Alright.  Also, Galyxx has the Ghostly Grasp feat, so I think he probably shouldn't need either a host body or Telekinesis to make use of his Death Attack.  With that said, here's all of the round table abilities seen so far summed up in handy game mechanics form:<br/><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote"><strong>Judas Priest (Sp)</strong> Having recovered memories of his previous life as Alexander Brightrune, False Prophet, Vholdran has regained some measure of the silver tongue and magical misdirection he employed in his previous life.  He is under a constant <em>glibness</em> effect, as the spell at a caster level equal to his HD, save that the bonus to his Bluff checks is at a +10, but that bonus applies to all uses of the Bluff skill.  If successfully dispelled, this effect is instead only suppressed for 1d4 rounds.<br/>   Vholdran's Fiendish Aspects gain a similar ability, but gain only a +5 bonus to all Bluff checks and use the Aspect's HD to determine caster level.<br/><br/><strong>Hag Rituals (Sp)</strong> Having recovered memories of her previous life as Ligeia, Defiler Hag and later one and only Dread Queen of her world, Echidna has gained the ability to form a Covey, similar to the Hag ability of the same name.  Echidna may form a Covey with her own female-gendered spawn, hags of any sort, or any fiendish or fiend-blooded females (including other female Archfiends), and the spell-like abilities gained by the Covey use Echidna's Charisma score to determine their save DCs (if any) and have a caster level equivalent to her Hit Dice.<br/>   Echidna's Fiendish Aspects gain a similar ability, but use the Aspect's stats to determine caster level and save DCs of the Covey-granted spell-like abilities.<br/><br/><strong>Superior Assassination (Su)</strong> Having recovered memories of his previous life as the Phantom, Legendary Assassin, Galyxx has recalled further measures of his former killing talents, and may now treat his Assassin level as being equal to his HD for the purpose of determining the save DC for his Death Attack.  Additionally, he can also kill sleeping targets through their very dreams after studying them for three rounds, allowing his Death Attack to target a sleeping target's Will save, rather than Fortitude save, so long as the target is not immune to fear effects or protected by <em>protection from evil</em> or other, similar effects.<br/>   Galyxx's Fiendish Aspects gain a similar ability and automatically gain the Assassin class feature Death Attack in addition to their normal powers, but use the Aspect's stats to determine the attack's save DC.<br/><br/><strong>Ghost Ship (Su)</strong> Having recovered memories of her previous life as Sharalal Verine, Pirate Empress, Ungrath has gained the ability to conjure a massive, ghostly pirate vessel, the vessel that served as her flag-ship in her previous life, at-will.  Statistically, the ship can hold 200 soldiers, 80 crew members, has two ballistae on both sides in front, a single catapult on the back deck, six gunpowder cannons on each side, and can hold 160 tons of cargo.  The ship is crewed by the haunting spirits of the pirates who served alongside Sharalal Verine during her mortal life, and all of the ship's weapons can fire at Ungrath's mental command, firing a full volley of weapons at one or more targets as a full-round action on her part, or firing a single weapon once per round as a free action.  All weapons fire at the same base attack bonus and Dexterity modifier as Ungrath herself, and each weapon automatically reloads in 1d4 rounds, drawing from an infinite amount of magically-conjured ammunition.  The ship can travel along the River Styx to other lower planes or <em>plane shift</em> to any plane where a sufficiently-sized body of water exists, and can also submerge, forming a sustaining bubble of air around itself, though it provides no special means to see through dark or murky waters while doing so.<br/>   Ungrath's Fiendish Aspects gain the ability to conjure a smaller ship, armed only with six cannons on each side, able to carry only 80 tons of cargo and with half soldier and crew capacity.  This Aspect of of Ungrath's Lesser Ghost Ship cannot submerge or plane shift, needs an actual crew to function, and does not possess unlimited ammunition or magical, self-firing-and-reloading cannons.<br/>   Conjured Ghost Ships remain in existence until dismissed, even upon entering an <em>antimagic field</em> (though they cannot be summoned within such an effect and their ghostly crew, planar travel and self-firing weapon abilities are suppressed), and when dismissed, any cargo they still carry falls into whatever waters or space the ship once occupied.  Despite their conjured nature, Ghost Ships cannot be dispelled.  Ungrath's Ghost Ship is always undamaged and at full hit-points whenever it is summoned, regardless of what damage it sustained during previous summonings.</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>