Author Topic: Frozen Night Character Sheets  (Read 6802 times)

phaedrusxy

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Frozen Night Character Sheets
« on: January 21, 2013, 09:53:09 AM »
This is the "split-off" game from the Fall of Pun-Pun. Go ahead and post your sheets here (or links to them), when they're ready. The OOC discussion thread is here, but you can also (cross)post in the Fall of Pun-Pun thread if you think it might concern both games. Eventually, the characters in these games will interact, but initially they'll be completely separate.


Percy - Spellscale Dragonmage
FITS - Kobold Scalethief
CNC - Historian
Amechra - Nord's Blade
Chris - Wizard
Metromagic - Bliss, the Water Dragon
« Last Edit: January 23, 2013, 09:20:22 AM by phaedrusxy »

sirpercival

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Re: The Fall of Pun-Pun, Recycled: Character Sheets
« Reply #1 on: January 22, 2013, 12:11:50 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
« Last Edit: January 22, 2013, 07:11:01 AM by sirpercival »
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MetroMagic

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Re: Frozen Night Character Sheets
« Reply #2 on: January 23, 2013, 10:08:22 AM »
Blisss:  Blissslloblop’poooll

Blisss is a very young river water dragon, a Naiadragon of the Glaciadragon clan, who live in cold climes near ice. Separated from his clan while still an egg, he has lost his heritage, and has adopted those around him as the friends he has. He is learning about himself as he goes along.

Here are a concept writeup and story line in several parts. As you will see, he is more of a support character than combat-heavy, with versatile and creative uses of water, and dabs of magic.

Blue Mage looks like a perfect class for Blisss. He learns *everything* by observation and imitation! Human/demihuman culture, language, behaviors, even what kind of creature to look like. He has an alien perspective, knowing he is not like anyone else around him, but still enjoying their company and trying to fit in despite their sometimes incomprehensible actions and motivations. He is also naturally tough so the dangerous, experimental nature of the class will work, and he wants to be likeable, so the high Charisma aspect of the class will suit him.


Blisss' Eye - Looking at You



Water Dragons


WATER DRAGONS

Water dragons have many sizes, shapes, interests, and places, from streams to rivers to oceans to Oceanus and the Styx.

Many pass a great part of their lives observing but unobserved by other creatures; they are indistinguishable from the water where they often abide, though divination magic might find them if they are young. They consider their lair to be all of the body of water they occupy, and they consider their hoard to be all the knowledge they have gathered about it as well as all the riches sunk in it.

Playful as wavelets, deep as the ocean floor, the water dragon’s eternal perspective is like water, ageless. Water does not age; neither do water dragons while in water.

Water dragons live in far-flung clans across miles of water, slowly spreading to fill the available volume. When the density becomes too crowded, most of the mature water dragons use their natural ability to gate into the Plane of Water or other nearby Prime Material Plane location to depart for new realms, taking their near relatives with them and substantially depopulating the overcrowded area, to begin its water dragon cycle again.

Water dragons mate for life and care for their young. Their eggs are nested in shallows in seasons where many fish swim through; the water dragons believe that the flow of life passing through the egg, which is also indistinguishable from water, brings an appreciation for life to the developing dragon even before hatching.

Like many dragonkind, water dragons know their own name from the first moment of awareness, but are taught the ways and culture of their kind by their extended multi-generation clans.

Since they are ageless in water, water dragons often develop very slowly, soaking in knowledge across ages. They can leave their watery form and depart from water to speed up their maturing process, which is a matter of personal import since maturing to the next stage in dragon development is not reversible (excepting by using magic). All water dragons have the natural ability to Shapechange, much like gold dragons, which enables such a departure for an extended period of time if desired. A water dragon’s Shapechange ability is limited to creatures that are substantially made of water, which includes most humanoids and natural animals, but few Outsiders except creatures from the Plane of Water.

Besides the natural ability to Shapechange, and their depth of knowledge, extremely keen senses and perception, and curiosity, all water dragons have three other abilities due to their nature: they can vanish instantly into any amount of water (or become a little puddle of water) and become undetectable, and then re-form at will; they do not need to breathe; and they only need to consume water for sustenance, no matter what form they take. All water dragons also have breath weapons, various defensive resistances, and other characteristics much like other dragons, and some abilities with respect to water elementals and other creatures from that Plane, but these vary from clan to clan, being primarily inherited. They learn about these abilities from their clan. Many of these abilities only develop as they mature, and so may take a very long time to manifest.
Blissslloblop’poooll's Story


BLISSSLLOBLOP’POOOLL’S STORY

Blissslloblop’poooll was an unusually small egg, inadvertently picked up while still in the egg by a big beaked fishing sea bird much like a pelican but more the size of a roc, this highly unusual circumstance made possible only through the combination of highly unusual sizes.

Because he was not raised in a water dragon community, his self-knowledge is limited to knowing his own name, like some other species of dragon. He does not know he is a water dragon; he is not sure that he is not simply water, though he knows that all the other water he has met is not self-aware.

However, he has observed many creatures coming to the river where he has abided, and the most self-aware were the children who jumped into the stream and tickled him as well as tickling his interest.

Blissslloblop’poooll eventually noticed how other creatures moved, and began to move himself, first to move other objects through the water (including the rescue of many children and other small animals over many years), then to move himself in water form onto the land, running in large rivulets out from the water and back again.

He took a cue from the rigidity of some forms he observed in nature to begin to move himself further on land to explore, aided by moving through the frozen water in snow cover during winter, and eventually found his way into a village and an inn, using the water pooling under the door from melted snow to enter. The smells and sights inside overtook him, especially the sight of the children he missed, and his wish to share being one of them overtook him as well, triggering his natural Shapechange ability.

The villagers weren’t sure what happened; there was some movement at the door, and a small child seemed to stumble into the room, perhaps through the dog flap, naked, gasping, and icy cold. They quickly dressed him in boots, gloves, and other clothes and fed him hot soup, which seemed to clear his confusion quickly. All he could say was a sound that he made clear was his name; some said it was like the sound of a river dancing through rapids into deeper water.

The innkeep family felt they couldn’t turn him out into the snow, and so let him stay and began his education, first teaching him to speak the local language, and then other things. He was a quick learner, with endless concentration, sharp perception and an appetite for knowledge. Much to their surprise he taught himself to read by borrowing travelers’ books, and became a source of lore about many things local in nature despite his very young age.

From his ears and build and quickness it seemed that faerie must run in his blood, but since he could tell them nothing of his heritage, his origins remained a mystery. When asked where he came from he simply says that all he remembers is living in and by the river, and when it got cold he came inside to find other children. If pressed, he laughs and tells them that he must be made of water, but so are they.

Blissslloblop’poooll eventually realized that he wished himself into the shape of a child, and began to experiment with this ability but kept it secret. He also discovered that he did not need to breathe, and need only drink water to survive. Other than that he tremendously enjoyed living as a child in the village with friends and learning all there was to know.
The Villagers’ Story

THE VILLAGERS’ STORY

Yet another waif has been taken in at the Inn & Tavern by the innkeep husband and wife. One evening last winter after the first deep snow landlocked the village, and much of the town had gathered at the inn to share hot mulled cider and mild frostbite, there was some movement at the door, and a small child seemed to stumble into the room, perhaps under the dog flap, clothed in rags, or naked (the story is hazy on this point), gasping, and icy cold. They quickly dressed him in boots, gloves, and other clothes and fed him hot soup, which seemed to clear his confusion quickly. All he could say was a sound that he made clear was his name.

The innkeeps couldn't just turn him out into the snow, and so they let him stay and earn his keep. They soon found out that he seemed to love washing dishes, mopping the floor, soaping the windows, and doing the laundry, all with great energy, thoroughness, and splashing. Since no one else really wanted those jobs, and he was happiest sleeping in the stable with the animals rather than in a bed, his welcome at the inn apparently has been extended indefinitely - especially since he eats very little, hardly more than a few sips of water every day.

They began his education, first teaching him to speak the local language, and then other things. He seemed to understand some of what was said to him from the start but didn't speak until a few weeks later, and only haltingly at first. He was a quick learner though, with endless concentration, sharp perception and an appetite for knowledge. Much to their surprise he taught himself to read by borrowing travelers' books, and became a source of lore about many things local and distant in nature despite his apparent very young age. That soon became another curiosity about him, besides liking to do dishes - knowing a lot of odd unrelated facts and old tales. He freely admits not to know the answers to many questions, but occasionally he does have an answer for a question - often enough to make it worth the asking, just in case.

He is small and quick, quiet of step, sharp-eared and sharp-eyed, with sandy hair and seagreen eyes, thin at a scant 3-1/2 feet tall and less than 40 pounds, about the size of a human 6 year old. From his ears and build and quickness it seemed that faerie must run in his blood, though the Elves (he has started speaking with them, too) say that he resembles no specific creature of the woods - perhaps he is part faerie, part human. Since he could tell them nothing of his heritage, his origins remained a mystery. When asked where he came from he has simply said that all he remembers is living in and by the river, and when it got cold he came inside to find other children.

He does seem to love to swim, and was in the river as soon as the thaw allowed, and nearly every day since. He seems to love the outdoors as well, even in winter, spending hours playing in the plentiful snow, long after the human children were called inside.

He said his name from the first, and the innkeep wife tried writing his name out in longhand Common, trying to capture the sound as best she could: Blissslloblop'poooll. Most folk have taken to calling him Blisss, partly because in the manner of children he always seemed delighted with something, and he began answering to it, albeit reluctantly at first.

He enjoys the other young people living in the village, especially those who are adventurous and get into and out of trouble easily, and his friendly, open manner and perceptive, discreet company have earned their trust, though he seems disinclined to get into trouble simply for its own sake the way some of them do.

After a time, and not long after the villagers began to wonder aloud to each other why the boy was not growing up like the rest of the village children, Blisss moved on to explore more of the world he found himself in.
A short piece from birth, Blisss' Point of View


BLISSSLLOBLOP’POOOLL

Suns rose and set. Moons hung in the heavens, sending icy white flakes swirling across the surface, chill.  Cold winds followed warm, seasons spun a hundred times since the snatched dropped sunk egg hatched in the depths.

Suns warmed the surface. Rising air chilled, rained back. Currents flowed from far away above to far away down, echoing stories of snowy rocky spires and warm lazy sandy strands. Awake, awash in twirling tales.

Wolves drank, deer drank, otters played, beavers dammed. A thousand children splashed, tickling. Chuckles rippled. Some slipped beneath breathless but washed safely to shore in caring caresses.

Wolves, deer, otters, beavers, children moved in steps, waves moved, stepped to shore. Light played on sparkling sprays, drops dancing, prancing, standing. Up a hill, down a rill, rivulet ran round and back again.

Cattails stood tall, tree limbs floated in passing, bones sank and stayed. Sharp icicles at angles lanced upward leaving long snow tracks round the hills and back again, curious, questing, children gone in chilly dark lonely days.

Over hills, under trees, across meadows wrapped in snow. Puddles under warm inn doors baked by toasty orange light hot like a sun, dancing across wood, smoky air, children within well wrapped and laughing. Wishing, rising, childlike, stepping, stumbling, icy feeling fading by the fire as blouse and breeches and boots and gloves gave shape. Shock, gasping, gulping, tasting air, tasting smoke, tasting hot soup, liquid relief, familiar again.

Tears flowed. Eyes like children’s opened, mouth opened.

“Blissslloblop’poooll.” I always knew who I was.


Race: Water Dragon (Naiadragon)
Alignment: CG->NG
Class: Naiadragon 2 Blue Mage 6

Class Features for Naiadragon, incl. adjustments for Glaciadragon clan
A major thankyou to FireInTheSky for the Naiadragon write-up; this couldn’t have been done without all his great work.

It began from an earlier Naiadragon write-up from SirPercival that I used when playing Blisss before in his campaign, and that writeup was an embodiment of the character concept and backstory that I had already written when I came into the game – the same backstory I posted for this game.

FireInTheSky did not have the objective of preserving all of Blisss’ characteristics since he was creating a monster class for general interest, so I have a few adjustments to make that are more in keeping with who Blisss is and capture some of the important Blisss details from SirPercival’s writeup that were not carried over. In fact, reading FireInTheSky’s writeup made certain characteristics of Blisss much clearer to me, ones that distinguish Blisss’ dragon clan among other Naiadragons.

For game purposes, Blisss can be considered a subspecies of Naiadragon: a Glaciadragon, one whose clan origins are from near the border of the Plane of Water where it crosses into the Para-Elemental Plane of Ice, when moving toward the Plane of Air. Those fine Planar distinctions were lost in 3.5, but they are well documented.

All Glaciadragons are immune to Cold, but take 50% more damage from Fire; both the immunity and the penalty carry over into any form the Glaciadragon may take using Liquid Body. This Fire percentage penalty does not stack with other Fire percentage penalties; the larger penalty applies.

While Naiadragons in general may be of any Alignment and are well equipped for violence if they are so inclined, the dragons of Blisss’ clan are non-Evil guardians and preservers, gentle and learned creatures who usually attack only with great cause in the defense of good, and so they gain a few of the more delicate abilities earlier, but gain their attacks and attack bonuses later. Here are the trade-offs:

-2 STR, +1 CHA, +1 INT (initially; further adjustments for Naiadragons occur at later levels)

At 1st Level and 2nd Level, the attack bonus is 0 instead of +1 and +2. The attack bonus progression begins at 3rd Level with +1. Also, the claw and bite attacks are not gained until 2nd Level; only Water Breath is available for self-defense at 1st Level.

At 1st Level, instead of an attack bonus, claw attacks, bite attacks, “swim speed 60” and “+8 Swim”, the Glaciadragon gains the Naiadragon abilities Amphibious (use abilities while submerged) and Reflecting Pool (disappear into a puddle of water), a new ability called Watertell, which requires Concentration to use, and a new class feature called “One With Its Environment” which replaces “swim speed 60” and “+8 Swim” for Naiadragons. All of these adjustments, and especially “One With Its Environment”, represent that even more than most Naiadragons, the Glaciadragon is nearly indistinguishable from the water where it usually lives. To attack with claw or bite requires a hardening of the creature’s watery form; at 1st Level the Glaciadragon has not matured enough to master hardening sufficiently to do damage, though it has enough mastery to use its claws to manipulate objects.

At 2nd Level, the Glaciadragon can harden enough to attack, but not very effectively. Instead of an attack bonus, the Glaciadragon gains the Naiadragon ability Font of Knowledge (all trained Knowledge checks use the best single Knowledge bonus).

Watertell
Watertell

The effect of Watertell is that Water conveys whatever stories it has “seen” or “heard” to the Glaciadragon. The following table provides guidance to the DM as to what information to provide, but the information the Glaciadragon receives is always under the DM’s control and at the DM’s discretion, and the DM should modify the table’s suggestions about distance and time according to circumstance. For example, water that is ice in a glacier may know stories that are very much older, but much more local, than water that rains from a cloud in the sky, which may know stories that are only hours or days old but from miles away. The stories almost always will have no in-game value beyond knowledge of geography, weather, and a general idea of the types of creatures found in the area. At the DM’s discretion, the DM may use the results of this ability to introduce particular information into the game.

Watertell (Su) – Beginning at 1st level, a Glaciadragon can hear the tales that water whispers from far away. The Glaciadragon can take a full minute to commune with the water, making a Concentration check to hear the tales. Glaciadragon level and CHA modifier stack as bonuses to the check. The water has not necessarily heard or seen anything relevant or interesting; how far back and far away the Glaciadragon hears about is dependent on the result of the Concentration check:

Check DC  – Length of Time and Distance; How Far Back/Away
10  – 1 hour, 1 mile
15  – 1 day, 10 miles
20  – 1 week, 100 miles
25  – 1 month, 1000 miles
30  – 1 year, 10,000 miles
35  – 10 years, other Worlds
40  – 100 years, other Planes
45  – 1000 years, anywhere
50  – any time (possibly even the future), anywhere

Regardless of the DC, the water has not necessarily heard or seen anything relevant or interesting (this is always at the DM’s determination). For example, the weather 100 years ago on another Plane may be a remarkable piece of information but is highly likely not to have current in-game value.
One With Its Environment
One With Its Environment

Even more than most Naiadragons, the Glaciadragon is nearly indistinguishable from the water where it usually lives.

Abilities have their cost; to attack with claw or bite requires a hardening of the creature’s watery form and at 1st Level the Glaciadragon has not matured enough to master hardening sufficiently to do damage, though it has enough mastery to use its claws to manipulate objects. Even at 2nd Level the Glaciadragon’s attacks are not very effective; the Glaciadragon has no attack bonus until 3rd Level.

  • The Glaciadragon only needs to consume water for sustenance; this ability carries over into any form the Glaciadragon may take using Liquid Body.
  • The Glaciadragon does not need to breathe, drawing what it needs directly from its surroundings; this ability carries over into any form the Glaciadragon may take using Liquid Body. (This replaces “can breathe underwater” in Naiadragon Body.)
  • The Glaciadragon moves in water and ice by phasing its essence through the water like a waveform, passing through water and ice at twice its base land speed; this ability carries over into any form the Glaciadragon may take using Liquid Body provided that the form is substantially made of water. This includes most humanoids and natural creatures. (This ability replaces “swim speed 60” and “+8 Swim”.) When the Glaciadragon reaches a Level where it gains flight, it also gains the ability to phase through clouds, fog, steam, and other conditions of water in similarly quasi-gaseous form which it may use in lieu of flying when those conditions are present.
  • The Glaciadragon restores itself when in water for an hour continuously, regardless of its form; ability score reductions are washed away. However, this restoration does not remove negative levels, even in its natural form.
  • The Glaciadragon retains its senses, including those gained from Special Abilities, in any form the Glaciadragon may take using Liquid Body provided that the form is substantially made of water. This includes most humanoids and natural creatures. It may gain additional senses from the form taken.


Other adjustments may be needed to keep the gentle guardian aspect of the Glaciadragon, because Naiadragons get some more highly destructive abilities at higher Levels that a Glaciadragon would likely never use, but we’ll deal with those if/when Blisss progresses to a Level where they become relevant.

Naiadragon (Glaciadragon) Class Features, Consolidated List
Naiadragon 2:
  • Naiadragon Body: Darkvision 60’; Low-light Vision; Immunity to magic Sleep-effects and Paralysis; Bite 1d8, 2 Claws 1d6; 30’ base land speed; medium size; wings too weak for flight; Armor bonus 1+Con modifier
  • Water Breath: Exhale a gush of water, 70ft line, every 1d4 rounds, 1d8 nonlethal damage/HD; Reflex Save DC 10 + ½ HD + Con modifier for half damage; failed save, make Str check, same DC, or affected by a Bull Rush.  The Naiadragon also takes 2 points of nonlethal damage per HD.
  • Amphibious: Use abilities while submerged
  • Create Water: HD/day
  • Font of Knowledge: all trained Knowledge checks use the best single Knowledge bonus
  • Immune to Cold, 50% more damage from Fire
  • Knowledge Focus: +2 to a Knowledge skill
  • Liquid Form: change to Humanoid, Animal, Monstrous Aquatic/Water Humanoid
  • Locate Water: know the direction and distance of the nearest body of water
  • One With Its Environment: Feed on, restored by, phase through, water and ice
  • Reflecting Pool: Disappear into a puddle of water, or become one
  • Waterhealing: ConMod/round non-lethal damage; does not age
  • Watertell: Listen to water’s stories, with Concentration


Ability Scores
Racial adjustments: -2 STR, +1 CHA, +1 INT
32 point buy, items included 8-14=1,15-16=2,17-18=3

Str 8 [0p] -2 Race = 6; 20lb = light
Dex 14 [6p]
Con 16 [10p] +1 L4 +1 L8 +2 Amulet of Health = 20
Int 15 [8p] + 1 Race = 16
Wis 8 [0p] -2 Magic-Blooded = 6
Cha 15 [8p] +1 Race +2 Magic-Blooded = 18

HP: 79
HD and mods
2d12 Naiadragon +6d6 Blue Mage +32 Con +8 Amulet of Health
Saves: F+13/+15, R+7, W+18; Immunity to Cold, magic Sleep-effects and Paralysis; 50% more damage from Fire
Save sources and mods
Naiadragon 2: 3/0/3  Blue Mage 6: 2/2/5  ConDexCha: 4/2/4  Mass Conviction: 3/3/3 Circlet 0/0/3; Amulet of Health 1/0/0; Targath 2/0/0 vs. disease; Immunity to Cold, magic Sleep-effects and Paralysis (Naiadragon/Glaciadragon)
AC: 26 touch 17(21) flat-footed 24; DR3/-
AC/DR sources and mods
10 +1 Size of preferred form +4 Mage Armor bonus +3 Shield of Faith Deflection bonus +1 +5 CON Naiadragon +2 DEX

DR3/- Blue Mage Azure Defense
Speed: 30 ft. base; 60 ft. in water and ice; no flight yet
Initiative: +2
Senses: Darkvision 60 ft; Low light vision; Detect Magic continuous; Comprehend Languages; Listen +9, Spot +9
BAB/Grapple: +4/-2
Attack sources and mods
+0 Naiadragon, +4 Blue Mage, -2 STR
Attacks: 1 Bite attack 1d8 damage; 2 Claw attacks 1d6 damage; Water Breath
(Blisss does not know he has the claw and bite attacks, never has used them)
Why doesn’t Blisss know? Aren’t attacks instinctive?
From using their jaws to eat, most creatures quickly realize that their jaws can do damage, but Blisss had no occasion to find this out. Glaciadragons only need to consume water for sustenance, so Blisss didn’t fully realize he could harden his jaws and use them to bite, and for a very long time he couldn’t harden them enough to do damage anyway. He has seen other creatures biting things since he came out of the water to play with the children, and some of the children even bit each other. He has used his preferred child-form’s jaws to eat like other children, though he doesn’t need to do this and finds it very strange when he does. Much the same applied to his claw attacks. He knows that he can harden his claws and jaws to manipulate objects, but without another Glaciadragon to instruct him, even now he has not thought through the implications to realize that he could use his claws and jaws for attacks.

Blisss does know that he has a breath weapon though he simply thinks of it as blowing water at something to tangle it up (Entangling Exhalation feat at 1st Level) or make it go away; this was an easy eventual realization in the ages that passed while he watched.

Class Features, Blue Mage
Blue Mage 6:
  • Spells -- 2/2/2/1 number per encounter, and number known
  • Learn new spell from any list by interacting with it, DC15+spell level, Blue Mage Level as bonus, attempt once per encounter as Free Action
  • Cast spells any number of times per day, must wait at least 5 minutes before reusing a 2/2/2/1 slot
  • Use Magic Device activates items that require having a spell on Class list
  • Azure Defense: DR3 to all forms of HP damage; if damage 0, effects depending on damage fail
  • Detect Magic (Sp): Detect Magic as a Spell-Like Ability any number of times per day
  • Mirror Move: 3 Feats, 6 min; always known; doesn’t count against spells known
Blue Mage Spells Known and Prepared to Cast
Spells Known and Prepared to Cast

Spells: 2/2/2/1 number per encounter, and number known

0th
Prestidigitation
No Light Range 40 ft., 20-ft.-radius, 1 min/CL, darkvision sees

1st
Mage Armor 6 hr +4 Force armor bonus; note, applies vs, Incorporeal
Shield of Faith +3 deflection bonus to AC, 6 mins

2nd
Mass Snakes Swiftness (Druid 2) all allies in 20ft get an immediate attack
Snilloc’s Snowball Swarm 160ft, 10ft radius, 3d6 cold

3rd
Legion’s Conviction all allies in 20ft get Conviction, +3 morale to all saves, 6 mins

Daily Spellcasting Strategy, incl. What Is Active NOW
Daily Spellcasting Strategy
Blisss keeps the following Spells active on himself at all times:
Prestidigitation – uses it constantly to stay clean, not muddy, and dry when he exits water; changes clothes’ color to match surroundings and lighting conditions
Mage Armor – Force +4 AC
Shield of Faith – Deflection +3 AC
Legion’s Conviction – Morale +3 Saves
Detect Magic (SLA)
Read Magic (Helm)
Comprehend Languages (Helm)
Mage Hand (Item)
Fire Eyes – prepared only if foggy or smoky natural conditions

Blisss keeps the following Spells active on friends at all times:
Prestidigitation – friends’ gear stays clean, dry, warm, and colored to surroundings, if they want it
Mage Armor – anyone who can use it, one at a time, since it lasts long
Shield of Faith – one friend, generally the party’s big fighter
Legion’s Conviction – all within 20 feet
Fire Eyes – prepared only if foggy or smoky natural conditions

Blisss has ready to cast at almost all times:
2xNo Light (unless Fire Eyes for foggy or smoky conditions)
2xMass Snakes Swiftness OR Snilloc’s Snowball Swarm
Cure Light Wounds (at will SLA)
Detect Poison (Eternal Wand)
Mend (Eternal Wand)
Nystul’s Magical Aura (at will SLA)
Nystul’s Undetectable Aura (at will SLA)
2xCreate Water (2/day)
Locate Water (at will SLA)
Watertell (at will SLA)
Water – a *lot* of it (from Decanter)
Earthglide (at will SLA, 6 rd every 5 min)
Mimic (at will SLA, 6 rd every 5 min, 150cuft object)
Immune if SR applies (at will SLA, 6 rd every 5 min)

Blue Mage Swift Action Learned Abilities
Blue Mage Swift Action Learned Abilities 3 at 6th Level
They operate for 6 rounds when activated, and may be activated at 5 minute intervals

Earthglide, 20ft/round for 6 rounds (Minor Xorn; CR3; HD3)
Mimic any object up to 150 cu ft (Mimic; CR4; HD7)
Immune to spells and SLA that allow SR, except Magic Missile and Maze (Will-O-Wisp; HD9; CR6)

Feats, Flaws, Traits, Templates

Feats

1st – Force of Personality CHA for WILL Saves

1st (Flaw) – Entangling Exhalation Breath weapon entangles d4 rounds, half damage

1st (Flaw) and 3rd – Attune Node, Improved Attune Node to Positive Plane Ability: Infusion, Cure Light Wounds at will as Swift Action (DC15, +4 1/2CL +2 Int = +6, or healing is halved)

6th – Scribe Scroll of any spell that you know; base price = spell level × caster level × 25 gp; cost is 1/2 of base price and 1/25 of base price in XP; time is 1 day per 1000gp base price.

9th – Practiced Spellcaster Increase Caster Level by 2

12th – Extend Spell Increase Spell Level by 1, double Duration


Flaws

Free Spirited Effective weight of gear is doubled, armor check penalties doubled/tripled swimming

Cute Things Lover WILL Save against cute creatures, DC 15 + the creature's CHA mod, or Fascinated for 1 round plus the creature's CHA mod

Traits

Iron Liver
Benefit: Immune to alcohol's detrimental effects
Drawback: -1 on Fortitude saves against any other recreational drug
Blisss flavor: He stayed in the Inn for years, likes water, drank what liquids there were, didn’t know some had alcohol, didn’t notice. Other recreational drugs? Never met any, not interested. Alcohol isn’t a recreational drug for him anyway – for him, it’s pretty much just like water, does nothing whatsoever. Amusing roleplay.
 
Soft Palms Iron Knuckles
Benefit: +2 Circumstance bonus to Use Magic Device, Handle Animal, Handling anything fragile (to see if you break it). +3 bonus to damage when using an Unarmed Strike with your hands or with a fist weapon.
Drawback: Your soft hands make it difficult to grasp certain objects. -2 Circumstance modifier to Climb, Escape Artist. Unarmed strikes count as lethal damage unless you take -2 to hit and damage.

Template

Magic-Blooded
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, Read Magic
1/day (Caster Level=Character Level)


Skills
99 Skill Points: Naiadragon 6+Int(x4) Blue Mage 6+Int

Spot 11 ranks -2 Wis = +9
Listen 11 ranks -2 Wis = +9
Search 0 ranks +3 Int = +3

Autohypnosis 11 ranks -2 Wis +2 Concentration = +9
Concentration 11 ranks + 4 Con +1 Amulet of Health +2 Focus (Tool) = +18
Spellcraft 11 ranks + 2 Int +2 Magic-Blooded = +15
Use Magic Device 11 ranks +4 Cha +2 Trait +3 Circlet = +20 (+2 Decipher Script if Scroll)
Decipher Script 5 ranks +3 Int +5 Helm = +13

Knowledge (Arcana) 11 ranks + 3 Int +2 Knowledge Focus (Ex) +2 Magic-Blooded +2 Book (Tool) = +20
Knowledge (History) 5 ranks + 3 Int = +8
Knowledge (Psionics) 1 ranks +2 Autohypnosis +3 Int = +6
Knowledge (Nature) 1 ranks +3 Int = +4
Knowledge (Unnatural Creatures) 1 ranks +3 Int = +4
Knowledge (The Planes) 1 ranks + 3 Int = +4
Knowledge (Religion) 1 ranks + 3 Int = +4
Knowledge (Sailing) 1 ranks + 3 Int = +4
Knowledge (Geography) 1 ranks + 3 Int = +4
Knowledge (Navigation) 1 ranks + 3 Int = +4
Knowledge (Wilderness Survival) 1 ranks + 3 Int = +4
Knowledge (Engineering) 1 ranks + 3 Int = +4
Collector of Stories Skill Trick (2 skill points) +5 on knowledge to identify a creature

Escape Artist 0 ranks +2 Dex – 2 Trait = 0
Trait: Climb -2, Escape Artist -2

Equipment & Wealth; Daily Equipment Strategy
WBL: 27k

Remaining wealth: pocket change, 3gp in silver and copper coins

Handy Haversack
Spoiler
A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.

While such storage is useful enough, the pack has an even greater power in addition. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.

Moderate conjuration; CL 9th; Craft Wondrous Item, secret chest; Price 2,000 gp; Weight 5 lb.
Hand of the Mage
Spoiler
Utilize the spell Mage Hand at will.

Faint transmutation; CL 2nd; Craft Wondrous Item, mage hand; Price 900 gp; Weight 2 lb.
Helm of Comprehend Languages and Read Magic
Spoiler
Appearing as a normal helmet, a helm of comprehend languages and read magic grants its wearer the ability to understand the spoken words of any creature and to read text in any language and any magical writing. The wearer gains a +5 competence bonus on Decipher Script checks to understand messages written in incomplete, archaic, or exotic forms. Note that understanding a magical text does not necessarily imply spell use.

Faint divination; CL 4th; Craft Wondrous Item, comprehend languages, read magic; Price 5,200 gp; Weight 3 lb.
Decanter of Endless Water
Spoiler
If the stopper is removed from this ordinary-looking flask and a command word spoken, an amount of fresh or salt water pours out. Separate command words determine the type as well as the volume and velocity.

    "Stream" pours out 1 gallon per round.
    "Fountain" produces a 5-foot-long stream at 5 gallons per round.
    "Geyser" produces a 20-foot-long, 1-foot-wide stream at 30 gallons per round.

The geyser effect causes considerable back pressure, requiring the holder to make a DC 12 Strength check to avoid being knocked down. The force of the geyser deals 1d4 points of damage but can only affect one target per round. The command word must be spoken to stop it.

Moderate transmutation; CL 9th; Craft Wondrous Item, control water; Price 9,000 gp; Weight 2 lb.
Circlet of Persuasion
Spoiler
This silver headband grants a +3 competence bonus on the wearer’s Charisma-based checks.

Faint transmutation; CL 5th; Craft Wondrous Item, eagle’s splendor; Price 4,500 gp.
Amulet of Health +2
Spoiler
This amulet is a golden disk on a chain. It usually bears the image of a lion or other powerful animal. The amulet grants the wearer an enhancement bonus to Constitution of +2, +4, or +6.

Moderate transmutation; CL 8th; Craft Wondrous Item, bear’s endurance; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6).
Targath Sling Stone
Spoiler
+2 Resistance bonus to Fort saves against disease (Ebberon CS, p127); Price 3gp; Blisss has 2 so he can lend one to a sick friend.
Conductor Stone a glowing chip of stone wired inside a clever metal vial hung on a long loop
Spoiler
One stone by itself has no power, but it glows with light like a Sunrod (Eberron CS, p271); no value for the stone, but price of vial is 1gp. The chip of stone is fixed by wire inside a metal vial. By rotating the top and bottom in opposite directions a grating to the inside lines up and the light spills out all around. By removing the cap (attached by wire to the body of the vial so it won’t get lost) the light spills out the end in a beam. A long loop is attached to the bottom of the vial so it can be worn instead of carried. Blisss doesn’t need it to see in the dark so he usually keeps it closed, but he can carry light for others in the party if they need it.
Eternal Wand – Mend
Eternal Wand – Detect Poison
Spoiler
I found the cost formula: (Spell Level)*(Caster Level)*(360) + 50. Mend and Detect Poison are 0 Level, which counts as 1/2. Cost for each: (1/2)*(1)*(360)+50= 230gp
Spell Component Pouch
Spoiler
5gp; Weight 2 lb.
Tool, Masterwork
Masterwork Arcana reference book, “Principia”
Masterwork Concentration focus
Spoiler
This well-made item is the perfect tool for the job. It grants a +2 Circumstance bonus on a related skill check (if any). Bonuses provided by multiple masterwork items used toward the same skill check do not stack. Cost per tool: 50gp

Scrolls
Spoiler
0th, 12.5gp/2 (total initial cost for 10: 62.50gp)
1xPrestidigitation
3xNo Light
3xFire Eyes
1xGhost Sounds
2xDisrupt Undead

1st, 25gp/2 (total initial cost for 8: 100gp)
1xMage Armor
3xShield of Faith
1xTrue Strike
1xLesser Restoration (Paladin 1)
1xMagic Missile
1xGrease

2nd, 150gp/2 (total initial cost for 6: 450gp)
1xMass Snakes Swiftness (Druid 2)
3xSnilloc’s Snowball Swarm
2xCloudburst

3rd, 375gp/2 (total initial cost for 1: 187.5gp)
1xMass Conviction

Materials for Scrolls 4x0th or 2x1st, cost 25gp

Daily Equipment Strategy
For items that are worn, Blisss keeps them in a transformed state no matter what shape he has taken, so that he can readily change back and forth between his preferred form and his natural water form, and take on other forms, without worrying about them. To use the Handy Haversack, he changes to release it from transformed state, takes out or puts in what he needs, and changes again to put it back into transformed state.

Wish List notes
Bag of Holding
Necklace of Bless, cost 1800 gp

Scrolls
Invisibility 2
Wings of Cover
Spoiler
Immediate action blocks one attack for self and 2 adjacent allies; momentary hemisphere/sphere of Force wings unfurl
Greater Magic Weapon 3
Fly 3
Lightning Bolt 3
Dispel Magic 3

Log of Changes by Date
2012-08-10
Initial post
2012-08-10
Clarifying text, typo cleanup
2012-08-11
Oops, forgot Cold Immunity; fixed
2012-08-13
More typo and consistency/clarity cleanup, no substantive changes
2012-08-15
Added Blue Mage “Daily Spellcasting Strategy”, what Blisss keeps continuously active, or ready to use, and “Daily Equipment Strategy”, how Blisss deals with his items
2012-10-01
Consolidated “Daily Spellcasting Strategy” as its own spoiler

In Equipment, added:
(1) Eternal Wand – Mend
(2) Eternal Wand – Detect Poison
(3) Conductor Stone, a glowing chip of stone wired inside a clever metal vial. Blisss doesn’t need it to see in the dark but can carry light for others in the party if needed.
(4) Added a few low level scrolls, materials, and small items by reducing how many of a few others.

In “Blue Mage Swift Action Learned Abilities”:
(1) Added: “They operate for 6 rounds when activated, and may be activated at 5 minute intervals”
(2) I read the latest commentary on Blue Mage and realized there is just no way to observe the Good Fortune SLA, so instead of that, I’m back to Blisss learning from a Will’O’Wisp, which has an ability that’s very much like the example of good SR mentioned in that commentary as one a Blue Mage could get by observation. The ability: “Immune to spells and SLA that allow SR, except Magic Missile and Maze” for 6 rounds; note: the ability is not continuous or automatic, it’s started by Swift Action and lasts 6 rounds.
2012-10-07
To Wish List notes, added Wings of Cover
2012-10-09
Adjusted cost of Eternal Wands and reduced number of scrolls to cover; fixed some omissions & small inconsistencies

Concerned Ninja Citizen

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Re: Frozen Night Character Sheets
« Reply #3 on: January 23, 2013, 03:51:34 PM »
Very much a WIP

Taggat Rockwatcher

Mechanian Neandertaal Historian 10

Ability Scores
Racial Modifiers: +2 str, +2 Con, +2 Wis, -2 Dex, -2 Cha
36 point build

[8]Str:15+2(race)+5(inherent)=22 (+6)
[6]Dex:14-2(race)=12 (+1)
[10]Con:16+2(race)+4(inherent)+2(level)=24 (+7)
[6]Int:14+4(inherent)=18 (+4)
[6]Wis:14+2(race)+4(inherent)=20(+5)
[-]Cha:8-2(race)=6 (-2)
Combat Stats
HD:
Saves: F , R , W
AC:  ( Dex  natural), touch , flat-footed
Initiative:
Senses:
BAB/Grapple: +5(+10*)/
Attacks:
Defenses:
*When attuned to Ancient Warfare Technique
Racial Traits
Neandertaal

Mechanus Touched
Class Features
Historian

Weapon and Armor Proficiency: Historians are proficient with all simple weapons and light and medium armour, as well as all shields (except tower shields).

At Home Within the Past (Ex): More at home within the ancient lands and texts of great legends, the historian receives a +1 bonus for every three class levels on Diplomacy when dealing with primitive cultures. If he does not speak their language, half an hour of listening to it being spoken allows him to make a DC 15 Intelligence check. If he succeeds, the historian may speak their language in a pidgin format.

Ancient Practicality (Ex): The Historian has studied many strange and unusual happenings during his journeys. He has been forced to defend himself with whatever was at hand, and has developed a knack for combat with many strange weapons. The Historian is proficient with all ancient weapons.

Master of Ancient Weaponry (Ex): Having spent his life training with the weapons of forgotten cultures and hidden civilizations, by 4th level the Historian is more at home with a kopesh in his hand than a short sword. He gains a +1 bonus to attack rolls with ancient weapons for every 4 levels of Historian he has.

Revolution (Ex): Performing a revolution within his own mind, at 6th level a Historian can evict the current era to which he is attuned, and instead replace it with another era for which he meets the prerequisites. He may do this once per day; if he is attuned to more than one era, he may only replace one era to which he is attuned.  This takes a standard action; if the attunement check fails, the use is not wasted, but his era does not change and he suffers the penalty for a failed attunement check.

Historical Comparison (Ex): Merging two seperate eras of history within a single mind, the Historian sees and analyzes the possibilites of both, using both together to confuse his enemy as he steps from time to time among the artefacts of the past. Beginning at 8th level, he may attune a second era at the beginning of each day, gaining the benefits of both simultaneously.

Ancient Techniques
The Historian is an amalgam of various pieces of the past, pieces that he has studied and that he has deciphered along the course of his travels. These techniques are the methods that he uses to fight, surmising correctly that men who have seen a thousand battles in the modern era have yet never seen the military flourishes and twisted weapons of Bohortha Eilan, and may still be stunned by a violent and unexpected charge. Spellcasters who have been cuffed into seeing magic in discrete, labelled little boxes are stunned to see the Historian build from the elemental blocks of magic, while priests of modern, orderly prayer and fasting see the wild gyrations and ancient machinations of the Historian as an affront to religion, yet the Historian can call on forces far old and far wiser than that of the modern priest.

Attuning the Techniques
Each morning, when the Historian arises to face the day, he chooses which of the three techniques to employ for that day. This process takes one hour, and can be comprised of sword-fighting, simple meditation, muttering and casting of unusual spells, or a walk through a gently rolling hillside. He must have the entire hour uninterrupted by anything outside of his focus on the ancient techniques, however.  He may only attune to a single technique each day, except where certain abilities allow for multiple uses.  Any choices dependent on the technique (such as styles, spells, etc) are made when attuning to the technique at the beginning of the day.

The Techniques
Ancient Warfare: Ancient warfare techniques are strange and unusual to the modern eye, perhaps wearing too little armour or too much for the climate, armed with a weapon that no one has seen the like of before. The unusual combat styles that come with his ancient attacks give him a burst of advantage, but that slowly fades as creatures recognize the patterns and strikes behind the attack. While attuned to the ancient warfare technique, the Historian recieves a few bonuses, even if he does not attune an era.◦The BAB of the Historian's class levels increases to 1 per class level. This does not affect any other classes he may have.

◦The Historian gains a bonus of two hit points per class level.
◦At 1st level, a Historian attuned to ancient warfare gains knowledge of three martial fusillades (see below).  At each additional level he gains knowledge of another fusillade.
◦If the Historian chooses to attune to one or more Ancient Warfare Eras, he gains the use of all Ancient Martial Styles associated with those Eras for the day.

•Ancient Wizardry: Ancient Wizardry looks at the pure nature of magic, pulling building blocks from planar areas, forgotten crypts, nodes, or any other area power may have accumulated. Piecing these blocks together into a single, large whole, ancient wizards created magical barrages of unadultered energy, slaughtering their foes as they stepped before them, warping their minds into childish ruins, and summoning creatures out of the vast abyss. His caster level is equal to his class level.◦At 1st level, a Historian attuned to ancient wizardry gains knowledge of a single spell seed. At every odd class level thereafter, he gains knowledge of another, up to a maximum of ten at level 19.

◦The Historian is not afflicted by the tyranny of the spell. Instead, he wields magic of a more pure and elemental form, recalling those days of ancient spellcasting that saw magic used directly, before it was shaped into individual packets. He may combine the effects from multiple seeds, if he so chooses, applying all the effects to a single spell. He may use any number of seeds such that their total spell point cost is equal to or less than the value listed on the chart below.
◦The Historian suffers from Arcane Spell Failure in all armour above light shield and light armour.

•Ancient Prayer: Older religions were more primal in nature, seeking forces rather than humanizing those forces into living creatures in their own image. The sun, birth, growth, death; all of these dominated the ancient prayers. The historian seeks to recreate them, calling down gifts from the older, terrible forces that still have a hand in the world today. His caster level is equal to his character level.

◦At 1st level, a Historian attuned to ancient prayer gains knowledge of a single spell seed. At every third class level thereafter (4, 7, 10, 13, 16, 19), he gains knowledge of another, up to a maximum of seven at level 19.
◦The Historian is not afflicted by the tyranny of the spell. Instead, he wields magic of a more pure and elemental form, recalling those days of ancient spellcasting that saw magic used directly, before it was shaped into individual packets. He may combine the effects from multiple seeds, if he so chooses, applying all the effects to a single spell. He may use any number of seeds such that their total spell point cost is equal to or less than the value listed on the chart below.
◦At 1st level, and every five levels thereafter (5, 10, 15, 20), the historian gains an ancient sacred gift, chosen from the list below.

Attuning Eras
Once the Historian has attuned a Technique, he may choose to attune to one or more eras (depending on his class features). If he chooses to attune to a specific era, he must spend 15 extra minutes focusing on that era, and must make a knowledge check denoted in that era's description. If he succeeds, he receives the benefit of the era for the day. If he fails, he receives a -2 penalty to attacks and damage if he is in martial technique, or a 10% chance for spells to fail as an ancient wizard, or a 10% chance that his ancient divine spells and abilities do not function.  The Historian may try attuning again by spending another 15 minutes, and may retry any number of times, but the penalties from multiple failures are cumulative.  The Historian remains attuned to an era for as long as he is attuned to the associated technique; however, if he ceases to meet the prerequisites of an era, he loses the benefit of that era until he meets them again.
Feats
1:
3:
6:
9:
Skills
Class skills
An historian's class skills (and the key ability for each skill) are Appraise (Int), Autohypnosis (Int), Concentration (Con), Craft (alchemy) (Int), Decipher Script (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (all skills taken individually) (Int), Perform (Cha), Profession (Wis), Speak Language, Spellcraft (Int), and Use Magic Device (Cha).
Standard Eras Attuned
WIP
Standard Fusillades, Spell Seeds, and Gifts Known
WIP
Equipment
WIP
Background
WIP
« Last Edit: January 26, 2013, 06:33:09 PM by Concerned Ninja Citizen »

FireInTheSky

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Re: Frozen Night Character Sheets
« Reply #4 on: January 29, 2013, 09:02:19 PM »
Majorly WIP

Pic

Picture Credit: Kobold Press

Murp Stormscale
CN (with Good tendencies) Lesser Limbo-Planetouched Magic-Blooded Venerable Kobold Scaleshaper 10

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

Str 10 [2p] -4 Racial = 6 (-2)
Dex 12 [4p] +2 Racial = 14 (+2)
Con 14 [6p] -2 Racial +2 Template = 14 (+2)
Int 14 [6p] +3 Age = 17 (+3)
Wis 10 [2p] -4 Template +3 Age = 9 (-1)
Cha 18 [16p] +4 Template +2 Level +3 Age = 27 (+8)
Combat Stats
HD:
HP:
Saves: F +, R  +, W +
AC: 10 (+ armor, + Dex, + size), touch , flat-footed
Initiative:
Senses:
Speed:
BAB/Grapple:
Attacks: 
    Name:  + / + (+ Base, + Str)(YdX+Z, 20/x2)
Racial Traits
Kobold (from Races of the Dragon):
  • +2 Dexterity, –4 Strength, –2 Constitution
  • Small: As a Small creature, a kobold gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, a –4 size penalty on grapple checks, and a +4 size bonus on Hide checks, uses smaller weapons than humans use, and lifting and carrying limits are three-quarters of those of a Medium character.
  • Humanoid (dragonblood, reptilian): Kobolds are humanoids with the [dragonblood] and [reptilian] subtypes. For all effects related to race, a kobold is considered a dragon.
  • Kobold base land speed is 30 feet.
  • +1 natural armor bonus.
  • Darkvision: Kobolds can see in the dark up to 60 feet.
  • All kobolds add Craft (trapmaking) to their list of class skills.
  • +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.
  • Light Sensitivity: Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.

Lesser Limbo-Planetouched:
  • +2 Con, +2 Cha, -2 Wis
  • Spontaneous Mutation:
Spoiler
Spontaneous Mutation (Su):
Planetouched of Limbo are nearly as ever-changing as the Slaadi themselves. A number of times per day equal to their charisma modifier, the Planetouched may mutate their form. Each mutation lasts for 1 minute and they may have multiple mutations active at a time.

Claws - The Planetouched gains Improved Unarmed Strike as a bonus feat, and their unarmed attacks deal 1d6 slashing damage (for medium size). A monk’s bonus to unarmed damage, the bonus from a Monk’s Belt and the Improved Natural Attack feat (or similar effects to these) all apply to this.
Fins - The Planetouched gains a swim speed equal to 1/2 their base land speed.
Gills - The Planetouched can breathe underwater.
Reptilian Skin - The Planetouched gains a climb speed equal to 1/2 their base land speed.
Leather Folds - The Planetouched is effected as if by a feather fall spell.

Magic-Blooded:
  • +2 Charisma, -2 Wisdom
  • Low-light Vision
  • +2 Knowledge (arcana), +2 Spellcraft, Both usable untrained.
  • SLAs: Detect magic, Nystul's Magical Aura, Nystul's Undetectable Aura, and Read Magic 1/day (CL=Character Level)
Class Features
Scaleshaper 10
  • Ideals: 6 (Stalking Wyrm Concordant, Guide of the Weak Ethereal, Passion’s Flame Pyroclastic, Wyrm of War Red, Shadow, Tome)
  • Dragonwrought (Ex): A kobold scaleshaper gains Dragonwrought as a bonus feat, even if he does not meet the prerequisites. (This feat does not allow him to count as a true dragon.) 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 scaleshaper 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. (Racial sub, replacing Dragontouched CF)
  • Scaleshift (Su): A scaleshaper has learned to embody the purest form of the Draconic Ideal -- quite literally, in fact.  At will as a move action, a scaleshaper may change form into a dragon, for as long as he wishes.  The scaleshaper takes the form of a dragon of his expressed Ideal; if he can express more than one Ideal at a time, he chooses one which he is currently expressing when he activates the ability.  He can shift directly between two forms without returning to his normal form if he wishes.  The abilities of the form are determined by his scaleshaper level, as described below.

    At first level, the scaleshaper can take a Wyrmling Form, which looks like a Wyrmling dragon of the appropriate type.  At higher levels as indicated on the table above, the scaleshaper can shape higher age categories, with more powerful abilities.  No matter what it looks like, the new form's abilities are the same for all scaleshapers.  The scaleshaper retains his normal Hit Dice, hit point, base attack bonus, base saving throw bonuses, and skill ranks regardless of the specifics of his new form.  He also retains his normal ability scores, though each form grants bonuses to particular ability scores, and possibly saves.  The scaleshaper keeps all extraordinary, supernatural, and spell-like special attacks and qualities (including his ideal powers) of his normal form, except for those requiring a body part the new form does not have.

    All of the scaleshaper's held, carried, or worn gear melds into his new form and becomes nonfunctional; however, different forms allow you to gain the benefits of some magic items while shaping them.  Most forms change your size and space (see the form descriptions, below, for details).  If he becomes unconscious or is killed, the scaleshaper returns to his normal form. (see below for form attributes)
  • Wyrmspirit (Su): A scaleshaper gains a wyrmspirit, a sentient projection of the scaleshaper's subconscious which can aid the scaleshaper in his adventures.  The wyrmspirit is a ghostly wyrmling dragon of a type which matches the scaleshaper's expressed Ideal.  (If the scaleshaper is expressing more than one ideal, the wyrmspirit changes from type to type every so often, as it pleases.)  (see below for Wyrmspirit stats and abilities)

    In addition, the claw attacks granted by a kobold scaleshaper's Scaleshift ability increase in damage by one size category.  This substitution class feature supplements a standard scaleshaper's Scaleshift class feature, and does not replace anything.
  • Project dragon (Su): A scaleshaper of 2nd level or higher learns to intentionally project his subconscious acceptance of the Draconic Ideal into the physical world, forming minion-dragons to do his bidding.  By spending a use of his ideal powers as a standard action, a scaleshaper can create a single Dragon Projection within 30 feet, which has the abilities detailed below.  Once created, a Projection may move further than 30 feet from the scaleshaper at no penalty. 

    The Dragon Projection lasts until killed, dismissed (as a move action), or for 1 round per Idealist level, whichever comes first.  However, a scaleshaper may only have one instance of this ability active at a time; if he activates it again while any of his Projections are in existence, the previous Projections vanish as if dismissed.

    When created, a Dragon Projection attacks the scaleshaper's enemies to the best of its ability, but he can spend a free action on his turn to mentally direct it not to attack, to attack particular enemies, or to perform other actions. The Dragon Projection acts normally on the last round of the ability's duration, and dissipates at the end of its turn.  Dragon Projections are not summoned, and therefore are not subject to effects which hedge out or otherwise affect summoned creatures.

    Dragon Projections grow more powerful as the scaleshaper increases in level, as described below.  The scaleshaper can create any category of Projection up to half his Idealist level, which costs one use of his ideal powers per two categories (rounded up). In addition, starting at 8th level the scaleshaper may choose to create more than one Dragon Projection in the same action with the same ideal powers uses, as shown on the table above.  Each Projection must manifest a different expressed Ideal (see Ideal Manifestation in the Dragon Projections section for details), and the category of all Projections is reduced by one step for each Projection beyond the first.  For example, a 20th-level scaleshaper can create 3 category VIII Projections, 2 category IX Projections, or 1 category X Projection for 5 ideal power uses. (see below for Projection stats and abilities)
  • Draconic significance (Su): At 3rd level, a kobold scaleshaper taps into his draconic heritage, gaining increased power with his racial magic.  He gains Draconic Reservoir as a bonus feat.  In addition, he may spend uses of his ideal powers on a one-for-one basis to gain additional uses of his spell-like ability. (Racial sub replacing Strong Spirit)
  • Varied projection (Su): Upon reaching 5th level, a scaleshaper can create Dragon Projections which manifest Ideals he is not expressing.  When using his Project Dragon ability, he may choose any Ideal he knows and can express for his Projection to manifest; however, if the Projection manifests an Ideal which he is not expressing, the Projection is created at one category lower.
  • Sneakshape (Su): A kobold scalethief is a very sneaky character indeed, even when it comes to changing shape into a dragon.  As long as he is not flat-footed, the kobold can spend a use of his ideal powers to activate his Scaleshift ability as an immediate action. (Racial sub replacing Projected shape)
  • Dual ideal: A scaleshaper of 8th level or higher learns the ability to express two Ideals simultaneously, gaining the benefit of both Ideals.  He can still only change one at a time with the Rapid Re-expression class feature.
  • Lasting projection (Su): At 9th level, whenever a scaleshaper uses his Project Dragon ability to create a single Dragon Projection, he may spend twice as many uses of his Ideal Powers to change the duration of the ability to 1 hour per Idealist level.  The scaleshaper may only have one Lasting Projection at a time; if he uses this ability a second time while already maintaining a Lasting Projection, the first Projection vanishes automatically, as if dismissed.

Stalking Wyrm Concordant
Spoiler
Source: Dragons of Eberron, Dragon #321

Damage: Antiethical* damage
Resistance: Reduction of damage from aligned attacks
Skills: Bluff, Survival (replaced Climb & Sense Motive)

*Antiethical energy has different effects depending on relative alignments. The further the target or attacker is from True Neutral the more Severe the effects. True Neutral creatures are unaffected by Antiethical Energy and ignore Antiethical Energy resistance. Creatures one step away from True Neutral (Lawful Neutral, etc.) take normal damage from antiethical energy and all energy damage they deal is resisted as normal by antiethical energy. Creatures two steps away from True Neutral (Chaotic Evil, etc) take double damage from antiethical energy, and all energy damage they deal is resisted by twice the normal amount. Creatures whose alignment is obscured in some way (such as the undetectable alignment spell or similar effects) are treated as True Neutral by Antiethical Energy.

Ideal Powers:
  • Favored Enemy (Ex): You choose one Favored Enemy, as per the Ranger class feature. You may change your Favored Enemy each time you express this Ideal. [Wyrmling] (replaced Detect Alignment
  • Nondetection (Sp): By spending a use of your ideal powers, you may use nondetection as a spell-like ability. [Juvenile]
  • Invisibility (Sp): By spending a use of your ideal powers, you may use invisibility as a spell-like ability. [Adult]
  • Pure Body (Ex): You gain damage reduction 10/silver and magic. [Ancient]
  • Temporal Stasis (Sp): You may spend a use of your ideal powers to use temporal stasis as a spell-like ability. [Wyrm]
Guide of the Weak Ethereal
Spoiler
Source: Dragons of Eberron, Draconomicon

Damage: Nonlethal (replaced Untyped (counts as a [Force] effect))
Resistance: Reduces damage from [Force] effects
Skills: Survival (replaced 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]
  • Strength Through Adversity (Su): Whenever you take damage, you may spend a use of your ideal powers to heal any ally other than you within 30 feet by an amount equal to half the damage you take (rounded down). [Adult]  (replaced Dimensional Anchor)
  • 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]
Passion’s Flame Pyroclastic
Spoiler
Source: Dragons of Eberron, Draconomicon

Damage: Half fire damage, half sonic damage
Resistance: Half fire resistance, half sonic resistance
Skills: Disable Device, Intimidate (replaced Spellcraft)

Ideal Powers:
  • Rage (Ex): You can spend a use of your ideal powers to Rage, as a barbarian of your Idealist level. You do not gain any higher-tier rage abilities, such as Mighty Rage or Tireless Rage. [Wyrmling] (replaced Produce Flame)
  • Sound Burst (Sp): You may spend a use of your ideal powers to use sound burst as a spell-like ability. [Juvenile]
  • Supernatural Toughness (Su): You gain damage reduction 5/good. [Adult]
  • Annihilating Breath (Su): You may spend a use of your ideal powers to charge your breath weapon into a beam of pure destructive energy. Instead of dealing its normal damage, targets are struck by the effects of a disintegrate spell, with a caster level equal to your Idealist level, and a save DC equal to the DC of your breath weapon. [Ancient]
  • Power Word Stun (Sp): You may spend a use of your ideal powers to use power word: stun as a spell like ability. [Wyrm]
Wyrm of War Red
Spoiler
Source: Dragons of Eberron, SRD

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

Ideal Powers:
  • Martial Prowess (Ex): You gain one [Fighter] feat per 4 Idealist levels as bonus feats while expressing this Ideal. You must meet the prerequisites of any feat you select, but you may select the feats as if your Fighter level was equal to your Idealist level. You may choose different feats each time you express this Ideal. [Wyrmling] (replaced Fireproof)
  • 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++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]
Shadow
Spoiler
Source: Draconomicon

Damage: Negative energy damage
Resistance: Reduces damage from negative energy effects
Skills: Autohypnosis, Hide

Ideal Powers:
  • Mirror Image (Sp): By spending a use of your ideal powers, you may cast Mirror Image as a spell like ability. [Wyrmling]
  • Shadow Door (Su): You may spend a use of your ideal powers to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. You may move a total distance of up to 5 feet per Idealist level each time. [Juvenile]
  • Shadow Blend (Su): While within an area of shadowy illumination, you gain a miss chance of 10% per three Idealist levels (rounded down, to a maximum of 50% at 15th level). [Adult]
  • Breath of Shadows (Su): By spending a use of your idea powers, you may imbue your breath weapon with the clinging power of negative energy. Instead of its normal effects, creatures affected by your breath weapon must succeed on a Fortitude save or receive 2 negative levels. [Ancient]
  • Create Shadows (Su): You may spend a use of your ideal powers to draw upon the power of the Plane of Shadow, releasing true darkness into the world. This ability has a radius of 100 feet and a duration of 1 hour. All normal and magical light sources are negated within this radius. All creatures gain a +4 bonus on Hide checks and may hide even if directly observed. You and other creatures with a connection to the Plane of Shadow also gain total concealment and are considered invisible. This is a conjuration (creation) effect. [Wyrm]
Tome
Spoiler
Source: Dragon #343

Damage: Elemental*
Resistance: Bonus to saves vs spells and spell-like abilities
Skills: Any one Knowledge skill, Spellcraft

*Damage from this Ideal is reduced by one die size. However, you may choose between dealing fire damage, nonlethal bludgeoning damage, piercing damage, or sonic damage each time you use an ability which grants you damage from this Ideal.

Ideal Powers:
  • Precognition (Su): Your mastery of divination magic allows you to peer a second or two into the future, granting you an insight bonus to AC equal to your Idealist level divided by 5 (rounded up, minimum 1). [Wyrmling]
  • Clairaudience/clairvoyance (Sp): You can spend a use of your ideal powers to use clairaudience/clairvoyance as a spell-like ability. [Juvenile]
  • Telepathy (Su): You can telepathically communicate with any creature within 100 feet who has a language. [Adult]
  • Empower Spell-like Ability (Su): Three times per day, you can spend a use of your ideal powers as a free action to automatically Empower a spell-like ability you gain from an Ideal, as per the Empower Spell-like Ability feat. [Ancient]
  • Quicken Spell-like Ability (Su): Three times per day, you can spend two uses of your ideal powers as a free action to automatically Quicken a spell-like ability you gain from an Ideal, as per the Quicken Spell-like Ability feat. [Wyrm]
Feats, Traits
Feats:
Traits:
Skills
# of Skill Points:       Max Ranks:

Class Skills:  All skills are class skills.
Skill Points: (6+Int)/level
Bluff (Cha):  Ranks +  Cha = +
Equip & Wealth
WBL: gp      Remaining: gp
Wyrmspirit Stats
Link to Creature

Name

Size/Type:
Hit Dice: YdX (Z hp)
Initative:
Speed:
AC: 10 (+ size, + Dex, + natural), touch , flat-footed
Base Attack/Grapple:
(Full) Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves: F +, R +, W +
Abilities: Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10
Skills: 
Feats:
Other:
Dragon Projection Stats
Background
Equipment Wish List
« Last Edit: January 31, 2013, 12:42:52 AM by FireInTheSky »