O-kay... time to go through and answer some things:
Silver Dragon: if you can give me a good story for it, I'll read it at least, and might allow it. I actually got a warning bell at "Considered Tier X", because in my circle, the Tier system is considered a joke. Looking through it, I'd say it has a strong chassis (HP, Saves, BAB, Skills - Dragon Hit Dice, naturally), and slowly gets some nice tricks there, so in general I'm fine, but I feel that, given dragons don't generally wield weapons or wear armour, I will be a bit more lenient with the boosts gained:
Natural Armour: as listed, but each time you grow, you gain the natural armour listed for the size increase (more than +1)
Ability Score boosts: double these, and when you grow, you gain the ability score changes listed for size increase (pretty big)
When you hit Large, the breath can be upgraded to d8/level.
I'm aware that's pretty powerful with these changes, but we're comparing against Wizards, Flask-Rogues and so on, and the setting isn't exactly generous with magic items (don't worry though, I will try to get people appropriate gear for their levels to ensure there are no "Well the book says this was a good challenge, sure, you didn't have any magic weapons or the ability to see invisible" cases).
IK Dragons: they were made to be godlike, so are "CR HUGE", but probably weren't very well-made for that (to be fair, few companies, WotC included, make well-statted NPCs, and it's hard to accurately gauge monsters for high levels). I'll be making them myself so that they start arriving at earlier levels, aren't just automatic "I win" with powers, and are generally "Scary melee warriors who can fly and use a variety of breath weapons".
I will have to look and see if Iron Liches are also weak, as has been pointed out. I don't want to frustrate/annihilate the PCs, but I don't want to disappoint you with pushovers either.
TheGlyphstone: I'll admit it's unlikely
, but it really depends on all the characters that are presented.
The Tome Tiefling can be used for a Satyxis, sure. As for Factotum, it isn't a setting-specific class so I'm okay with it (indeed it's one part "Action Hero - I can theoretically do anything" and one part Dungeon Crawler, and IK has a lot of swamps, sewers, dungeons, fortresses, trenches and the like to crawl through). Just... make sure there are things you can do. IIRC, they can mostly just add their Int? to various things or gain extra actions, but don't really have impressive things to use those actions on, and I should point out that "All skills" does not include "No-longer-existing skills from a splat book for 3.0 for another, Oriental, setting". But if you have a good plan of action that involves being able to traverse difficult terrain, hold your own against the critters of IK and also deal with people socially... go for it.
Wild Cohort is fine, yeah - in general though, I'll actually allow you to have any animal or dire animal with a CR at least 3 less than your level. Font of Inspiration, in line with "Feats should be really good as you only get 7 of them in your life", I would allow but change to this:
"By taking this feat, which can only be taken once, you gain an extra point of Inspiration. Furthermore, the benefits of having it scale with your hit dice:
- 5 Hit Dice: you gain another point of Inspiration, as well as 4 extra skill points.
- 10 Hit Dice: you gain one more point of Inspiration, and once per round can make a Skill check as a Free action.
- 15 Hit Dice: you gain yet another point of Inspiration, and just flat-out gain three Skill Tricks (same book, IIRC? Or Complete Scoundrel?)"
Yeah, Puppeteer does Electricity damage. With anything where it's an obvious typo/misprint and there's a very logical answer, just go with logic and correct it. If something requires asking, feel free to ask.
And yeah, I'm okay with discussing IK stuff here even while Maid is still getting worked out. Do people want, for the ability scores:
1. 32 point-buy?
2. Me to roll a few different arrays and let you pick one?
3. The alternate point-buy thing where you buy them up from zero, 1-for-1 (so a 10 costs 10, an 18 costs 18) - but minimum of 8 still - with 75 points?
Likewise, what region are you interested in starting in, who do you want to antagonise, and do you want a modest start (level 3-5) where you clamber up to the top, or a more "We're already just about in crazy land!" approach where you're level 10, considered generals, and can really make things happen? I want to be pretty flexible here, basically.