So aparently Oathbound does not connect to the astral plane and as such Conjuration (Teleportation) spells do not function as they rely on transport through said plane (instantanious though it may be). This means 2/3rds of the effects of the Dark Transient feat and even some of its prerequisits are completly worthless and as cool as having 50ft fly with perfect manuverabilty would be any of the following would likely be more usefull. Any sugestions as to which to build to instead are welcome.
Master of the Elements [Epic]
You have achieved mastery of the four elements -- air, earth, fire, and water.
Prerequisites: Spellcraft 24 ranks, breath of the night, chilling tentacles, stony grasp, wall of perilous flame.
Benefit: As a full-round action, you can summon a single creature from the summon monster I-IX list that is an elemental or has the air, earth, fire, or water subtype. The monster serves you for a number of rounds equal to your caster level. Activating this ability requires a standard action.
You can use dominate monster on elementals and creatures with the air, earth, fire, or water subtype. This effect lasts for a number of days equal to your caster level. Activating this ability requires a standard action.
You gain energy resistance 10 to acid, cold, electricity, fire, and sonic. If you have energy resistance from the warlock class, your resistance to those two elements increases by 10. This is an extraordinary ability.
Elementals and creatures with the earth, air, fire, or water subtype view you as one of their kind. These creatures react to you as if their attitude is two steps better than the situation otherwise warrants. This is an extraordinary ability.
Morpheme Savant [Epic]
Your words are charged with supernatural power.
Prerequisites: Baleful utterance, beguiling influence, warlock's call, word of changing.
Benefit: You can use power word blind, power word kill, or power word stun. Activating this ability requires a standard action.
When you use your warlock's call ability, you no longer suffer the chance of taking 1d10 points of damage from the recipient. In addition, you can imbue your sending with a suggestion (as demand). The casting time of warlock's call is 1 minute. Using this ability is part of the casting of the warlock's call invocation.
You can communicate as if under the effects of a constant tongues spell. This is a supernatural ability.
When you use your beguiling influence invocation, the bonus granted on your Bluff, Diplomacy, and Intimidate checks is equal to double your Charisma bonus or +6, whichever is greater. Using this ability is part of the casting of the beguiling influence invocation. It is an extraordinary ability.
Normal: The warlock's call invocationhas a casting time of 10 minutes and does not allow suggestions to be imbued. The warlock's call invocation allows the recipient to deal 10 points of damage to you. The beguiling influence invocation grants you a bonus on Bluff, Diplomacy, and Intimidate checks equal to your Charisma modifier.
Paragon Visionary [Epic]
Your powers of perception are beyond mortal ken.
Prerequisites: Spellcraft 24 ranks, dark foresight, devil's sight, see the unseen, voidsense.
Benefit: You can see through illusions, magical darkness, shapechangers, and other effects (as true seeing). This is a supernatural ability.
You are automatically aware of all spells or magical effects you see. Simply by looking at a creature, you can determine if it is a divine or arcane caster, whether it has any spell-like abilities, and the highest spell or spell-like abilities it knows. This is a supernatural ability.
When you use the voidsense invocation, you gain blindsight 60 feet.
You receive a bonus on all Listen, Sense Motive, and Spot checks equal to double your Wisdom modifier or +6, whichever is greater. This is an extraordinary ability.
Normal: The voidsense invocation grants blindsense 30 feet.
Shadowmaster [Epic]
You have walked the path of shadows, and now you have mastered its secrets.
Prerequisites: Spellcraft 24 ranks, beshadowed blast, dark discorporation, darkness, enervating shadow.
Benefit: You can create streaking masses of shadow around your form, providing you with a 50% miss chance against all attacks (as displacement). Activating this ability requires a standard action.
You can use material from the Plane of Shadows to create quasireal illusions, mimicking sorcerer and wizard conjuration spells of 8th level or lower (as shades). The illusions deal 80% damage to nonbelievers, and nondamaging effects are 80% likely to work against nonbelievers. Activating this ability requires a standard action.
You are immune to all spells with the shadow subtype and to effects that involve the use of shadows (such as the breath weapon of a shadow dragon). This is an extraordinary ability.
I like Morpheme Savant and Shadowmaster best between them. The power Words are always nice and any conjuration spell is nothing to sneeze at. Morpheme Savant also means I would get my Balefull Polymorph invoation back