Author Topic: sirp's PbP character notebook  (Read 3881 times)

sirpercival

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sirp's PbP character notebook
« on: January 24, 2013, 09:47:26 AM »
Too many tabs open with unfinished PbP character sheets.  Staging area for such things.  Idea stolen from phaedrusxy.  Grammar ignored.


Index:
Graalmas (AL)
Phineas McHeilbert (FN)
Melchior (NW-SpO)
Dwvar Valnorr (FoPP-R)
« Last Edit: January 24, 2013, 09:50:47 AM by sirpercival »
It's a dangerous business, going out your door. You step onto the road, and if you don't keep your feet, there's no knowing where you might be swept off to.

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sirpercival

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Re: sirp's PbP character notebook
« Reply #1 on: January 24, 2013, 09:47:51 AM »
Not done yet, but posted here so I can work on it.

Dwvar Valnorr
TN Lesser Bytopian Planetouched Dwærrow Ætherforge 10

Pic

Ability Scores
Racial adjustments: -2 Str -2 Dex +4 Con +4 Wis -2 Cha
36 point buy, items included

Str [2p] 10 - 2 racial = 8 (-1)
Dex [4p] 12 - 2 racial +5 inherent = 15 (+2)
Con [10p] 16 +4 racial +5 inherent = 25 (+7)
Int [6p] 14 (+2)
Wis [10p] 16 +4 racial +2 level +5 inherent = 27 (+8)
Cha [4p] 12 - 2 racial = 10 (+0)

HD: 10d8+70 (118 hp)
Saves: F +14, R +5, W +15, +2 vs spells & spell-like effects
AC: 20 (+2 Dex +8 deflection), touch 20, flat-footed 18
Initiative: +2
Senses: Darkvision 60 ft, Æthersense 30 ft, Blindsense 40 ft
BAB/Grapple: +5/+4
Attacks:
Defenses: Fast healing æ/3, immune to poison & sleep, 25% to negate crits & precision, cannot be flanked

Racial Traits
Dwærrow:
  • -2 Dex, +2 Con, +2 Wis, -2 Cha
  • Humanoid (dwarf).
  • Languages: Comman, Dwarven, Undercommon, Draconic
  • Æthercraft: +1 unit of æther in pool
  • Æthersense: blindsense 30 feet, only picks up creatures who produced magical effects w/in 1 round
  • +2 racial bonus on saving throws against poison, as well as on saving throws against spells and spell-like effects.
  • +2 racial bonus on Craft checks that are related to stone or metal.

Lesser Bytpopian Planetouched:
  • Ability Adjustments: -2 Str, +2 Con, +2 Wis
  • Resourceful (Ex): Planetouched from Bytopia are generally diligent, if nothing else, and can make the most out of any situation if they simply try hard enough. Once per day per point of Constitution modifier, when the Planetouched has failed a skill or ability check, they may choose to negate that result and reroll, this time adding their constitution bonus to the roll on top of any other modifiers.

Class Features
Ætherforge 10:
  • Forging: Æther 10+1, 12 forgings known.
  • Bonus metaforge feat x2
  • Æthereal essence (Su): At 4th level, an ætherforge's body begins to undergo physical changes, as he learns to use æther to maintain his own bodily processes. The ætherforge gains fast healing equal to one third the number of æther units remaining in his pool (and not bound to a forging) at any given time.
  • Æthereal transformation (Ex): Upon reaching 5th level, more changes have affected the ætherforge's physiology, as he begins to replace portions of his anatomy with pure æther. He becomes immune to poison and sleep effects.
  • Forged body (Ex): Starting at 6th level, the ætherforge's body continues to transform. He has a 25% chance to negate critical hits and precision damage.
  • Æthereal presence (Su): At 8th level, an ætherforge's force of will surrounds him with a constant swirl of æther. He gains a deflection bonus to armor class equal to his Wisdom modifier at all times.
  • Improved æthereal transformation (Ex): Upon reaching 9th level, more changes are wrought on the ætherforge's body. He becomes immune to paralysis.
  • Æthereal awareness (Ex): Starting at 10th level, an ætherforge becomes even more closely attuned to eddies in the æther which alert him to the presence and movement of creatures around him. He becomes immune to flanking, and gains blindsense at a range of 5 feet times his Wisdom modifier.

Feats
1st - Æther Conduit
3rd - Force Æther, Expand ForgingB
6th - Mystic
7th - Multiply ForgingB
9th - Historian

Skills
Knowledge (Arcana) 13 ranks + 2 Int = 15
Knowledge (History) 13 ranks + 2 Int = 15
Spellcraft 13 ranks +2 Int = 15
Listen 13 ranks + 8 Wis = 21

Equipment


Forgings Known
  • Ætherbeast - Form a construct out of æther to attack your enemies. (1)
  • Ætherfire Aura - Your target's attacks deal extra force damage. (1)
  • Æther Shard - Hurl a shard of æther to damage opponent. (1)
  • Æther Bubble - Carry yourself and others around in a flying bubble of æther. (5)
  • Æther Piston - Greatly increase gravity in a narrow cylinder to crush opponents. (5)
  • Æther Probe - Identify magical auras and effects. (1)
  • Æther Inflation - Increase your target's size. (2)
  • Æthereal Deflation - Reduce your target's size. (3)
  • Æther Launch - Fling objects or creatures. (2)
  • Æther Jump - Teleport your target through the æther. (3)
  • Æther Spy - Create a magical sensor out of æther to view a distant location. (3)
  • Æther Trap - Trap target in an æther cage. (4)

Background
WIP

Equipment Wish List
WIP
« Last Edit: January 26, 2013, 12:23:16 PM by sirpercival »
It's a dangerous business, going out your door. You step onto the road, and if you don't keep your feet, there's no knowing where you might be swept off to.

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sirpercival

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Re: sirp's PbP character notebook
« Reply #2 on: January 24, 2013, 09:48:46 AM »
Not done yet, but posted here so I can work on it.

Melchior
Lesser Aasimar Sage 8

Pic

Ability Scores
Racial adjustments: +2 Wis, +2 Cha
32 point buy, items included

Str [0p] 8 (-1)
Dex [4p] 12 (+1)
Con [6p] 14 (+2)
Int [2p] 10 (+0
Wis [10p] 16 + 2 racial = 18 (+4)
Cha [10p] 16 +2 racial +2 level = 20 (+5)

HD: 8d6+16 (48 hp)
Saves: F +4, R +3, W +10
AC: 11 (+1 Dex), touch 11, flat-footed 10
Initiative: +1
Senses: Darkvision 60 feet
BAB/Grapple: +4/+3
Attacks:
Defenses:

Racial Traits
Aasimar:
  • +2 Wisdom, +2 Charisma.
  • Medium size.
  • An aasimar’s base land speed is 30 feet.
  • Darkvision: Aasimars can see in the dark up to 60 feet.
  • Racial Skills: Aasimars have a +2 racial bonus on Spot and Listen checks.
  • SLA: Daylight 1/day
  • Resistance to acid 5, cold 5, and electricity 5.
  • Languages: Common, Celestial
  • Favored Class: Paladin.

Class Features
Sage 8:
  • Awaken Element (Exaltation 21, 4th-level formulae), awaken incantation, awaken numen
  • Detect magic at will
  • Spellshape attack
  • 2x spellshaping bonus feats
  • Least Seals
  • Sacred Weapons

Feats
1st - Varied Awakening, ??F, ??F
2nd - ??B
3rd - ??
6th - ??
8th - ??B

Flaw -
Flaw -

Skills
WIP

Wealth
   WBL: 27k

Remaining funds:

Formulae
WIP

Background
WIP

Equipment Wish List
WIP
It's a dangerous business, going out your door. You step onto the road, and if you don't keep your feet, there's no knowing where you might be swept off to.

Homebrew Notebook
PbP Char Notebook

sirpercival

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Re: sirp's PbP character notebook
« Reply #3 on: January 24, 2013, 09:49:41 AM »
Not done yet, but posted here so I can work on it.

Phineas McHeilbert
CG Magic-blooded Spellscale Dragonmage 10

Pic

Ability Scores
Racial adjustments: -2 Con -2 Wis +4 Cha
36 point buy, items included

Str 8 [0p]
Dex 10 [4p]
Con 16 [10p] -2 racial = 14
Int 12 [4p]
Wis 12 [4p] -2 racial = 10
Cha 18 [16p] +4 racial +2 level = 24 (+7)

HD: 10d4+20 (51 hp)
Saves: F +9, R +4, W +7
AC: 12 (+0 Dex +2 natural), touch 10, flat-footed 12
Initiative: +0
Senses: Low-light vision, blindsense 35 ft, detect magic at will
BAB/Grapple: +5/+4
Attacks:
Defenses: Resistance 7 vs Ideal energy type

Racial Traits
Spellscale:
  • -2 Con, +2 Cha
  • Humanoid (Dragonblood).
  • Languages: Comman, Draconic, Elven
  • Blood Quickening Meditations

Magic-Blooded:
  • Ability Adjustments: +2 Charisma, -2 Wisdom
  • Vision: low light
  • Skills: +2 Knowledge (arcana), +2 Spellcraft, Both usable untrained.
  • Spell-Like abilities: Detect magic, Nystul's Magical Aura, Nystul's Undetectable aura, and read magic 1/day (CL=Character Level.

Class Features
Dragonmage 10:
  • Spells: 5/5+2/5+2/5+2/5+1/3+1 per day, 5/4/4/3/2/1 known.
  • Ideals (6): Astral Dragon, Adamantine Dragon, Emerald Dragon, Ethereal Dragon, Loredrake Dzalmaus Dragon, Xorvintaal Obsidian Dragon
  • Dragontouched (Ex): A dragonmage gains Dragontouched as a bonus feat, even if he does not meet the prerequisites. In addition, any draconic feats he selects function as if his draconic ancestors were of the same type as any Ideal he expresses. For example, a dragonmage with the Draconic Heritage feat who expressed the Black Dragon Ideal would gain the benefit of Draconic Heritage (Black); if he switched the next day to the Gold Dragon Ideal he would gain the benefit of Draconic Heritage (Gold) instead.
  • Ideal quickening (Su): When there is a conjunction between the Ideal a dragonmage expresses and the blood quickening meditation he has undertaken, the latter reinforces the former, drawing him closer to the Draconic Ideal. Whenever the meditation that a dragonmage of 2nd level or higher grants a skill bonus to a skill associated with the Ideal that he is expressing, the dragonmage gains a +1 bonus to Idealist level with ideal powers from that Ideal. He still does not gain higher tier ideal powers from this increase than he would normally have access to.
  • Breath (Su): Beginning at 2nd level, a dragonmage learns the next draconic technique in his arsenal, gaining the ability to breathe a blast of energy at his foes. By sacrificing a spell slot as a standard action, the dragonmage deals energy damage equal to 1d6 per level of the sacrificed slot to all foes in a line of length equal to 5 feet per class level. Opponents gain a Reflex save (DC 10 + 1/2 caster level + Charisma modifier) for half damage; the type of energy is given by his expressed Ideal. If the dragonmage is expressing more than one ideal (see Dual Ideal, below), he chooses one type of energy associated with one of his Ideals at the time he sacrifices the spell slot. At 6th level, and every 4 levels after, the damage die size increases as shown on the table above.
  • Scales (Su): At 3rd level, a dragonmage's skin begins to harden, emulating the protective scales on a dragon's outer surface. He gains a natural armor bonus equal to his Constitution modifier, and energy resistance equal to his Charisma modifier against the associated energy type of his expressed Ideal. If the dragonmage is expressing more than one ideal (see Dual Ideal, below), he gains resistance against every energy type associate with an expressed Ideal.
  • Meditative focus (Su): A 4th-level spellscale dragonmage's expression of the Draconic Ideal can aid his meditative pursuit of the Dragon Gods as well. By spending a use of his ideal powers, the dragonmage can gain an additional use of the ability or metamagic feat granted to him by his blood quickening meditation.
  • Wings (Su): At 7th level, a dragonmage learns the secrets of draconic mobility, gaining the ability to grow wings for short periods of time. By sacrificing a spell slot as a swift action, the dragonmage may grant himself a fly speed equal to 10 feet times the level of the spell slot, with good maneuverability. This fly speed lasts a number of rounds equal to the dragonmage's Charisma modifier.
  • Arcane ideal (Su): Upon reaching 8th level, a dragonmage learns how to apply his ethos more fully to his magical lore. When casting a dragonmage, spell, the dragonmage may spend a number of daily uses of his ideal powers equal to the level of the spell to cast the spell without spending a spell slot. He must have a spell slot of the appropriate level remaining to use this ability.
  • Lesser dragonsight (Su): At 9th level, a dragonmage's senses have become honed through constant exposure to arcane energies. He gains blindsense out to a range of 5 feet times his Charisma modifier, and can use detect magic at will as a supernatural ability.

Adamantine Dragon
Spoiler
written by littha
Source: Dragon #321

Damage: Fire damage
Resistance: Fire resistance
Skills: Heal, Tumble

Ideal Powers:
  • Powerful Build (Ex): Your physical stature and training lets you function in many ways as if you were one size category larger. Whenever you are subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger if doing so is advantageous to you. You are also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect you. You can use weapons designed for a creature one size larger without penalty. However, your space and reach remain those of a creature of your actual size. The benefits of this ability stack with the effects of powers, abilities, and spells that change the subject’s size category. [Wyrmling]
  • Improved Sunder (Ex): You gain the use of the Improved Sunder feat even if you do not meet the prerequisites. [Juvenile]
  • Alternate Form (Su): You may assume the form of any animal or humanoid of Medium size or smaller as a standard action by spending a use of your ideal powers.  You may remain in this form until you choose to assume a new form or your natural form. [Adult]
  • Adamantine Blades (Su): All weapons you wield are treated as adamantine for all purposes. This effect lasts 1d4 rounds after you let go of the weapon at which point it reverts to its normal material.  [Ancient]
  • Reverse Gravity (Sp): You may spend a use of your ideal powers to use reverse gravity as a spell-like ability.  [Wyrm]
Dragonmage Spell List
  • 1st - Magecraft
  • 2nd - Mirror Image
  • 3rd - Major Image
  • 4th - Dimension Door
  • 5th - Banishment
  • 6th - Wall of Iron
  • 7th - Major Creation
  • 8th - Power Word Stun
  • 9th - Prismatic Sphere
Astral Dragon
Spoiler
written by littha
Source: Dragon #344

Damage: Slashing damage
Resistance: DR /bludgeoning or piercing
Skills: Concentration, Sense Motive

Ideal Powers:
  • Astral Familiarity (Ex): You may move through the Astral plane as though your wisdom were 8 points higher than it really is when making a check to alter the subjective directional gravity. [Wyrmling]
  • Extraplanar Sight (Sp): At will, you may detect creatures who are not native to your current plane.  This ability otherwise functions as the detect evil spell, but does not reveal alignment. [Juvenile]
  • Banishment (Sp): You may spend a use of your ideal powers to use banishment as a spell-like ability [Adult]
  • Sundering Silver (Su): You can sever a silver cord with a successful critical hit. [Ancient]
  • Null Gravity Aura (Su): By spending a use of your ideal powers, you may project an aura of nullified gravity for 1 minute.  When active, the planar gravity trait within a 60-foot radius emanation is altered to "No gravity". [Wyrm]
Dragonmage Spell List
  • 1st - Summon Monster I
  • 2nd - Eagle's Splendor
  • 3rd - Fly
  • 4th - False Gravity
  • 5th - Teleport
  • 6th - Antimagic Field
  • 7th - Maze
  • 8th - Mind Blank
  • 9th - Astral Projection
Emerald Dragon
Spoiler
Source: MMII

Damage: Sonic damage
Resistance: Sonic resistance
Skills: All Knowledge skills

Ideal Powers:
  • Lore (Ex): You gain the Bardic Knowledge ability of a bard of your Idealist level. [Wyrmling]
  • Sculpt Sound (Ps): By spending a use of your ideal powers, you can use control sound as a psi-like ability. [Juvenile]
  • Keening Breath (Ex): Any creature who fails a save against your breath weapon is deafened for 1 round per 2 dice of damage. [Adult]
  • Shield of Prudence (Su): You can spend a use of your ideal powers as an immediate action to gain an insight bonus to AC equal to your Charisma modifier for 1 round. [Ancient]
  • Touchsight (Su): At all times, you benefit from the effect of the touchsight power, with a manifester level equal to your Idealist level. [Wyrm]
Dragonmage Spell List
  • 1st - Obscuring Mist
  • 2nd - Master's Touch
  • 3rd - Clairaudience/Clairvoyance
  • 4th - Greater Invisibility
  • 5th - Telepathic Bond
  • 6th - Legend Lore
  • 7th - Scrying, Greater
  • 8th - Superior Invisibility
  • 9th - Hindsight
Xorvintaal Obsidian Dragon
Spoiler
Source: Mind's Eye Article 2003-01-24 (renegade gem) & MMV

Damage: Fire damage
Resistance: Fire resistance
Skills: Bluff, Survival

Ideal Powers:
  • Fireburst (Ps): You can use energy ray (fire only) as a psi-like ability three times per day.  You may spend uses of your ideal powers for additional uses of this ability. [Wyrmling]
  • Biofeedback (Ps): You can spend a use of your ideal powers to use biofeedback as a psi-like ability. [Juvenile]
  • Dragon Eyes (Sp): Replace the normal Adult ideal power with this one.  You may spend a use of your ideal powers to use prying eyes as a spell-like ability. [Adult]
  • Twist of Fate (Su): Replace the normal Ancient ideal power with this one. When subject to a targeted spell, you can spend a use of your ideal powers as an immediate action to gain a bonus on a single save equal to 1/2 your Idealist level.  However, you suffer a -2 penalty on all further saves for 1d4 rounds. [Ancient]
  • Saved by Fire (Ps): Once per day, you may use fiery discorporation as a psi-like ability.  [Wyrm]
Dragonmage Spell List
  • 1st - Alibi
  • 2nd - Spymaster's Coin
  • 3rd - Dimension Step
  • 4th - Friendly Fire
  • 5th - Modify Memory
  • 6th - Evacuation Rune
  • 7th - Brain Spider
  • 8th - Plane Shift, Greater
  • 9th - Genesis
Loredrake Dzalmaus Dragon
Spoiler
Source: Dragon #349 & Dragons of Eberron

Damage: Negative energy
Resistance: Bonus on saves vs enchantment effects
Skills: Hide, Spellcraft

Ideal Powers:
  • Camouflage (Ex): You gain a +10 racial bonus to Hide checks grassland environments. [Wyrmling]
  • Harness the Power (Su): Replace the normal Juvenile ideal power with this one.  Increase the caster level for any spell-like abilities (or manifester level for psi-like abilities) that you gain from your Ideals by +2. [Juvenile]
  • Threebite (Su): You gain three primary natural bite attacks, which deal 1d8 damage (for a Medium creature) plus your Strength modifier each. [Adult]
  • Vampiric Breath: Any creature which takes damage from your breath weapon must also make a Fortitude save (at your breath weapon's normal DC) or suffer 1 point of Constitution drain per 2 dice of damage. [Ancient]
  • Storm of Vengeance (Sp): Once per day, you may use storm of vengeance as a spell-like ability. [Wyrm]
Dragonmage Spell List
  • 1st - Arcane Mark
  • 2nd - Wings of Cover
  • 3rd - Disobedience
  • 4th - Mystic Surge
  • 5th - Arcane Fusion
  • 6th - Aura of Evasion
  • 7th - Arcane Spellsurge
  • 8th - Arcane Fusion, Greater
  • 9th - Elminster's Effulgent Epuration
Ethereal Dragon
Spoiler
written by littha
Source: Draconomicon

Damage: Untyped (counts as a [Force] effect)
Resistance: Reduces damage from [Force] effects
Skills: Hide, Lucid Dreaming

Ideal Powers:
  • Ethereal Sight (Su): While on the Material plane, you can see creatures on the Ethereal plane normally.  While on the Ethereal plane, you can see creatures on the Material plane out to a range of 60 feet.  [Wyrmling]
  • Strike Ethereal (Su): While on the Material plane, you can make attacks against creatures on the Ethereal plane normally. [Juvenile]
  • Dimensional Anchor (Sp): You can spend a use of your ideal powers to use dimensional anchor as a spell-like ability. [Adult]
  • Ethereal Jaunt (Sp): You may spend a use of your ideal powers to use ethereal jaunt as a spell-like ability. [Ancient]
  • Summon Ether Cyclone (Su): Once per day, you can summon the awesome power of an Ether Cyclone, as described in the Manual of the Planes, page 57 (or here). This requires a full round action and lasts 1 minute.  [Wyrm]
Dragonmage Spell List
  • 1st - Sleep
  • 2nd - Blink
  • 3rd - Summon Monster III
  • 4th - Orb of Force
  • 5th - Blink, Greater
  • 6th - Banishment
  • 7th - Limited Wish
  • 8th - Telekinetic Sphere
  • 9th - Etherealness

Feats
1st - DragontouchedB, Penumbra Bloodline
3rd - ??
6th - ??
9th - ??

Skills
WIP

Equipment


Spells Known
  • 0th (5) - Amanuensis, Mage Hand, Prestedigitation, Read Magic, Silent Portal
  • 1st (4) - Summon Monster I, Magecraft, Alibi, Sleep, Obscuring MistB
  • 2nd (4) - Eagle's Splendor, Mirror Image, Wings of Cover, Spymaster's Coin, DarknessB
  • 3rd (3) - Dimension Step, Clairaudience/Clairvoyance, Major Image, NondetectionB
  • 4th (2) - Friendly Fire, Dimension Door, Black TentaclesB
  • 5th (1) - Arcane Fusion, Shadow EvocationB

Background
WIP

Equipment Wish List
WIP
It's a dangerous business, going out your door. You step onto the road, and if you don't keep your feet, there's no knowing where you might be swept off to.

Homebrew Notebook
PbP Char Notebook

sirpercival

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Re: sirp's PbP character notebook
« Reply #4 on: January 24, 2013, 09:50:28 AM »
Not done yet, but posted here so I can work on it.

Graalmas
Magic-blooded Earth Suli Wyrm Warrior 3

Pic

Ability Scores
Racial adjustments: +4 Str -2 Dex  -2 Int -2 Wis +4 Cha
96 point buy, items included

Str 18 +4 racial = 22 (+6)
Dex 18 -2 racial = 16 (+3)
Con 18 (+4)
Int 18 -2 racial = 16 (+3)
Wis 18 -2 racial = 16 (+3)
Cha 18 +4 racial = 22 (+6)

HD: 3d10+12 (42 hp)
Saves: F +7, R +4, W +6
AC: 25 (+3 Dex +4 natural +8 armor), touch 13, flat-footed 22
Initiative: +3
Senses: Low-light vision
BAB/Grapple: +3/+9
Attacks:
Defenses: Resistance 6 vs Ideal energy type

Racial Traits
Suli:
  • +2 Strength, +2 Charisma, and –2 Intelligence.
  • Outsider (Native).
  • Languages: Comman, Terran, Draconic, Auran, Ignan
  • Acid Resistance 5
  • Negotiator: Sulis are keen negotiators, and gain a +2 racial bonus on Diplomacy and Sense Motive checks.
  • Elemental Assault (Su): Once per day as a swift action, a suli can shroud her arms in acid. This lasts for one round per level, and can be dismissed as a free action. Unarmed strikes with her arms or hands (or attacks with weapons held in those hands) deal +1d6 points of acid damage.
  • Earthfoot (acid): While elemental assault is active, whenever the suli moves through difficult terrain related to earth and stone (rubble, mud, sand, and so on), she may move through 5 feet of that difficult terrain each round as if it were normal terrain. This allows the suli to take a 5-foot step into that difficult terrain. Other kinds of difficult terrain (ice, caltrops, foliage, and so on) affect the suli normally.
Earth:
  • +2 Strength, -2 Dexterity
  • +1 racial bonus on attack rolls against creatures of the air subtype, including extraplanar creatures from the Elemental Plane of Air.
  • -2 penalty on all saving throws against spells, spell-like abilities, and supernatural abilities with the air subtype or used by creatures of the air subtype, including extraplanar creatures from the Elemental Plane of Air.
  • Stability: An earth creature gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). If the standard race already has this ability, the bonuses stack.
  • Enforces "Energy Strike (Su): Earthfoot (acid)" ACF for Suli.
Magic-Blooded:
  • Ability Adjustments: +2 Charisma, -2 Wisdom
  • Vision: low light
  • Skills: +2 Knowledge (arcana), +2 Spellcraft, Both usable untrained.
  • Spell-Like abilities: Detect magic, Nystul's Magical Aura, Nystul's Undetectable aura, and read magic 1/day (CL=Character Level.

Class Features
Wyrm Warrior 3:
  • Maneuvers: 4 known (+1 floating), 4 readied, 2 stances.
  • Ideals (4): Chaos Dragon, Ethereal Dragon, Red Dragon, T'ien Lung (Yu Lung)
  • Primary Ideals (Ethereal Dragon, Red Dragon, T'ien Lung)
  • Dragontouched (Ex): A wyrm warrior gains Dragontouched as a bonus feat, even if he does not meet the prerequisites.  In addition, any draconic feats he selects function as if his draconic ancestors were of the same type as any Ideal he expresses.  For example, a wyrm warrior with the Draconic Heritage feat who expressed the Black Dragon Ideal would gain the benefit of Draconic Heritage (Black); if he switched the next day to the Gold Dragon Ideal he would gain the benefit of Draconic Heritage (Gold) instead.
  • Blade (Su): At 1st level, a wyrm warrior learns the most basic draconic technique, gaining the ability to engulf his weapon(s) in energy.  By expending a readied (and unexpended) maneuver as a swift action, the wyrm warrior adds bonus energy damage equal to 1d6 per level of the expended maneuver to all of his attacks until the beginning of his next turn.  The wyrm warrior can use this ability a maximum of once per round; the type of energy is given by his expressed Ideal.  If the wyrm warrior is expressing more than one ideal (see Dual Ideal or Ideal Triad, below), he chooses one type of energy associated with one of his Ideals at the time he expends the maneuver.
  • Scales (Su): Beginning at 2nd level, a wyrm warrior's skin begins to harden, emulating the protective scales on a dragon's outer surface.  He gains a natural armor bonus equal to his Constitution modifier, and energy resistance equal to his Charisma modifier against the associated energy type of his expressed Ideal.  If the wyrm warrior is expressing more than one ideal (see Dual Ideal or Ideal Triad, below), he gains resistance against every energy type associate with an expressed Ideal.
  • Breath (Su): Upon reaching 3rd level, a wyrm warrior learns the next draconic technique in his arsenal, gaining the ability to breathe a blast of energy at his foes.  By expending a readied (and unexpended) maneuver as a standard action, the wyrm warrior deals energy damage equal to 1d6 per level of the expended maneuver to all foes in a line of length equal to 5 feet per class level.  Opponents gain a Reflex save (DC 10 + 1/2 initiator level + Charisma modifier) for half damage; the type of energy is given by his expressed Ideal.  If the wyrm warrior is expressing more than one ideal (see Dual Ideal or Ideal Triad, below), he chooses one type of energy associated with one of his Ideals at the time he expends the maneuver.  At 7th level, and every 4 levels after, the damage die size increases as shown on the table above.
Yu Lung (Carp Dragon)
Spoiler
Source: Oriental Adventures

Ideal Powers:
  • Invisibility (Su): As a swift action, you can spend a use of your ideal powers to become invisible for 1 round, as per the invisibility spell. [Wyrmling]
  • Detect Thoughts (Sp): By spending a use of your ideal powers, you can use detect thoughts as a spell-like ability. [Juvenile]
T'ien Lung (Celestial Dragon)
Spoiler
Source: Oriental Adventures

Damage: Fire damage
Resistance: Fire resistance
Skills: Listen, Spot

Ideal Powers:
  • Weather Sight (Su): You can see through weather-based impediments (including magical fog, snow, rain, and similar effects) with no penalty. [Adult]
  • Pyrotechnics (Sp): You can use pyrotechnics as a spell-like ability at will. [Ancient]
  • Plane Shift (Sp): By spending a use of your ideal powers, you can use plane shift as a spell-like ability. [Wyrm]
Wyrm Warrior
  • Discipline: Rising Spirit
  • Exotic Weapons: Ankus, elven courtblade, jovar
Chaos Dragon
Spoiler
written by littha
Source: Draconomicon

Damage: Random.  At the beginning of each round, determine your damage type by rolling a d100; 01-20 acid, 21-40 Cold, 41-60 electricity, 61-80 fire and 81-100 sonic.
Resistance: Random.  At the beginning of each round, determine your resistance type by rolling a d100; 01-20 acid, 21-40 Cold, 41-60 electricity, 61-80 fire and 81-100 sonic.
Skills: Knowledge (the Planes), Jump

Ideal Powers:
  • Aberrant Psychology (Ex): You are immune to compulsion effects. [Wyrmling]
  • Chaos Hammer (Sp): You can spend a use of your ideal powers to use chaos hammer as a spell-like ability. [Juvenile]
  • Chaos Breath (Ex): In addition to the normal useage of your Breath, you also gain the ability to emit a cloud of disorienting gas. Creatures caught in the gas must succeed on a Will save (at the same DC as your breath weapon) or become confused for 1d4 rounds. [Adult]
  • Word of Chaos (Sp): You gain the ability to use word of chaos as a spell-like ability once per day. [Ancient]
  • Protection of Chaos (Su): You are continually protected by the effect of the cloak of chaos spell. [Wyrm]
Wyrm Warrior
Ethereal Dragon
Spoiler
written by littha
Source: Draconomicon

Damage: Untyped (counts as a [Force] effect)
Resistance: Reduces damage from [Force] effects
Skills: Hide, Lucid Dreaming

Ideal Powers:
  • Ethereal Sight (Su): While on the Material plane, you can see creatures on the Ethereal plane normally.  While on the Ethereal plane, you can see creatures on the Material plane out to a range of 60 feet.  [Wyrmling]
  • Strike Ethereal (Su): While on the Material plane, you can make attacks against creatures on the Ethereal plane normally. [Juvenile]
  • Dimensional Anchor (Sp): You can spend a use of your ideal powers to use dimensional anchor as a spell-like ability. [Adult]
  • Ethereal Jaunt (Sp): You may spend a use of your ideal powers to use ethereal jaunt as a spell-like ability. [Ancient]
  • Summon Ether Cyclone (Su): Once per day, you can summon the awesome power of an Ether Cyclone, as described in the Manual of the Planes, page 57 (or here). This requires a full round action and lasts 1 minute.  [Wyrm]
Wyrm Warrior
Red Dragon
Spoiler
written by Garryl & sirp
Source: SRD

Damage: Fire damage
Resistance: Fire resistance
Skills: Appraise, Tumble

Ideal Powers:
  • Fireproof (Ex): You and your equipment take no damage from catching on fire.  You can ignite yourself as a free action, as long as you have a source of fire, and remain ignited for 1d8 rounds; while on fire, any creature who attacks you with a natural weapon or non-reach melee weapon takes 1d4 points of fire damage. [Wyrmling]
  • Hoard Sense (Su): You are automatically aware of the most valuable magic item you do not already own within 120'. You can pinpoint its location (as the blindsense ability), and you may make a DC 15 Appraise check as a free action to determine its abilities as the identify spell by spending a use of your ideal powers. [Juvenile]
  • Greed (Su): You gain a morale bonus to melee attack and damage rolls against an opponent (including those made during martial strikes) based on the value of the most expensive magic or psionic item your opponent is benefiting from, as shown on the table below.  You may determine what the price of such an item is by making a DC 20 Appraise check as a free action. [Adult]
    PriceMorale Bonus
    0-1,999+0
    2,000-7,999+1
    8,000-17,999+2
    18,000-31,999+3
    32,000-49,999+4
    50,000-71,999+5
    72,000-97,999+6
    98,000-127,999+7
    128,000-161,999+8
    162,000-199,999+9
    200,000 or more+10
  • Hoard Sense, Greater (Su): You are automatically aware of all unattended objects worth at least 20,000 gp within 1 mile. You can sense the approximate direction, distance, and value of any such object you focus on as a standard action. By spending a use of your ideal powers, you can use find the path as the spell to find the path to the object you concentrate on. Multiple objects within 60' of each other count as a single object for the purpose of this ability. [Ancient]
  • Focused Envy (Su): You may spend a use of your ideal powers to temporarily disable an item wielded or worn by an opponent as per the dispel magic spell, making an Appraise check in place of a dispel check. [Wyrm]
Wyrm Warrior

Feats
1st - DragontouchedB, ??, ??F, ??F
3rd - ??

Flaw - Grudge Keeper (Dragon 328)
Flaw - Short Attention Span (Dragon 328)

Skills
WIP

Wealth
   WBL: 2.7k

Remaining funds:

Maneuvers & Stances
WIP -> Needs to be redone
Green Sun Nimbus Flare (MH 1; weapon deals (IL/2)d6+IL extra damage)
Remembrance Splintered (IS 1; create a weapon w/ enhancement = LD ranks / 4)
Short-Sighted Fury (RS 1 strike; attacked creature must will save or attack you physically)
Siphon Magic (PE 2 counter; touch attack to gain benefit of opponent's equipment for 1 round)
{Tethered Wraith (IS 2; turn incorporeal for LD ranks/2 rounds, move up to IL*10 feet)}

Stance - Viridian Legend Exoskeleton (MH 1; +8 armor bonus to AC)
Stance - Elemental Weaponry (PE 1; weapon gains elemental damage enchantments)

Background
WIP

Equipment Wish List
WIP
It's a dangerous business, going out your door. You step onto the road, and if you don't keep your feet, there's no knowing where you might be swept off to.

Homebrew Notebook
PbP Char Notebook