Illurien Body: The Illurien loses all other racial bonus and gains outsider traits (basicaly darkvision 60 foot). She's a medium sized outsider with a base speed of 30 feet. She doesn't need to breath but also cannot speak.
In adition she gains a bonus to natural armor equal to her Int modifier.
Tempest Lash: An Illurien attacks by lashing her foes with a knife-like weapon formed from the droplets that surround her. It counts as a normal dagger for all purposes, except it dissolves into water after a few seconds of leaving the Illurien's hands, after which the Illurien can instantly make a new one from her body (or was it the same one that somehow returned to her hands? None can tell). Thus it can perform iterative attacks (including iterative thrown attacks) and cannot be disarmed or sundered. It cannot be enchanted as a normal weapon, but it can be boosted by other Illurien abilities.
Anyone struck by the tempest lash must succeed on a DC 10+1/2 HD+Int mod ot take 1d4 points of Intelligence damage. At 8 HD this can affect even creatures normally immune to it, but they gain a +5 bonus on their saves (except if they have an Int Score of -).
Telepathy: The Illurien has telepathy with a range of 40 feet plus 10 feet per HD.
Ability Score Increase: The Illurien gains +1 Int at levels 1, 3, 5, 7, 9, 11, 12, 13, 14, 15, for a total of +10 Int at 15th level.
Living Mystery: Nobody knows where Illuriens come from, or even if there's more than one Illurien, but either way she's clearly up to no good. At 2nd level the Illurien gains the [Evil] subtype and her attacks count as Evil and Magic for bypassing DR, plus resistance to Acid and Electricity each equal to her HD.
Tempest Technique: Despite being a creature of knowledge, the Illurien seems to revel in close combat, and has actually developed an peculiar fighting style to take advantage of her own unique abilities. At 2nd level and every 2 other levels thereafter, picking one of the following options. Several of those mention your ranks in Knowledge, which correspond to the ranks in your highest Knowledge skill. For every other maxed Knowledge skill you have, you can count your number of ranks as 1 higher for Tempest Technique purposes. Each can be used every 1d4 rounds, and they're all supernatural abilities.
First Current: As a standard action make a normal attack with your Tempest Lash. If you hit your opponent is surrounded by countless tears and raindrops, that leave him entangled and unable to move from its position for 1 round, even by magic means. For every 5 ranks you have in Knowledge, the duration of this effect lasts one extra round.
Painful Lesson: As a standard action make a normal attack with your Tempest Lash. If you hit you overload your opponent's mind with a myriad of memories, dealing extra damage equal to the number of ranks you have in Knowledge, and your opponent receives a penalty on all skill checks of -1 for every 2 ranks you have in Knowledge for 1 round.
Origin Focus: As a standard action make an attack with your Tempest Lash. Instead of the normal base damage, roll a knowledge check whitout any other combat modifiers. The target takes damage equal to the check and you learn one of the following things about them for every 4 ranks you have in Knowledge.
-Creature Type (including subtypes).
-AC.
-Their current HP.
-One of their save bonus.
-One of their ability scores.
-Their bonus on two skills of your choice.
-How many spells/powers they have on them at the moment.
-Their CR (if they're bigger CR than you then it just reveals that they're bigger CR than you).
You must have at least 4 HD to learn this tecnique.
Seek the Brightest Mind: the Illurien has little interest in those who can't provide her with an unique experience. As a swift action choose another creature within your sight. Until the end of your turn, you cannot attack any other target, and no other creature may take any reactions to you, including attacks of opportunity and immediate/free actions. You must have at least 4 HD to learn this tecnique
Sacred Planar Lash: As a standard action, the Illurien infuses her Tempest Lash with power drawn from ancient pacts she uncovered trough her existence. The Tempest Lash gains an enhancement bonus to attack and damage rolls equal to 1/4 the ranks you have in knowledge. For every +1 to attack and damage rolls the Tempest Lash has, you gain another point of enhancement bonus that you can spend on special abilities like Holy and Keen. You may also trade one of those extra enhancement bonus to make the Tempest Lash count as a special material of your choice like silver or adamantine. This effect demands you complete concentration to hold, so if you use any other Tempest Technique it automatically ends. You must have at least 6 HD to learn this technique.
Neverending Search: The Illurien has a bottomless thirst for knowledge, and her body has adapted to slip trough any physical or magic bonds that may prevent her from sating it. As a swift action, this technique removes all fatigue and exhaustion effects from you, and you also gain a Freedom of Movement effect for 1 round. You can use this technique even if normally unable to take actions, and must have at least 6 HD to learn it.
Knowledge Treason: As a standard action make a basic attack with your Tempest Lash. If you hit you either promise great rewards or instill great doubt to your enemy against one of its allies. If the target fails a Will save with DC 10+1/2 HD+Int mod, then it gains a fullround action that must be spent attacking another enemy of your choice whitin view to the best of its ability, but without spending any XP or using any single-use items (like scrolls) worth more than 5% its total wealth. You must have at least 8 HD to learn this technique.
Repository Orb: As she gathers knowledge, the Illurien cannot stop herself from catching all kinds of minor tricks and rituals. As a swift action you conjure a small ball of water from your body which doesn't take any equipment slot and floats around you. It duplicates the effect of any wizard/cleric spell with a range of personal of lv 2 or lower with a CL equal to the ranks you have in knowledge. This includes the duration of the effect. If it demanded any expensive material component or XP cost, you must supply it as well. You can only have one such orb at a time. Trying to create a new one automatically dissolves the other. Any save DCs become 10 +1/2 HD+Int mod. You must have at least 8 HD to learn this tecnique.
Knowledge Corruption: Knowledge is power. Power corrupts. Absolute knowledge thus corrupts absolutely. As a standard action make a basic attack with your Tempest Lash. If you hit your target must succeed on a Will save with DC 10+1/2 HD+Int mod or fall under your control as a Dominate Monster effect for 1 rounds for every 4 ranks you have in Knowledge. This is a mind-affecting effect. You must have at least 10 HD to learn this tecnique.
If you have 16 or more ranks in Knowledge, you may affect targets immune to mind-affecting, but they gain a +5 bonus on their saves.
Rain Mirror: The Illurien's body is both unstable and smooth, calm and impetuous. Whenever the Illurien would be affected by any status effect with a duration bigger than 1 round other than damage or death she may use this technique as an immediate action; the effect is prevented. You must have at least 10 HD to learn this technique.
Punish the Ignorant: Illurien travels the planes in search of knowledge and mysteries to steal and keep for herself. Why? Because, yes. And any who stand on her way will feel her wrath. As a standard action make a basic attack with the Tempest Lash. If you hit you deal 1d6 extra damage per rank you have in Knowledge plus x1,5 Str modifier and the target must succeed on a Will save with DC 10+1/2 HD+Int mod or be stunned for 1 round (dazed if they're immune to stun). Regardless of hit or miss you automatically recover one Tempest Technique of your choice that was in “cooldown” (which may even be this one). You need at least 12 HD to learn this tecnique.
Rain over the Land: Although the Illurien normally has to keep an humanoid form and even internal organs, she can still momentarily divide herself in a storm of tears and water droplets. Choose one other Tempest Technique that demanded you to make a basic Tempest Lash attack (the other technique cannot be in “cooldown”). You use that technique against every enemy inside a radius of 30 feet centered on you as a fullround action. Roll to hit normally against each target as a melee or thrown attack (your choice), cover/concealment and line of sight/effect apply normally. You must have at least 12 HD to learn this technique.
Drown the Lost: There's no favorable currents for those who don't know where they're headed. As a standard action make a basic Tempest Lash attack. If you hit your opponent is assaulted by its worst fears and doubts, needing to make a Fort, Reflex and Will saves (each DC 10+1/2 HD+Int mod).
-If the Fort save is failed they take extra damage equal to a knowledge check and can only take one standard or move action on their next round.
-If the Reflex save is failed they take extra damage equal to a knowledge check and are entangled for 1 round.
-If the Will save is failed they take damage equal to a knowledge check and are affected by a Bestow Curse effect for 1 round.
You must have at least 14 HD to learn this technique.
Unclear History: The Illurien is a being of mysteries, even faced directly. Her blows shift at the last moment and she easily recovers from what seemed clearly fatal blows. As a swift action, for 1 round, you can re-roll any 1d20s and miss chance you roll, but not more than one re-roll per check. You need at least 14 HD to learn this tecnique.
In addition, now Illurien levels grant full Initiator Level if she multiclasses to a martial class (or picks Martial Study).
Droplet Shield: At 3rd level the Illurien gains DR/good equal to ½ her HD and SR=11+HD. She may lower or raise her SR at any time as a free action.
Fast Healing: At 3rd level the Illurien gains fast healing equal to 1/3 her HD.
Watery Composition: At 4th level the Illurien becomes Immune to Disease and Poison.
Walking is Bothersome: At 5th level the Illurien becomes able to fly at twice her base Speed with perfect maneuverability.
Arcane Sight: At 5th level the Illurien is permanently under an Arcane Sight effect.
Pointed Knowledge: At 6th level the Illurien understands all languages, and she instantly knows facts about creatures she speaks to telepathically, such as their age, where they were born, and the important events of their life.
This also allows the Illurien, as an Immediate action, to add her Int mod to any single Save, attack roll, damage roll, ability check or skill check against any creature inside her telepathy range. The decision to use this ability must be made before the roll.
Cloud of Foresight: At 7th level drawing on her boundless lore, Illurien uses opponent's tendencies and desires against them. This causes her opponents to have a 20% miss chance that can't be overcome in any known way. Plus once per round, as an immediate action, the Illurien can impose a penalty equal to - (1+1 per 2 HD) on a single roll, check or saving throw made by an opponent whitin 60 feet.
Uncanny Dodge: At 7th level the Illurien gains Uncanny Dodge as the Barbarian ability. If she would gain Uncanny Dodge again from other class, she gains Improved Uncanny dodge instead.
Knowledge Feed: At 8th level The Illurien heals 5 HP for every point of Int damage her Tempest Lash deals.
Plane Wander: At 9th level the Illurien can use Plane Shift as a SLA 1/day per 8 HD, except she can enter inside extradimensional spaces and private dimensions as long as she somehow learns of them. Save DC is 10+1/2 HD+Int mod.
Storm of Visions: At 9th level the watery drops that surround Illurien are the collected fragments of the knowledge she has accumulated. As a swift action, enemies whitin 30 feet of her must succeed on a DC 10+1/2HD+Int mod Will save or be dazed for 1 round, as visions of xotic truths captivate their minds. This is a mind-affecting effect, and cannot be used more than 1/round.
At 10 HD even oponents immune to mindaffecting can be affected by this, but they gain a +5 bonus on their saves.
At 13 HD this ability may be used as a free action.
Growth: At 10th level the Illurien grows one size category. On top of all other usual changes her Tempest Lash now deals 1d8+Str mod damage.
Analyze Dweomer: At 11th level the the Illurien can use Analyze Dweomer as a SLA 1/day per 3 HD. Save DC is 10+1/2 HD+Int mod.
Cold Logic: At 11th level, the Illurien may add her Int mod to an attack roll, a damage roll, an ability check and a save as a free action every round even if it isn't her turn. She must decide to use this ability before doing the respective roll, and each kind of action may only be freely boosted 1/round.
Hidden Library: At 12th level the Illurien has dreams of an extraplanar repository, hidden in some mysterious planar wilderness. From now on she may use Plane Shift to arrive precisely within the center of her Hidden Library, which is stashed with ancient tomes, scrolls and plenty of other reading material accumulated by an unknown hand. Those provide a +10 competence bonus to all knowledge checks made by the Illurien while inside it, but the tomes are mystically bound and cannot be removed from the Hidden Library. For every twelve new books the Illurien brings and binds to the Hidden Library, the competence bonus increases by 1, up to a total no bigger than the Illurien's HD (so at 12th level 24 books would maximize the bonus untill other level up).
The Hidden Library is filled with traps and guardians that make it immune to all divination effects and others teleporting in. The Illurien instinctively knows how to avoid the dangers and how to guide others in and out, but she would be wise to decide with who she shares her special place.
Rain Essence: At 13th level the Illurien becomes immune to electricity, polymorph effects against her will, sleep, paralysis and stunning, and her base speed increases by 10 feet.
Collector of Memories: At 13th level whenever the Illurien deals Int damage with her Tempest Lash, she can choose to steal 1 skill rank the victim had, which results in the victim forgetting a part of his memories related to the skill. This doesn't allow the Illurien to go over her normal skill ranks limits (she can still remove the skill rank and steal the memories anyway), and she cannot gain more extra skill points total with this ability than 10xHD. You automatically learn all the skills on which an enemy has ranks when you hit them with Tempest Lash.
Defeating the Illurien in a combat (or other kind of agreed challenge) allows one to recover their lost skill points and memories.
Blindsight: At 14th level the Illurien gains Blindsight with a range of 60 feet.
Rejuvenation: At 15th level, if killed, the Illurien reappears in her Secret Library two days later with full gear and no XP loss (her old body and gear automatically dissolve into normal water when she's killed). The one who killed her however starts geting dreams about the Hidden library. If not killed within 1 month, he'll be able to find a safe way into the Illurien's haven, both reaching it trough planar travel and evading the traps and guardians. If the Illurien successfully slays them, they forget this info even if somehow brought back to life (or unlife), thinking it all a crazed dream.
Ancient Rain: The ultimate Tempest Technique, combining a myriad of different martial arts to deliver a devastating blow customized to the enemy.
1/day as a standard action make a basic attack with your Tempest Lash. If you hit you deal additional damage equal to 3 times a knowledge check from you (following the same knowledge rules of Tempest Technique) and your opponent must succeed on a save with DC 10+1/2 HD+Int mod (you pick what kind of save they make) or be rendered permanently dazed, stunned, paralyzed, dead, blinded, fatigued, disabled, exhausted or deafened (pick two). You may end any of those conditions other that dead as a move action while adjacent to the target. Even if your opponent saves, they still take Int damage from Tempest Lash (no save) and they're sickened, shaken and dazzled for 1 round.
Ancient Rain cannot be recovered by Punish the Ignorant.