That mind flayer class has far too much ability stacking, make up a paladin or cleric with some divine feats and it could get out of hand... Or just take the obvious route and be a charisma or int based caster, get full spell progression, ridiculous- long story short, it seems a might too powerful to me...
Even an intelligence-based rogue/assassin...
It seems that the extent to which I value the lords of madness book is inversely proportional to my knowledge of its content...
Mind flayers eat civilised brains, it makes it difficult for them to maintain stable relationships with other civilisations. Economic victories are pretty much impossible with anyone who is intolerant of being eaten. So they are basically villainous because they don't have any other outlets for maintaining a social presence. And if they don't rule the world then eventually someone incompetent will...
Hmmm, maybe we could try for a low-level variant of the
ogre-mage. They are intelligent, tend to be lawful-Evil, and are magically inclined. Make a psionic variant with, say, two hit dice which contribute to, hmm, they seem to have a thing for innate powers, which would seem more like a wilder...
Ogre Mages As Characters
Ogre mage characters possess the following racial traits.
+10 Strength, +6 Constitution, +4 Intelligence, +4 Wisdom, +6 Charisma.
Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
Space/Reach: 10 feet/10 feet.
An ogre mage’s base land speed is 40 feet. It also has a fly speed of 40 feet (good).
Darkvision: Ogre mages can see in the dark up to 60 feet.
Racial Hit Dice: An ogre mage begins with five levels of giant, which provide 5d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, and Will +1.
Racial Skills: An ogre mage’s giant levels give it skill points equal to 8 × (2 + Int modifier [minimum 1]). Its class skills are Concentration, Listen, Spellcraft, and Spot.
Racial Feats: An ogre mage’s giant levels give it two feats.
+5 natural armor bonus.
Special Attacks (see above): Spell-like abilities.
Special Qualities (see above): Regeneration 5, spell resistance 19.
Automatic Languages: Common, Giant. Bonus Languages: Dwarven, Goblin, Infernal, Orc.
Favored Class: Sorcerer.
Level adjustment +7.
Okay, I don't see this happening for less than a +3 LA, regeneration is nearly worth +2 on its own...
+4 strength, +2 constitution and charisma. {+2 LA, lets be generous and include large...}
Large
Space/Reach: Vertical
{That fly speed is a real problem, I could try dropping it down to 10(poor) but flight is still flight... meh}
land speed: 30, fly: 10(good)
Dark-vision {1st hit die}
Racial hit dice: 2 giant.
Racial skills: conc, list, psiC, spot
Feats: {none, this entry is so stupid, they are exactly the same feats that everyone else gets...}
Natural armour: {They seem sort of fleshy to me, +2 might work but, really, it seems like a good place to save on level adjustment without harming the feel...}
S.A.: Spells {as a second level wilder, stacks with wilder levels, this is probably the only interesting thing that can be added to hit dice, although it doesn't currently have wild surge...}
S.Q.: Regen 5/fire or acid {Dropping the spell resistance, it just isn't worth it, it is sooo tempting to drop the regen to fast healing 2, but it is sort of iconic so I will leave it in and hope that nobody notices.}
Languages as normal.
L.A.: I can has +3?