These were pulled from the homebrew section at Giant in the Playground.
Feats:
Bane Spell [Metamagic]
Choose one creature type from the list of available favored enemies for the ranger class. You can tune your spells to be more effective against that creature type.
Benefit:A bane spell gains a +2 bonus to the DC for any saving throw for any creature of the appropriate type, but suffers a –1 penalty for any creature of a different type. If the spell inflicts one or more dice of damage, every creature of the right type suffers and additional +2d6 points of the same type of damage. A bane spell uses a spell slot of the same level as the spell’s actual level.
Lucky Spell [Metamagic]
Your spells frequently have unusually fortuitous results.
Benefit:You may make any spell that heals or inflicts one or more dice of damage into a lucky spell. You may reroll any such dice once, up to a maximum number equal to the level of the spell. For example, you may reroll up to three damage dice from a [I]fireball[/I] spell, because it is a 3rd level spell. The new result must be taken, even if it is lower than the original roll. A lucky spell uses a spell slot of the same level as the spell’s actual level.
Seeking Spell [Metamagic]
Your ray and energy missile spells are capable of guiding themselves to the target.
Benefit: You may alter any spell that requires a ranged attack roll or ranged touch attack roll so that you take no penalty to your attack roll when firing at a target engaged in melee. If your seeking spell misses due to concealment (but not due to incorporeality), you can reroll your miss chance percentile roll one time to see if you actually hit. A seeking spell uses a spell slot of the same level as the spell’s actual level.
Suppressible Spell [Metamagic]
You may temporarily dismiss the effects of your spells, restoring them as needed at a later point.
Benefit: You may make any spell that is dismissible by the caster into a suppressible spell. When you would dismiss the spell, you may choose to have the spell be suppressed instead; while all effects of a suppressed spell cease as if it had been dismissed, the spell’s duration continues to be counted. While suppressed, the spell is not ended by any action you or the target creature takes that would normally do so. For example, a character under the effects of a suppressed invisibility spell can attack without ending the spell. At any time before the spell’s duration fully expires, you may reinstate the spell. Doing so requires the same type of action as casting the spell in the first place, including any verbal or somatic components needed.
You must be within the spell’s range from the area, object, or creature that was the original target of the spell in order to suppress or reinstate the spell effect. If the spell affected multiple creatures or objects, you may selectively suppress or reinstate the spell’s effects on each of the targets currently within range. There is no limit to the number of times a spell may be suppressed or reinstated during the spell’s duration, even if the duration has been made permanent with the permanency spell.
A suppressible spell uses a spell slot of the same level as the spell’s actual level.
Normal: Dismissing a spell requires a standard action and ends the spell’s effects.
Vicious Spell [Metamagic]
Your spells are particularly devastating, but at a cost to your own health.
Benefit: You may make any spell that heals or inflicts one or more dice of damage with an instantaneous duration into a vicious spell. The total damage caused or healed by the spell is increased by one-quarter; apply this multiplier after all other metamagic effects. However, when you cast the spell, you suffer backlash damage equal to the amount by which the spell’s damage is increased. This damage cannot be avoided, prevented, mitigated, or redirected by any means. You suffer the full amount of damage regardless of whether or not the spell’s targets make or fail their saving throw (or take any damage whatsoever) or whether the spell is blocked by spell resistance. A vicious spell uses a spell slot one level higher than the spell’s actual level.
Spells:
Creature Sense
Divination
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Circle, centered on you, with a radius of 400 ft. + 40 ft./level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You gain an immediate mental impression of nearby monsters, learning the distance, direction, size, and type (but not subtype) of all creatures within range. You do not learn the specific kind of creature; for example, a minotaur would register only as a Large monstrous humanoid. This spell can be fooled by misdirection, nondetection, or polymorph magic. It can be blocked by a thin sheet of lead, but otherwise penetrates solid earth easily.
Material Component: The brain of a bat.
Sense of Timing
Divination
Level: Sor/Wiz 7
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: No
The creature touched gains a powerful instinct about when attacks are occurring, allowing him to take dangerous or even foolhardy actions in the middle of battle with near-impunity. While benefiting from this sense of timing, the target does not provoke any attacks of opportunity for the duration of the spell, regardless of his actions. The target may choose to ignore his senses if, for some reason, he wishes to provoke an attack of opportunity. In addition, the target fights as if he knew the Combat Reflexes feat for the duration of the spell, allowing him to take advantage of openings he would normally miss.
Focus: A tiny hourglass, filled with diamond dust, worth 500 gp.
Terrible Secret
Divination
Level: Brd 6, Sor/Wiz 5
Components: V, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Will half (see below)
Spell Resistance: No
This spell uses powerful divination magic to access a secret that was never meant to be known; a sanity-shattering truth that tears at one's brain from within, threatening to destroy it. Unlike other divinations, though, you do not unveil this knowledge unto yourself when casting this spell. You instead reveal this terrible secret to one other creature, whispering in horrific insights into its ear, hoping this will cause his brain to explode at the very understanding of it.
Knowledge of the secret inflicts 1d6 points of damage per caster level (maximum 15d6) if it fully understood. The target can attempt to shut out knowledge with a successful Will save, which reduces the damage by half. The more intelligent the target, however, the more difficult it is to resist the urge to understand the secret. The target adds his Intelligence modifier to the Will saving throw DC, so that the secret is less effective on the blissfully ignorant. Creatures without an Intelligence score ignore this spell entirely, as do deific beings (as they presumably have the faculties to actually accept the secret as fact). Because the secret is whispered to the target, deafened creatures or those in a magical area of silence are also protected. The secret automatically adapts to any language the target knows, or is transmitted as a series of sounds of such primal significance that even the language-deficient can grasp them.
The secret is such that the non-divine mind cannot grasp it for long, and it mostly fades from the target's memory after being revealed. Any creature that has been exposed to the secret remembers enough to help it resist the urge to look or listen should it be revealed again, granting it a +4 circumstance bonus to Will saves against this spell in the future.
Focus: The preserved brain of an outsider with an Intelligence score of 14 or higher.
Terrible Revelation
Divination
Level: Sor/Wiz 9
Range: Medium (100 ft. + 10 ft./level)
Targets: All living creatures within range
As terrible secret, except this spell reveals the knowledge to all creatures within range. You and up to one creature per caster level of your choice may be shielded from the secret.
Focus: The preserved brain of an outsider with an Intelligence score of 22 or higher.
Gingerbread Golem
Diminutive Construct
Hit Dice: 2d10 (11 hp)
Initiative: +6
Speed: 50 ft. (10 squares)
Armor Class: 22 (+4 size, +6 Dex , +2 natural), touch 18, flat-footed 20
Base Attack/Grapple: +1/–14
Attack: Slam +2 melee (1d2–3)
Full Attack: Slam +2 melee (1d2–3)
Space/Reach: 0 ft./0 ft.
Special Attacks: None
Special Qualities: Construct traits, darkvision 60 ft., direction sense, low-light vision, magic immunity, staleness, uncanny dodge
Saves: Fort +0, Ref +7, Will +1
Abilities: Str 4, Dex 23, Con –, Int 8, Wis 12, Cha 10
Skills: Escape Artist +11, Hide +18, Jump +5, Knowledge (geography) +0, Move Silently +8, Tumble +14
Feats: Run
Environment: Any
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 3–4 HD (Diminutive), 5–6 HD (Tiny)
This 8-inch long cookie is crudely shaped in the form of a humanoid and given eyes and mouth with delicious-looking white frosting.
Gingerbread golems are tasty man-shaped cookies transformed into construct messengers, designed for delivering complex communications over long distances. They are temporary creations, eventually going stale after a few weeks, but exist long enough to fulfill their duties.
Unlike most golems, gingerbread golems are somewhat intelligent and can remember and repeat anything told to them. This makes them a superior form of message carrier than, say, a pigeon, because they can actually answer questions posed by the recipient regarding the message, such as, “How long ago were you sent?” or “Were you seen by anyone on your way here?” Because they have short “life” spans, they are generally created for a specific message, and are often abandoned after that, left to dry up in an odd corner of the kitchen.
Gingerbread golems can be directly commanded by their creator if he or she is within 60 feet, but as they are useless in battle that is rarely the case. Instead, the creator usually gives them complex instructions to deliver their messages, such as, “Bring this message to the Earl of Hogton, who lives in Hogton Castle.” The golem’s natural direction sense will lead him to the castle automatically. The creator might also instruct him to proceed at top speed, or to ensure that no one sees or captures him, or any other qualifier the golem is capable of understanding.
Gingerbread golems speak any languages known by their creators.
Combat
Gingerbread golems do not fight—they flee, and very effectively. Most combats involving a gingerbread golem are situations where someone is attempting to intercept the message the golem carries, either by destroying it or (tougher still) capturing it. Their intelligence makes them quite good at evading foes, allowing them to run or hide as necessary to continue their journey.
Very rarely, an evil bard might craft evil gingerbread cookies as secret assassins. In this case, he or she would replace their Run feat with the Weapon Finesse feat and arm them with a little poisoned dagger (giving them an attack line of “Diminutive dagger +11 melee (1 plus poison)”.)
Direction Sense (Su): A gingerbread golem always knows how to get to any destination with which its creator is familiar. Its knowledge is only as good as that of its crafter, though; if the creator is misinformed, then so is the golem. The gingerbread golem is also treated as being under the effects of the know direction spell at all times.
Magic Immunity (Ex): A gingerbread golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as listed below:
1. A purify food and drink spell can stave off staleness for a single day. Do not count the day the spell is cast towards determining the onset of staleness; if already going stale, the spell also restores 2 lost Dexterity points (but does otherwise not reverse the process).
2. Any fire effect burns the soft cookie body of the the gingerbread golems, reducing its speed by 5 feet, but grants it damage reduction 1/— and increases its natural armor bonus to +3. This effect can only be achieved once, and it is reversed if the golem is returned to freshness by purify food and drink. (Some creators deliberately burn their golems to make them tougher.)
Uncanny Dodge (Ex):A gingerbread golem retains its Dexterity bonus to AC even if it is caught flat-footed or struck by an invisible attacker. However, it still loses its Dexterity bonus to AC if immobilized.
Staleness (Ex): A gingerbread golem stays fresh for two weeks after its creation. Every day thereafter, the golem must make a Fortitude save (DC 10) or start to go stale. Once staleness begins, the golem loses 2 points of Dexterity each day. When its Dexterity equals 0, the golem has gone completely stale; it is destroyed at that time.
Construct Traits: Gingerbread golems are immune to all mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. They cannot be healed damage on their own, though they can be repaired. They are not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, and energy drain.
Skills: Gingerbread golems have a +4 racial bonus to Escape Artist and Tumble skill checks.
Construction
Ginger is a rare spice in most medieval societies, with a single ounce costing about 10 gp. Cooking up a gingerbread golem requires additional arcane ingredients as well, and the body costs 30 gp total. Baking the body requires a Profession (baker) skill check (DC 15) and takes 1 day.
CL 5th, Craft Construct, animal messenger, expeditious retreat, know direction. Price 200 gp. Cost to Create: 130 gp + 8 XP.