-The character's identity is a natural infohazard, and wipes itself from the memory of those who learn it.I'd probably allow a will save, and at CR 15, probably should make it around DC 22. +1.5 CR (round down)
-The character's words cause the listener to fall into a highly suggestible state.Just sounds like a 1st-level bard's fascinate, on all the time (hint, it's just using perform(oratory)). I'd say it functions exactly the same as the listed bard ability (DC would be 10+1/2 character level+Cha modifier). 1st level ability at will? Sounds like cantrips. +1 CR
-The character can teleport at will.This brings forth questions. Are you saying long-range teleport, as per the spell? or are you saying short range, like blinks?
The full-range teleport is a level 5 wizard spell at-will- standard action, 100 miles per character level and 1 additional person/3 levels. at level 12 that'd be teleporting the whole party (assuming everyone's medium) in a standard action/ CR +1.5 due to limited combat effectiveness.
For short ranges I'd give the same CR, but allow either move action for a 20' blink (can't make it more efficient than walking, now) or a swift action for 10'. this blink could be in the middle of normal movement. The blink as a swift action could be upgraded to 20', but you'd be fatigued for 2 rounds and couldn't use the blink during that time. CR +2 due to excellent combat possibilities (What's that? There are feats that let you hurt a lot more when you're attacking with a jump? What's that? I'll houserule that a spear coming down from 20' hurts more than one from equal footing? Might be easier to dodge.) Just to say it at the end of the paragraph, CR +2
ERRATA: You can only blink once per round- if you swift action blink you can't move action blink, and vice versa. You can use your swift blink in the middle of a move action, though. I'll also say that the fatigue that comes from an overcharged blink doesn't kick in until the end of your turn.
-The character can alter their appearance at will.Sounds like that one druid ability- a thousand faces. I they get that at level 13.. but it's only a 2nd level spell at will. CR +0.5 (round up)
-The character exists only in the mind of a single subject, dominating them, and can jump to a new host on contact.Sounds kinda like a permanent magic jar... that's a level 5 spell on at-will status... With pretty high potential for combat use and significant use for subterfuge- it doesn't say humanoid, just sentient (it states nonsentient doesn't have a soul to exchange with). CR +2.
-The character has Pounce, Improved Grab, tentacles, flight, a good Fast Healing (or better yet, Regeneration/-), and a ludicrous Strength score.Pounce, tentacles (per tentacle), Strength (per point), and fast healing (per point)= CR +0.5
Flight, Improved Grab= CR +1
-Kobold Terminator (MNII: This is the Half-Golem idea.)For half-golems, see page 43-44 of this:
http://chet.kindredcircle.org/pdf/DnD3.5Index-Templates.pdfAnything printed in that guide will be accepted as written.
-Greater Invisibility At-Will+2 CR. If you were to limit it to something like 1-2/day, I'd consider +1 CR.
-Mindflayers (of Thoon?)Only if you can find documentation for them. They're probably something like 6 hd and LA/CR +5.
-The CubeYou see nothing!No. I'm not sure what you're referencing, but no. And I do see that.
-Cloud Ray Flying Fortress14,000 GP for the Cloud Ray.
Either
this or use an
instant fortress. (as written)
Why do you need CR for it? It's a trained animal with a building on top.
-Bunch of Size bonuses, and people to use the character as a moving siege tower, complete with murder holes, cannons, ballistae, etc.Just use a siege tower. You can recruit
slaves workers for silver pieces a day. Even less, since every nearby source of employment is collapsed, burning, overrun, demonic, or some combination of those four. (wages for unskilled labor -1/2. Mercenaries are still taking full wage.)
I have no problem with the party wheeling around siege equipment. If you want to overtake a castle, you can (spoilers)
-Throwing thingsWhat do you mean?
-Immunity to Attacks of OpportunityI probably just wouldn't allow that. CR +8 just so I can say that I allowed it. Technically.
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FIREI'd allow the heat monster ability for CR +0.5, and +0.5 CR for every die step up from 1d6 (1d8 is +1, 1d10 is +1.5, &c.)
You could also count it as the 3rd level wizard spell elemental aura (2d6 damage to adjacent, targets catch on fire) for +2.5 CR