HD]: Acquiring this form is most easily done by using Neraph as your race. This form grants etherealness as the spell at will and Astral Projection as the spell at will, both as supernatural abilities. 20th CL. Available as soon as 7th level. The implications of being able to use astral projection with 20 CL at 7th level should be obvious.
A non-Outsider version of this trick is available by turning into a Hoary Steed from the Epic Level Handbook (12 HD magical beast). Plus you get a 5d8 bite attac wrote:
Nightmare (Outsider) [6HD]: Acquiring this form is most easily done by using Neraph as your race. This form grants etherealness as the spell at will and Astral Projection as the spell at will, both as supernatural abilities. 20th CL. Available as soon as 7th level. The implications of being able to use astral projection with 20 CL at 7th level should be obvious.[/quote] A non-Outsider version of this trick is available by turning into a Hoary Steed from the Epic Level Handbook (12 HD magical beast). Plus you get a 5d8 bite attack, too.
I'm putting together a Metamorph Bible together expect it within a few days.
Only Co worth (Su) sorted by type and by HD.
Looks like most the (Su) worth talking about are outsiders or undead, a few magic beast gems but outsiders have the best so far
Spellgaunt= 18 HD Magical beast, also has Disjunctive bite(su): Magic items bitten suffer a Disjunction (DC 23) Artifacts as well, (33% chance), but Dc 25 fort or spellgaunt implodes. Bite also disables spellcasting for 1d2 rounds on dc 23 save.
Nasty Nasty creature
Spellweaver, is a Monstrous Humanoid, which with its lower hit dice and range make it a sexy option for Psidar.
Three of these (Simulacrum), a comprehensive map, and basic trig gives a ruler or kingfom a nasty DEW, as well as an adventurer tracking system.
Goblin, Forestkith: (Humanoid): HD 1: Tree shape: as 12th level druid, lasts till sunset or damaged.
Petal: (Fey): HD 1: Sleep Songs: nifty effects really need multiple participants to maximize this, Metamorphosis Psion and Petal cohort is available at level 7 (100ft radius sleep on each individual in area, nothing super special)
Lumi: (Outsider): HD 2: Body of Light: Lots, and Lots of nice immunities as well as immunity to explosion by awesome
Mindshredder Larva: (Aberration): HD 2: Though Sense: 20 foot mindsight with some additional limitations, nice for a scout form
Mindshredder Larva: (Aberration): HD 2: Wisdom Drain: Nasty versus cleric, not so impressive if you don't rely on it
Mindshredder Larva: (Aberration): HD 2: Transformation (ex): important because the text simply states 20 points wisdom drain = nice new body Need a long term effect (month and a week)
Redcap: (Fey): HD 4: Eldritch Stone: Sling stone enhancement. Meh
Redcap: (Fey): HD 4:Advancement may or may not apply to the HD bonuses they get.
Rejkar: (Outsider): HD 5:Freezing Gaze: dc 16 gaze attack, basically designed to get you a coup de grace
Runehound: (Aberration): HD 5:Uncanny Blind sight: 500 feet Blind sight
Visilight: (Outsider): HD 5:Charisma Drain: I look better, you look worse
Visilight: (Outsider): HD 5:Gaze: Let me hold you, 1d4 rounds Paralysis
Glastig: (Fey): HD 6: Beguiling Song: 300ft range song call Dc 19, once in 5 feet second save, or 8th level charm monster
Mindshredder Warrior: (Aberration): HD 7: Same as larva, larger wis drain (1d2), 40ft Though sense, 80 point wisdom drain needed
Phoelarch: (Monstrous Humanoid): HD 7: Healing Fire: Nice fire based Healing effect, other effects are death related and aren't very nice
Susurrus: (Aberration): HD 8:Dronesong: Rebuke as cleric of your level, holds (Undead) for 10 rounds
Otyugh, Lifeleech: (Aberration): HD 9: Lifeleech aura: piggyback healing effects within 60 feet, nice for your psiwar using meta helps cleric out immensely
Stonesinger: (Aberration): HD 9:Shattering Shriek: 60 feet perform check as attack roll 12d6 nonlethal, dc18 1d6 stun
Rot Reaver: (Aberration): HD 10:For two metamorphic transfers one can animate dead affected by its wound rot
Naztharune Rakshasa: (Outsider): HD 11: Hide in plain sight
Astral Stalker: (Outsider): HD 12: Unearthly Grace: Charisma to saves and AC
Knell Beetle: (Vermin): HD 12: Sonic Chime: 1/day 10d5 sonic cone
Grimweird: (Undead): HD 12: Energy Drain: Claw = negative level Nice
Grimweird: (Undead): HD 12: Unholy Grace: Cha bonus to save, ac
Mindshredder Zenthal: (Aberration): HD 13: Blah blah blah same as above, no transformation, Nice thing is that if you gain these forms through transformation you get the abilities as normal without the need of metamorphic transfer.
Protean Scourge: (Humanoid): HD 13: Split: self explanatory
Night Twist: (Plant): HD 15: Death Curse: Really petty, curses killer dc22 nightmare effect.
Night Twist: (Plant): HD 15: Despair Song: Really nasty nasty effect, 5 miles per hit dice, int 6 higher take 1d10 points of damage if not allowed to seek you (dc 22) Crushing despair. Only ended on round after twist uses slam attack on victim or on death on night twist, "Creature X" may or may not apply to any attack, if not you have an emo group searching for you. Note that once affected, it doesn't end even if they leave the area or if they can no longer hear the song.
Skindancer: (Monstrous Humanoid): HD 15:Adaptive Energy Resistance: Mutable 20 point resistance, keel some alchemical items on hand to trigger this
Skindancer: (Monstrous Humanoid): HD 15:Damage Reduction: DR 15/ Variable
Skindancer: (Monstrous Humanoid): HD 15:Reactive Skin: +6 Deflection
Dust Wright: (Undead): HD 16: Petrifying Cloud: Passive cloud of dust, living creatures within 5 feet Dc 18 Petrifaction Charisma Based
Plauge Spewer: (Undead): HD 16: Vomit Rat swarm: Just because its cool
Sorrowsworn Demon: (Outsider): HD 18: Aura of Loss: Radius of despair that forces casters to concentrate on spells, as well as check penalties
Drowned: (Undead): HD 20: Drowning Aura: within aura treated as underwater.
Siege Crab: (Vermin): HD 20:Force Carapace: Really odd ability, decent bonuses, might be able to retain essence on it.
Charnel Hound: (Undead): HD 21: Body integration: once reduced to negatives (enemy) Is absorbed into body for healing
Ragewalker: (Fey): HD 22: Control Living spells: a nice little end game high level effect
Ragewalker: (Fey): HD 22: Repel Missiles: Nasty surprise for a ubersniper (might affect weaponlike spells, YMMV)
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This is monster manual III, all the major (su) abilities that I personally feel are the "best" However if anyone sees anything more useful feel free to add.
Persinally my favorite at the moment is the Phrenic Druid that utilizes Night twist Form. (even more true than "don't sacrifice a caster level" is "Never sacrifice a druid level") Phrenic is one of the better options for meeting the manifester level requirement. Racial Psi/s are 1/2Hd Mani's so you qualify for metamorphic transfer at 10.
If you take Phrenic template (+2) you get metamorphic transfer at 7th ECL (assuming a feat) so 8th Ecl (6th HD feat). blah blah blah. i'm boring myself, sufficed to say you cause a lot of problems in the local 6+ int population.
My personal favorites (su) abilities are the transformational abilities. One of the big problems with those is that the creatures have no la and that there is a large problem with the wording.
The main problem is that the wording says you "become the creature" now read one way you would go from say, human psion 8 to say, Barghest Psion 8/Outsider 1 withough the Barghests racial hit dice. Or the option two is that you become a greater Barghest. Period, and have no psion levels remaining all your feats change, you basically tear out the page from the MM and start playing that. As always your dm will have his or own take.
Edit*
Forgot to mention LoM feat allows druids to wild shape into abberrations. If you add in a way to get metamorphic transfer you can get a lot nice abilities to ramp up a druid power level even more.
Goblin, Forestkith: (Humanoid): HD 1: Tree shape: as 12th level druid, lasts till sunset or damaged.
Petal: (Fey): HD 1: Sleep Songs: nifty effects really need multiple participants to maximize this, Metamorphosis Psion and Petal cohort is available at level 7 (100ft radius sleep on each individual in area, nothing super special)
Lumi: (Outsider): HD 2: Body of Light: Lots, and Lots of nice immunities as well as immunity to explosion by awesome
care to elaborate on the immunities?
Mindshredder Larva: (Aberration): HD 2: Though Sense: 20 foot mindsight with some additional limitations, nice for a scout form
Mindshredder Larva: (Aberration): HD 2: Wisdom Drain: Nasty versus cleric, not so impressive if you don't rely on it
Mindshredder Larva: (Aberration): HD 2: Transformation (ex): important because the text simply states 20 points wisdom drain = nice new body Need a long term effect (month and a week)
Redcap: (Fey): HD 4: Eldritch Stone: Sling stone enhancement. Meh
Redcap: (Fey): HD 4:Advancement may or may not apply to the HD bonuses they get.
Rejkar: (Outsider): HD 5:Freezing Gaze: dc 16 gaze attack, basically designed to get you a coup de grace
Runehound: (Aberration): HD 5:Uncanny Blind sight: 500 feet Blind sight
Visilight: (Outsider): HD 5:Charisma Drain: I look better, you look worse
Visilight: (Outsider): HD 5:Gaze: Let me hold you, 1d4 rounds Paralysis
Save?
Glastig: (Fey): HD 6: Beguiling Song: 300ft range song call Dc 19, once in 5 feet second save, or 8th level charm monster
Mindshredder Warrior: (Aberration): HD 7: Same as larva, larger wis drain (1d2), 40ft Though sense, 80 point wisdom drain needed
Through sense sounds cool... what is it exactly? This form is better than the earlier version and since you're gonna get metamorphosis at 7ML anyways...
Phoelarch: (Monstrous Humanoid): HD 7: Healing Fire: Nice fire based Healing effect, other effects are death related and aren't very nice
Susurrus: (Aberration): HD 8:Dronesong: Rebuke as cleric of your level, holds (Undead) for 10 rounds
Otyugh, Lifeleech: (Aberration): HD 9: Lifeleech aura: piggyback healing effects within 60 feet, nice for your psiwar using meta helps cleric out immensely
Stonesinger: (Aberration): HD 9:Shattering Shriek: 60 feet perform check as attack roll 12d6 nonlethal, dc18 1d6 stun
Rot Reaver: (Aberration): HD 10:For two metamorphic transfers one can animate dead affected by its wound rot
Naztharune Rakshasa: (Outsider): HD 11: Hide in plain sight
This is an Su Ability? o_O
Astral Stalker: (Outsider): HD 12: Unearthly Grace: Charisma to saves and AC
([i]Excellent for a Wilder!
Knell Beetle: (Vermin): HD 12: Sonic Chime: 1/day 10d5 sonic cone
Grimweird: (Undead): HD 12: Energy Drain: Claw = negative level Nice
Grimweird: (Undead): HD 12: Unholy Grace: Cha bonus to save, ac Again... Wilder
Mindshredder Zenthal: (Aberration): HD 13: Blah blah blah same as above, no transformation, Nice thing is that if you gain these forms through transformation you get the abilities as normal without the need of metamorphic transfer.
Protean Scourge: (Humanoid): HD 13: Split: self explanatory
Night Twist: (Plant): HD 15: Death Curse: Really petty, curses killer dc22 nightmare effect.
Night Twist: (Plant): HD 15: Despair Song: Really nasty nasty effect, 5 miles per hit dice, int 6 higher take 1d10 points of damage if not allowed to seek you (dc 22) Crushing despair. Only ended on round after twist uses slam attack on victim or on death on night twist, "Creature X" may or may not apply to any attack, if not you have an emo group searching for you. Note that once affected, it doesn't end even if they leave the area or if they can no longer hear the song.
WTF?! This sounds insane!
Skindancer: (Monstrous Humanoid): HD 15:Adaptive Energy Resistance: Mutable 20 point resistance, keel some alchemical items on hand to trigger this
Skindancer: (Monstrous Humanoid): HD 15:Damage Reduction: DR 15/ Variable
Skindancer: (Monstrous Humanoid): HD 15:Reactive Skin: +6 Deflection
All of these abilities sound awesome
Dust Wright: (Undead): HD 16: Petrifying Cloud: Passive cloud of dust, living creatures within 5 feet Dc 18 Petrifaction Charisma Based
Passive abilities = good. Cha based saves = good for wilder.
Plauge Spewer: (Undead): HD 16: Vomit Rat swarm: Just because its cool
Sorrowsworn Demon: (Outsider): HD 18: Aura of Loss: Radius of despair that forces casters to concentrate on spells, as well as check penalties
Drowned: (Undead): HD 20: Drowning Aura: within aura treated as underwater.
Siege Crab: (Vermin): HD 20:Force Carapace: Really odd ability, decent bonuses, might be able to retain essence on it.
Charnel Hound: (Undead): HD 21: Body integration: once reduced to negatives (enemy) Is absorbed into body for healing
Ragewalker: (Fey): HD 22: Control Living spells: a nice little end game high level effect
Ragewalker: (Fey): HD 22: Repel Missiles: Nasty surprise for a ubersniper (might affect weaponlike spells, YMMV)
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Wow. Thanks for the data dump. I'm going highlight the ones (based purely on this list) that I think are noteworthy. Correct me if I'm wrong (or if I missed any that are really good).
RED = Sounds Good Green = Need more info to determine goodness (I don't have MM3) italicized = co wrote:
Goblin, Forestkith: (Humanoid): HD 1: Tree shape: as 12th level druid, lasts till sunset or damaged.
Petal: (Fey): HD 1: Sleep Songs: nifty effects really need multiple participants to maximize this, Metamorphosis Psion and Petal cohort is available at level 7 (100ft radius sleep on each individual in area, nothing super special)
Lumi: (Outsider): HD 2: Body of Light: Lots, and Lots of nice immunities as well as immunity to explosion by awesome
care to elaborate on the immunities?
Mindshredder Larva: (Aberration): HD 2: Though Sense: 20 foot mindsight with some additional limitations, nice for a scout form
Mindshredder Larva: (Aberration): HD 2: Wisdom Drain: Nasty versus cleric, not so impressive if you don't rely on it
Mindshredder Larva: (Aberration): HD 2: Transformation (ex): important because the text simply states 20 points wisdom drain = nice new body Need a long term effect (month and a week)
Redcap: (Fey): HD 4: Eldritch Stone: Sling stone enhancement. Meh
Redcap: (Fey): HD 4:Advancement may or may not apply to the HD bonuses they get.
Rejkar: (Outsider): HD 5:Freezing Gaze: dc 16 gaze attack, basically designed to get you a coup de grace
Runehound: (Aberration): HD 5:Uncanny Blind sight: 500 feet Blind sight
Visilight: (Outsider): HD 5:Charisma Drain: I look better, you look worse
Visilight: (Outsider): HD 5:Gaze: Let me hold you, 1d4 rounds Paralysis
Save?
Glastig: (Fey): HD 6: Beguiling Song: 300ft range song call Dc 19, once in 5 feet second save, or 8th level charm monster
Mindshredder Warrior: (Aberration): HD 7: Same as larva, larger wis drain (1d2), 40ft Though sense, 80 point wisdom drain needed
Through sense sounds cool... what is it exactly? This form is better than the earlier version and since you're gonna get metamorphosis at 7ML anyways...
Phoelarch: (Monstrous Humanoid): HD 7: Healing Fire: Nice fire based Healing effect, other effects are death related and aren't very nice
Susurrus: (Aberration): HD 8:Dronesong: Rebuke as cleric of your level, holds (Undead) for 10 rounds
Otyugh, Lifeleech: (Aberration): HD 9: Lifeleech aura: piggyback healing effects within 60 feet, nice for your psiwar using meta helps cleric out immensely
Stonesinger: (Aberration): HD 9:Shattering Shriek: 60 feet perform check as attack roll 12d6 nonlethal, dc18 1d6 stun
Rot Reaver: (Aberration): HD 10:For two metamorphic transfers one can animate dead affected by its wound rot
Naztharune Rakshasa: (Outsider): HD 11: Hide in plain sight
This is an Su Ability? o_O
Astral Stalker: (Outsider): HD 12: Unearthly Grace: Charisma to saves and AC
([i]Excellent for a Wilder!
Knell Beetle: (Vermin): HD 12: Sonic Chime: 1/day 10d5 sonic cone
Grimweird: (Undead): HD 12: Energy Drain: Claw = negative level Nice
Grimweird: (Undead): HD 12: Unholy Grace: Cha bonus to save, ac Again... Wilder
Mindshredder Zenthal: (Aberration): HD 13: Blah blah blah same as above, no transformation, Nice thing is that if you gain these forms through transformation you get the abilities as normal without the need of metamorphic transfer.
Protean Scourge: (Humanoid): HD 13: Split: self explanatory
Night Twist: (Plant): HD 15: Death Curse: Really petty, curses killer dc22 nightmare effect.
Night Twist: (Plant): HD 15: Despair Song: Really nasty nasty effect, 5 miles per hit dice, int 6 higher take 1d10 points of damage if not allowed to seek you (dc 22) Crushing despair. Only ended on round after twist uses slam attack on victim or on death on night twist, "Creature X" may or may not apply to any attack, if not you have an emo group searching for you. Note that once affected, it doesn't end even if they leave the area or if they can no longer hear the song.
WTF?! This sounds insane!
Skindancer: (Monstrous Humanoid): HD 15:Adaptive Energy Resistance: Mutable 20 point resistance, keel some alchemical items on hand to trigger this
Skindancer: (Monstrous Humanoid): HD 15:Damage Reduction: DR 15/ Variable
Skindancer: (Monstrous Humanoid): HD 15:Reactive Skin: +6 Deflection
All of these abilities sound awesome
Dust Wright: (Undead): HD 16: Petrifying Cloud: Passive cloud of dust, living creatures within 5 feet Dc 18 Petrifaction Charisma Based
Passive abilities = good. Cha based saves = good for wilder.
Plauge Spewer: (Undead): HD 16: Vomit Rat swarm: Just because its cool
Sorrowsworn Demon: (Outsider): HD 18: Aura of Loss: Radius of despair that forces casters to concentrate on spells, as well as check penalties
Drowned: (Undead): HD 20: Drowning Aura: within aura treated as underwater.
Siege Crab: (Vermin): HD 20:Force Carapace: Really odd ability, decent bonuses, might be able to retain essence on it.
Charnel Hound: (Undead): HD 21: Body integration: once reduced to negatives (enemy) Is absorbed into body for healing
Ragewalker: (Fey): HD 22: Control Living spells: a nice little end game high level effect
Ragewalker: (Fey): HD 22: Repel Missiles: Nasty surprise for a ubersniper (might affect weaponlike spells, YMMV)
[/code][/quote] Wow. Thanks for the data dump. I'm going highlight the ones (based purely on this list) that I think are noteworthy. Correct me if I'm wrong (or if I missed any that are really good).
RED = Sounds Good Green = Need more info to determine goodness (I don't have MM3) italicized = comments.
Lumi Immunities: -Death spells -Magical death effects -Energy drain -Negative energy effects -Effectively immune to death-by-awesome
Visilight Save: 10+HD/2+Cha [Great for wilders]
Mindshredder Thought Sense: -Similar to blindsense in that it merely finds the location of beings -Only detects critters with 3+ Int -Blocked by most obstacles (as with detect spells) -Cannot detect creatures immune to mind-reading
Night Twist's Despair Song: -Yep, it's that nasty. -However, a sly DM may rule that it can only be done in the evening, as night twists use this "every evening". -Charisma-based DC.
Ragewalker's Repel Missiles: This specifically refers to "thrown or projectile" weapons.
Siege Crab's Force Carapace: -+10 deflection bonus to AC -+8 resistance bonus to saves -Immunity to magic missiles -Gives the same benefits to riders inside the crab -Claw attacks are force effects -Dispel magic can suppress this for 1d4 rounds -MDJ can permanently knock it out -Actually listed as a magic item! [CL 17, 8K XP]