You guys have no idea how hard it is to keep track of all these requests
Honestly, it takes me two hours to make one post addressing everything.
@Bowen: Sorry, as above, it's hard to address everyone and sometimes these requests get lost in the flood. I don't remember seeing the plane you wanted to attune to for Shepard, but if you drop it, sure, you can take natural bond. A more badass beastie is somewhat easier to tolerate than a Druid shapeshifting into an outsider with Wish and breaking the game.
@Prime: You're honestly not likely to need to fly that fast. Really. Combat maps aren't going to be 3-miles long, you know, especially since this is PbP. You can always run part of the way on foot and fly over a gap if need be, you can mix your movement modes however you want.
Also, don't forget that the flight power is provided in an artifact which your characters don't full know about. I'm not saying the flight speed won't increase later on. In fact, I'm going to just go ahead and say that the artifact power provides flight at base land speed for now. Again, this may increase later on, but 7th level characters don't explicitly
need a fly speed at all.
As for long-range travel, there are lots of options for that in Eberron, most notably the Elemental airships, lightning rail, etc.
If you'd rather your artifact did something else due to already getting flight from some other source, give me some ideas as to what might be of equal use to your character.
@TML: "At 4th level, pick any one 1st level wizard/sorcerer spell from the schools listed under spellcasting as an SLA usable 1/encounter. Landing a sneak attack allows you to give up 1d6, as per steal SLA, to use it once more, even from a creature without SLA's. You essentially draw raw magical potential from them, as any creature (except Karsites) could potentially use magic. These SLA's can be modified by effects such as mortalbane, as they originate from you.
Two levels after that, you gain another 1st level SLA. Two after that and you gain a 2nd level SLA, and so on, and at each level you gain a new level of SLA, you gain one additional use of the lower levels."
Essentially, instead of spells, you get SLA's; you can still steal spells, but the ability to trade using a stolen spell to power your own spellcasting shifts to being able to power your own SLAs with Steal SLA. Does that work for you?
Power Surge does not apply to SLA's, only supernatural powers. A Binder could use Power Surge on most of its powers, but not a Warlock.
So, for you, while it can not work on any SLA's you have naturally, it would work on Steal SLA, Steal Spell, etc, but it would not also work when you try to use the stolen powers. Pretty much the only benefit you get is being able to increase how long you can hold on to a stolen Spell/SLA.
Again, mortalbane would work on your own SLA's, but not ones you steal. Since SLA's don't really occupy spell slots, I'll also allow you to take Sudden metamagic feats to affect your SLA's, and they count as their non-sudden counterparts for prerequisites. Instead of 1/day they function 1/encounter or 3/day, your pick when you choose the feat. You can take these feats multiple times, adding 1 extra use each time. Not terribly exciting, but you probably won't need to take extra uses anyway.
As a planetouched, I'll allow you to take Human Heritage without having to give up energy resistances. This will allow you to manifest a dragonmark. Not all humanoids with dragonmarks are nobility, though they often command more respect and often find a place within House business, and not every direct descendant born within a House is born with a dragonmark. The Dragonmarked Houses are essentially mercantile guilds, though most of them have other specialties based on the effects of their mark.
@Risada: Sorry, no Unseelie fey. That goes for everyone. And I'd love to see someone playing more of a straight-up binder, but those builds look fine too.
@Chemus: Here's the Warlock as I envisioned it, for your reference:
[spoiler]
Invocations
Lvl BAB Fort Ref Will Special Known
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1 +0 +0 +0 +2 Eldritch Blast, invocations (least) | 1
2 +1 +0 +0 +3 Detect Magic | 2
3 +2 +1 +1 +3 DR 1/cold iron | 3
4 +3 +1 +1 +4 Deceive Item | 4
5 +3 +1 +1 +4 Shadow Step, lesser | 4
6 +4 +2 +2 +5 invocations (lesser) | 5
7 +5 +2 +2 +5 DR 2/cold iron | 6
8 +6/+1 +2 +2 +6 Fiendish Resilience 1 | 7
9 +6/+1 +3 +3 +6 Improved Eldritch Blast | 8
10 +7/+2 +3 +3 +7 Energy Resistance 5 | 8
11 +8/+3 +3 +3 +7 DR 3/cold iron, invocations (greater) | 9
12 +9/+4 +4 +4 +8 Imbue Item | 10
13 +9/+4 +4 +4 +8 Fiendish Resilience 2 | 11
14 +10/+5 +4 +4 +9 Shadow Step, greater | 12
15 +11/+6/+1 +5 +5 +9 DR 4/cold iron | 12
16 +12/+7/+2 +5 +5 +10 invocations (dark) | 13
17 +12/+7/+2 +5 +5 +10 Patron's Wrath | 14
18 +13/+8/+3 +6 +6 +11 Fiendish Resilience 5 | 15
19 +14/+9/+4 +6 +6 +11 DR 5/cold iron | 16
20 +15/+10/+5 +6 +6 +12 Energy Resistance 10 | 16
Eldritch Blast (Sp): Your Eldritch Blast is equivalent to the description given on page 7 of Complete Arcane, but deals a number of dice worth of damage equal to your class level. Thus, it deals 1d6 damage at level 1, 2d6 and level 2, 3d6 at level 3, and so on.
Shadow Step (Su): Magical wisps of shadow billow around you as you move, hiding you from danger. Whenever you move at least 10 feet in a round, you gain the benefits of Concealment, providing a 20% miss chance, for 1 round. Creatures with Darkvision reduce this miss chance to 10%.
At level 14, the miss chance from your concealment improves to 40%, and creatures with Darkvision have the same chance to hit as any other creature.
Patron's Wrath (Sp): At 17th level, you may call upon the patron who supplies your Warlock gifts to lend you unnatural power to vanquish your foes. As a full-round action, you unleash a wave of power, automatically dealing damage equal to your eldritch blast damage to all enemy creatures within 60 feet of you, with no chance to reduce the damage; however, once used, you are left fatigued until the end of the encounter. This ability functions 1/day.
[/spoiler]
@Flay: Sorry, no Invisible Spell, but other Cityscape material might be fine depending on what is being asked for. I'm not going to blanket-accept or ban any particular books, because even a shitty book usually has at least one really good entry.
Feel free to PM me your background ideas.
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In fact, I'm hoping everyone has a good idea as to their character's background, personality, etc. And once your character sheet's ready to go, I'd like a short description of their tactics, commonly used abilities and tricks, etc. I'd like to be able to design encounters that are challenging, but allow everyone to use the tools at their disposal. If I just put you up against a roomful of kobolds, I know you're going to blow through them in 1 or 2 rounds and no one will particularly have any fun. Now, a roomful of kobold sorcerers and druids, maybe...
Sorry if I forgot anything, just feel free to remind me exactly what I'm missing. You know how the top of the post says it takes 2 hours to write these things? This time I'd say... 2.5 hours, give or take. You don't know how tempted I am to wipe this all out and start over with 4E.