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sirpercival
2013-01-03, 02:46 PM
With minmaxboards being down, I really need to port this over here. Maybe this will give me impetus to finish it, too! So without further ado...


The Ethos of the Wyrm

Index & Links:
Being an Idealist (http://www.giantitp.com/forums/showthread.php?p=14468414#post14468414)
Base Classes
Dragonmage (http://www.giantitp.com/forums/showthread.php?p=14468543#post14468543)
Scaleshaper (http://www.giantitp.com/forums/showthread.php?p=14468616#post14468616)
Wyrm Warrior (http://www.giantitp.com/forums/showthread.php?p=14468705#post14468705)

Feats (http://www.giantitp.com/forums/showthread.php?p=14468910#post14468910)
Ideals
Chromatic, Metallic, & Gem Dragons (http://www.giantitp.com/forums/showthread.php?p=14472522#post14472522)
Planar Dragons (http://www.giantitp.com/forums/showthread.php?p=14473946#post14473946)
Lung & Faerunian Dragons (http://www.giantitp.com/forums/showthread.php?p=14484599#post14484599)
Ferrous & Miscellaneous Dragons (http://www.giantitp.com/forums/showthread.php?p=14499047#post14499047)
Ideal Templates (http://www.giantitp.com/forums/showthread.php?p=14499539#post14499539)
Epic Ideals (http://www.giantitp.com/forums/showthread.php?p=14508806#post14508806)

Racial Idealist Variants (http://www.giantitp.com/forums/showthread.php?p=14517498#post14517498)
True Dragon Idealists
Dragonborn Wyrm Warrior Racial Substitution Levels
Kobold Scaleshaper Racial Substitution Levels
Spellscale Dragonmage Racial Substitution Levels

Prestige Classes
King's Heart (http://www.giantitp.com/forums/showthread.php?p=14518914#post14518914)
Queen's Head (http://www.giantitp.com/forums/showthread.php?p=14520693#post14520693)
Ruby's Claw (http://www.giantitp.com/forums/showthread.php?p=14591820#post14591820)
True Devotee (http://www.giantitp.com/forums/showthread.php?p=15843878#post15843878)

Items

sirpercival
2013-01-03, 02:48 PM
Being an Idealist

A character's Idealist level is equal to his total levels in all Idealist classes. An Idealist gains a total number of daily uses of Ideal powers equal to his Charisma modifier plus his Idealist Level. An Idealist learns 3 Ideals at IL 1, and an additional Ideal at IL 2 and every 3 Idealist levels after. At 1st level, an Idealist gains the benefit of the first Ideal power from the Ideal he expresses; he gains the benefit of the next tier of Ideal powers every 4 levels after 1st (at 5th, 9th, 13th, and 17th).

The save DC for an Idealist's Ideal powers is equal to 10 + 1/2 Idealist level + Cha modifier.

{table=head]Idealist Level|Ideals Known|Ideal Powers
1|3|Wyrmling
2|4|—
3|4|—
4|4|—
5|5|Juvenile
6|5|—
7|5|—
8|6|—
9|6|Adult
10|6|—
11|7|—
12|7|—
13|7|Ancient
14|8|—
15|8|—
16|8|—
17|9|Wyrm
18|9|—
19|9|—
20|10|—[/table]

sirpercival
2013-01-03, 03:16 PM
DRAGONMAGE

Every mage aspires to an ideal. Magic is power without equal, and the nature of power is to seek power. It is only a logical step to look to dragon: It is magic, breathing the elements as easily as air, mastering spells without even putting its mind to it, for they are engraved in its blood. But as always, there are those who go a step further.

Dragonmages take after their namesakes in that finest of arts, meditating on the subjects of their fascination and aspiring to match them - even surpass them, perhaps. In their imitation, they take on scales, strange abilities, and finally the magic of their models, as varied and unpredictable as the myriad dragons.

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

MAKING A DRAGONMAGE
A dragonmage is an arcane spellcaster with a draconic theme.
Abilities: Charisma is a dragonmage's most important attribute, though a high Constitution helps as well because of the small Hit Die.
Races: Spellscales are the most common dragonmages, but humans, elves, and dragonborn are also often drawn to the Ethos.
Alignment: Any, though a dragonmage may choose to express some Ideals over others based on his alignment.
Starting Gold: As sorcerer.
Starting Age: As sorcerer.

HD: d4

Class Skills
The Dragonmage's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Craft (Int), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Perform (Cha), Profession (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (4 + Int) x4
Skill Points at Each Additional Level: 4 + Int

Table: The Dragonmage
{table=head]Level|BAB|Fort|Ref|Will|Special
1 |+0 | +2 | +0| +2 | Dragontouched
2 |+1 | +3 | +0| +3 | Ancient arcana, breath d6
3 |+1 | +3 | +1| +3 | Scales
4 |+2 | +4 | +1| +4 | Ideal focus
5 |+2 | +4 | +1| +4 | —
6 |+3 | +5 | +2| +5 | Breath 2d4
7 |+3 | +5 | +2| +5 | Wings
8 |+4 | +6 | +2| +6 | Arcane ideal
9 |+4 | +6 | +3| +6 | Lesser dragonsight
10|+5 | +7 | +3| +7 | Breath 2d6
11|+5 | +7 | +3| +7 | Rapid re-expression
12|+6/+1 | +8 | +4| +8 | Dual ideal
13|+6/+1 | +8 | +4| +8 | —
14|+7/+2 | +9 | +4| +9 | Breath 2d8
15|+7/+2 | +9 | +5| +9 | Quick re-expression
16|+8/+3 | +10| +5| +10| Convert metamagic
17|+8/+3 | +10| +5| +10| —
18|+9/+4 | +11| +6| +11| Breath 2d10
19|+9/+4 | +11| +6| +11| Speedy re-expression
20|+10/+5 | +12| +6| +12| Greater dragonsight[/table]

Weapon and Armor Proficiencies: Dragonmages are proficient with simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a dragonmage's gestures, which can cause his spells with somatic components to fail.

Spells: A dragonmage casts arcane spells which are drawn from those granted to him by the Ideals he knows. He can cast any spell he knows without preparing it ahead of time. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast. To learn or cast a spell, a dragonmage must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a dragonmage's spell is 10 + the spell level + the dragonmage's Charisma modifier. Like other spellcasters, a dragonmage can cast only a certain number of spells of each spell level per day; his base daily spell allotment is given on the table below. In addition, he receives bonus spells per day if he has a high Charisma score.

A dragonmage's selection of spells is extremely limited. A dragonmage begins play knowing four 0th-level spells from the Sorcerer/Wizard list, and one 1st-level spell chosen from among those associated with the Ideals he knows. At each new dragonmage level, he gains one or more new spells, as indicated on the table below. Unlike spells per day, the number of spells a dragonmage knows is not affected by his Charisma score; the numbers on the table are fixed.

Table: Dragonmage Spells Known and Per Day
{table=head] |Spells per Day|Spells Known
{table=head]Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th[/table]|{table=head]0th|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
4|2|—|—|—|—|—|—|—|—
5|3|—|—|—|—|—|—|—|—
5|4|—|—|—|—|—|—|—|—
5|5|2|—|—|—|—|—|—|—
5|5|3|—|—|—|—|—|—|—
5|5|4|2|—|—|—|—|—|—
5|5|5|3|—|—|—|—|—|—
5|5|5|4|2|—|—|—|—|—
5|5|5|5|3|—|—|—|—|—
5|5|5|5|4|2|—|—|—|—
5|5|5|5|5|3|—|—|—|—
5|5|5|5|5|4|2|—|—|—
5|5|5|5|5|5|3|—|—|—
5|5|5|5|5|5|4|2|—|—
5|5|5|5|5|5|5|3|—|—
5|5|5|5|5|5|5|4|2|—
5|5|5|5|5|5|5|5|3|—
5|5|5|5|5|5|5|5|4|2
5|5|5|5|5|5|5|5|5|3
5|5|5|5|5|5|5|5|5|5[/table]|{table=head]0th|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
4|1|—|—|—|—|—|—|—|—
5|2|—|—|—|—|—|—|—|—
5|2|—|—|—|—|—|—|—|—
5|3|0|—|—|—|—|—|—|—
5|3|1|—|—|—|—|—|—|—
5|4|2|0|—|—|—|—|—|—
5|4|2|1|—|—|—|—|—|—
5|4|3|2|0|—|—|—|—|—
5|4|3|2|1|—|—|—|—|—
5|4|4|3|2|0|—|—|—|—
5|4|4|3|2|1|—|—|—|—
5|4|4|3|3|2|0|—|—|—
5|4|4|3|3|2|1|—|—|—
5|4|4|3|3|3|2|0|—|—
5|4|4|3|3|3|2|1|—|—
5|4|4|3|3|3|2|2|0|—
5|4|4|3|3|3|2|2|1|—
5|4|4|3|3|3|2|2|2|0
5|4|4|3|3|3|2|2|2|1
5|4|4|3|3|3|2|2|2|2[/table][/table]

Ideals: A dragonmage has come to terms with the fact that dragons have the most superior understanding of the arcane arts in existence, and seeks to emulate such mastery through expression of the draconic ideal. He focuses on a few different types of dragons which most closely represent his personal philosophies, and trains himself to mimic the abilities of his chosen few. These sets of abilities are known as Ideals. Each day, a dragonmage chooses to express an Ideal that he knows, gaining one or more special abilities from the Ideal depending on his skill at expressing it (represented by his Idealist level). The number of Ideals an Idealist knows depends on his Idealist level, which is the sum of his levels in all classes which grant the ability to express Ideals; the dragonamge's ability to use Ideal powers and his number of Ideal power daily uses are also determined by his Idealist level. See Being an Idealist, above, for rules, and below for full descriptions of all the Ideals.

Expressing an Ideal requires a good night's sleep and 1 hour of contemplation, after which the dragonmage recovers his daily spell slots and can access the abilities of his chosen Ideal. A dragonmage can express only one Ideal at a time (but see Dual Ideal, below). The Ideal the dragonmage chooses to express determines the associated energy type for his Scales and Breath class features. The caster level for any spell-like or supernatural abilities granted by a dragonmage's Ideals is equal to his Idealist Level. (All Ideal powers which require spending one of these uses say so in the power description.)

Whenever he learns a new Ideal, a dragonmage can choose to learn a new spell from the Ideal's spell list in place of one he already knows from another Ideal. In effect, he loses the old spell in exchange for the new one. The new spell must be of the same level as the old spell, and no higher than one level less than the highest-level spells the dragonmage can cast.

Finally, whenever he expresses an Ideal, the dragonmage gains the knowledge of a single spell he does not know of any level he can cast, chosen from that Ideal's list. He cannot use this spell to qualify for feats, prestige classes, or other options. If and when he stops expressing that Ideal, he loses knowledge of that spell; if he later begins expressing that Ideal again, he may choose the same or a different spell of any level he can cast.

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.

Ancient arcana (Ex): At 2nd level, dragonmage passionately studies the magical knowledge of dragons long ago. He gains a bonus on Knowledge (Arcana) checks equal to half his Idealist level (rounded down, minimum 1).

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.

Ideal focus (Su): Beginning at 4th level, whenever a dragonmage casts a dragonmage spell which is associated with his expressed Ideal, he may spend a use of his ideal powers to increase the caster level for the spell by +2 or the save DC for the spell by +1. He may spend a maximum of one use of his ideal powers in this way per casting.

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.

Rapid re-expression (Su): Beginning at 11th level, a dragonmage learns to change his focus more quickly than normal. Once per day, he can change his expressed Ideal by spending a full-round action meditating, which does not provoke attacks of opportunity.

Dual ideal: A dragonmage of 12th 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.

Quick re-expression: Upon reaching 15th level, whenever a dragonmage uses his Rapid Re-expression class feature, it requires a standard action instead of a full-round action.

Convert metamagic (Su): At 16th level, the dragonmage learns a secret of draconic lore. The dragonmage may apply a single metamagic feat to a spell he knows without increasing the casting time or effective spell level by sacrificing additional spell slots whose total levels equal twice the effective spell level of the spell plus the metamagic feat. For example, the dragonmage could sacrifice three additional 6th-level spell slots to cast a Maximized Chain Lightning (with an effective spell level of 9) without adjusting the spell level or casting time.

Speedy re-expression: Beginning at 19th level, whenever a dragonmage uses his Rapid Re-expression class feature, it requires a move action instead of a standard action.

Greater dragonsight (Su): Upon reaching 20th level, a dragonmage is so steeped in arcane magic that his senses have been permanently altered. He gains blindsight out to a distance of 10 feet times his Charisma modifier, and can use greater arcane sight at will as a supernatural ability.

EPIC DRAGONMAGE
Hit Die: dx
Skills Points at Each Level: x + int
Class Ability
Class Ability
Bonus Feats: The Epic Class Name gains a Bonus Feat every x levels higher than 20th

sirpercival
2013-01-03, 03:31 PM
SCALESHAPER

Every being aspires to an ideal. Ultimately, even a mindless worm has ambition, even if only to feed and breed. Much greater are the ambitions of mortal men: Power, pleasure, justice. In this way, every living creature seeks its own perfection in one way or another.

It comes as no surprise that there are those who see their desires reflected in dragons, finding their hearts drawn to the greatest creatures that can still be called mortal. Among these idealists, scaleshapers can call themselves the purest of purpose, devoting themselves to the entirety of the draconic form to the point that they themselves become dragons.

Imitation, they say, is the sincerest form of flattery.

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

MAKING A SCALESHAPER
A scaleshaper is a shapechanger with a draconic theme.
Abilities: Constitution (for hit points), Intelligence (for skill points), and Charisma (for everything else) are a scaleshaper's most important attributes.
Races: Humans, elves, and kobolds are the most common scaleshapers, but Dragonborn of Bahamut and spellscales will often explore the art of scaleshaping.
Alignment: Any, though a scaleshaper may choose to express some Ideals over others based on his alignment.
Starting Gold: As ranger.
Starting Age: As ranger.

HD: d8

Class Skills
All skills are class skills for the Scaleshaper.
Skill Points at 1st Level: (6 + Int) x4
Skill Points at Each Additional Level: 6 + Int

Table: The Scaleshaper
{table=head]Level|BAB|Fort|Ref|Will|Special|Projections
1 |+0 | +0| +2 | +2 | Dragontouched, scaleshift (wyrmling), wyrmspirit|0
2 |+1 | +0| +3 | +3 | Project dragon|1
3 |+2 | +1| +3 | +3 | Strong spirit|1
4 |+3 | +1| +4 | +4 | Scaleshift (young)|1
5 |+3 | +1| +4 | +4 | Varied projection|1
6 |+4 | +2| +5 | +5 | Projected shape|1
7 |+5 | +2| +5 | +5 | Scaleshift (juvenile)|1
8 |+6/+1 | +2| +6 | +6 | Dual ideal|2
9 |+6/+1 | +3| +6 | +6 | Lasting projection|2
10|+7/+2 | +3| +7 | +7 | Scaleshift (adult)|2
11|+8/+3 | +3| +7 | +7 | Rapid re-expression|2
12|+9/+4 | +4| +8 | +8 | Swift projection |2
13|+9/+4 | +4| +8 | +8 | Scaleshift (old)|2
14|+10/+5 | +4| +9 | +9 | Quick re-expression|2
15|+11/+6/+1 | +5| +9 | +9 | Wyrmpact|2
16|+12/+7/+2 | +5| +10| +10| Scaleshift (ancient)|2
17|+12/+7/+2 | +5| +10| +10| Ideal triad|3
18|+13/+8/+3 | +6| +11| +11| Speedy re-expression|3
19|+14/+9/+4 | +6| +11| +11| Scaleshift (great wyrm)|3
20|+15/+10/+5 | +6| +12| +12| Greater wyrmpact|3[/table]

Weapon and Armor Proficiencies: Scaleshapers are proficient with simple weapons and light armor, as well as with any natural weapons they have or gain through their class features.

Ideals: A scaleshaper seeks to embody the Draconic Ideal quite literally. He focuses on a few different types of dragons which most closely represent his personal philosophies, and trains himself to mimic the abilities of his chosen few. These sets of abilities are known as Ideals. Each day, a scaleshaper chooses to express an Ideal that he knows, gaining one or more special abilities from the Ideal depending on his skill at expressing it (represented by his Idealist level). The number of Ideals a scaleshaper knows depends on his Idealist level, which is the sum of his levels in all classes which grant the ability to express Ideals; the scaleshaper's ability to use Ideal powers and his number of Ideal power daily uses are also determined by his Idealist level. See Being an Idealist, above, for rules, and below for full descriptions of all the Ideals.

Expressing an Ideal requires a good night's sleep and 1 hour of contemplation, after which he can access the abilities of his chosen Ideal. A scaleshaper can express only one Ideal at a time (but see Dual Ideal and Ideal Triad, below). The Ideal a scaleshaper expresses determines the form of his Scaleshift class feature, and of his Dragon Projections. The caster level for any spell-like or supernatural abilities granted by a scaleshaper's Ideals is equal to his Idealist Level. (All Ideal powers which require spending one of these uses say so in the power description.) Additionally, when he expresses an Ideal, a scaleshaper gains an insight bonus to the Ideal's associated skills equal to his Charisma modifier.

Dragontouched (Ex): A scaleshaper 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 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.

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.

When a scaleshaper scaleshifts, any equipment he wears other than armor and held objects shifts with him, altering its form to accommodate the new shape. Objects that do not or cannot resize themselves meld into the new body, but retain their properties and can still be targeted and affected by spells and effects as though they were worn normally.

At his discretion, the scaleshaper can meld a suit of armor, a shield, and/or a magic weapon that he is wearing or wielding while scaleshifting into your new form. He must be proficient with the object in question to meld it and gain its benefits while scaleshifted. If he melds a suit of armor, he is still considered to be wearing it, as though it was armor appropriate to his new shape and size. Medium and heavier armor prevents winged flight as normal, however.

If the scaleshaper melds a shield, he can use his wings as impromptu shields. While he does so, he is still considered to be wearing the shield, as though it was a shield appropriate to his new shape and size, taking the use of both his wings instead of an arm. The scaleshaper can "loose" or "ready" the shield as though he was wearing it normally to regain the use of his wings or to benefit from the shield once more.

If he melds a magical melee, the scaleshaper can apply its magical weapon properties to his scaleshift-granted natural weapons. The properties are shared between the weapon and all of his natural weapons, so daily uses of weapon special abilities are still counted against the magic weapon, and any effect that suppresses the magic of his weapon or one or more of his natural attacks affects all of them. If the scaleshaper uses this option, his natural weapons are treated as manufactured weapons when determining what weapon special abilities they gain and the effects of them (though not for any other purposes, such as iterative attacks), even for the purpose of interacting with other magic items (such as a Necklace of Natural Attacks).

Forms:
Each form grants one or more natural weapons, as described below; the damage dealt by each weapon is given for a creature that begins as Medium (and then adjusted for size increases due to scaleshift, if applicable). Half of the damage dealt by those natural weapons is damage of the normal type, and half is energy damage of the type associated with the given Ideal.

The size increase granted by a form (if any) alters the scaleshaper's melee reach, as well as size bonuses to attacks and armor class. The scaleshaper's ability scores are not altered solely due to increasing in size.

In addition, each form gives ability score enhancement bonuses, as well as a breath weapon, which can be used every 1d4 rounds and deals the indicated amount of damage (of the energy type associated with the given Ideal) in a 60-foot line. The DC for the Reflex save vs a scaleshaper's breath weapon is 10 + 1/2 Idealist level + Charisma modifier. This counts as the Breath class feature for the purposes of ideal powers.

Spell resistance granted by an Ideal can be raised or lowered as a free action, even when it is not the scaleshaper's turn. Finally, each form grants energy resistance equal to the scaleshaper's Charisma modifier, as per the chosen Ideal, as well as a bonus to the scaleshaper's natural armor equal to his Constitution modifier. This counts as the Scales class feature for the purposes of ideal powers.

Wyrmling Form
Minimum Level: 1st
Size: unchanged
Ability Adjustments: +2 Strength, +2 Constitution
Natural Attacks: 2 claws (1d4)
Breath Weapon: 1d6
Spell Resistance: None


Young Form
Minimum Level: 4th
Size: unchanged
Ability Adjustments: +4 Strength, +4 Constitution
Natural Attacks: 1 bite (1d6), 2 claws (1d4)
Breath Weapon: 5d4
Spell Resistance: None


Juvenile Form
Minimum Level: 7th
Size: +1 category
Ability Adjustments: +6 Strength, +4 Constitution, +2 Charisma
Natural Attacks: 1 bite (1d8), 2 claws (1d6), 2 wings (1d4)
Breath Weapon: 7d6
Spell Resistance: None
Flight: 30 feet (average)


Adult Form
Minimum Level: 10th
Size: +1 category
Ability Adjustments: +8 Strength, +6 Constitution, +2 Intelligence, +2 Charisma
Natural Attacks: 1 bite (1d8), 2 claws (1d6), 2 wings (1d4)
Breath Weapon: 10d6
Spell Resistance: 5 + Idealist level
Flight: 50 feet (average)


Old Form
Minimum Level: 13th
Size: +2 categories
Ability Adjustments: +10 Strength, +6 Constitution, +2 Intelligence, +2 Wisdom, +4 Charisma
Natural Attacks: 1 bite (2d6), 2 claws (1d8), 2 wings (1d6), 1 tail slap (1d8)
Breath Weapon: 13d8
Spell Resistance: 8 + Idealist level
Flight: 75 feet (poor)


Ancient Form
Minimum Level: 16th
Size: +2 categories
Ability Adjustments: +12 Strength, +8 Constitution, +4 Intelligence, +2 Wisdom, +4 Charisma
Natural Attacks: 1 bite (2d6), 2 claws (1d8), 2 wings (1d6), 1 tail slap (1d8)
Breath Weapon: 16d10
Spell Resistance: 11 + Idealist level
Flight: 100 feet (clumsy)


Great Wyrm Form
Minimum Level: 19th
Size: +3 categories
Ability Adjustments: +16 Strength, +8 Constitution, +4 Intelligence, +4 Wisdom, +6 Charisma
Natural Attacks: 1 bite (3d6), 2 claws (2d6), 2 wings (1d8), 1 tail slap (2d6), 1 tail sweep (1d8)
Breath Weapon: 18d10
Spell Resistance: 15 + Idealist level
Flight: 150 feet (clumsy)



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.) As the scaleshaper gains in experience, the wyrmspirit's powers grow as described below.

Wyrmspirit Abilities:
{table=head]Class Level|Ability Bonus|Special
1st-2nd |+0|Alertness, ephemeral, telepathy
3rd-5th |+2|Wyrm whispers
6th-8th |+2|Recover Ideal
9th-11th |+4|—
12th-14th|+4|Transfer Wyrm
15th-17th|+6|—
18th-20th|+6|Ideal boon[/table]

Class level: The character's scaleshaper level.

Ability Bonus: The scaleshaper gains an insight bonus to his Intelligence, Wisdom, or Charisma score, choosing which ability score is affected at the time he expresses his Ideal for the day.

Alertness (Su): A scaleshaper's wyrmspirit gains the benefit of the Alertness feat.

Ephemeral (Su): The wyrmspirit is incorporeal and cannot interact with the physical world in any way, nor can it be attacked or affected by any other creature. It cannot use any extraordinary, supernatural, spell-like, or psi-like abilities, attack, cast spells, or the like. If the wyrmspirit ever moves more than 120 feet away from the scaleshaper for any reason, it disappears immediately and reappears 1 round later in the scaleshaper's square. However, the wyrmspirit can make skill checks which do not require manipulation of the physical world, using the scaleshaper's skill bonuses. (Scaleshapers often use their wyrmspirits to scout, as they can observe without being harmed.)

Telepathy (Su): The wyrmspirit can communicate telepathically with the scaleshaper up to a distance of 120 feet, and with any other creature that has a language at a distance of 60 feet.

Wyrm whispers (Su): At 3rd level, a scaleshaper's wyrmspirit can help the scaleshaper's subconscious throw off mental control. If the scaleshaper is affected by a mind-affecting spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on his saving throw.

Recover Ideal (Su): Beginning at 6th level, a wyrmspirit can help its scaleshaper access his ideal powers more efficiently. Whenever a creature makes a save against one of a scaleshaper's ideal powers, or the scaleshaper fails to overcome a creature's spell resistance with an ideal power, the scaleshaper can make a Will save at a DC of 25. If he succeeds, he does not spend an ideal power use for using that ideal power (if applicable).

Transfer wyrm (Su): Upon reaching 12th level, a scaleshaper can temporarily transfer his wyrmspirit into any dragon within 30 feet that he has created with his Project Dragon ability (see below). Transfer Wyrm is a move action that provokes no AoOs. While the wyrmspirit is transferred, all benefits it normally grants the scaleshaper are temporarily suppressed. In exchange, the projected dragon gains an insight bonus to Strength, Constitution, and Charisma equal to the bonus the scaleshaper receives from his wyrmspirit. The scaleshaper can recall his wyrmspirit with another move action; it is automatically recalled if the projection dies or is dismissed. Once transferred, the dragon can move more than 30 ft. away from the scaleshaper without losing the wyrmspirit benefits.

Ideal boon (Su): At 18th level, a scaleshaper can temporarily transfer his wyrmspirit into any ally within 30 feet. This works identically to the Transfer Wyrm ability, except that the ally gains a bonus to Charisma only, and also gains the use of a single ideal power (from an Ideal that the scaleshaper is expressing) of the scaleshaper's choosing. If the ideal power costs ideal power uses, those uses count against the scaleshaper's daily total.


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.

Dragon Projections:
Category I & II
{table=head]|Dragon Projection I|Dragon Projection II
Size/Type:|Tiny Dragon|Small Dragon
Hit Dice:|2d12+2 (15 hp)|3d12+3 (22 hp)
Initiative:|+0|+0
Speed:|20 ft, fly 30 ft (good)|20 ft, fly 40 ft (average)
Armor Class:|15 (+2 size, +3 natural), touch 12, flat-footed 15|17 (+1 size, +6 natural), touch 11, flat-footed 17
Base Attack/Grapple|+2/-6|+3/+0
Attack:|Bite +4 melee (1d4)|Bite +5 melee (1d6+1)
Full Attack:|Bite +4 melee (1d4) and 2 claws +2 melee (1d3)|Bite +5 melee (1d6+1) and 2 claws +3 melee (1d4)
Space/Reach:|2½ ft./0 ft. (5 ft. with bite)|5 ft./5 ft.
Special Attacks:|Breath weapon 1d4, Ideal manifestation (Wyrmling)|Breath weapon 1d6, Ideal manifestation (Wyrmling)
Special Qualities:|Dragon traits, Ideal manifestation|Dragon traits, Ideal manifestation
Saves:|Fort +4, Ref +3, Will +3|Fort +4, Ref +3, Will +3
Abilities:|Str 11, Dex 10, Con 13, Int 10, Wis 11, Cha 10|Str 13, Dex 10, Con 13, Int 10, Wis 11, Cha 10
Feats:|Multiattack|Flyby Attack, Multiattack
Skills:|See below|See below
Alignment:|Same as scaleshaper|Same as scaleshaper[/table]
Category III & IV
{table=head]|Dragon Projection III|Dragon Projection IV
Size/Type:|Medium Dragon|Medium Dragon
Hit Dice:|5d12+10 (42 hp)|6d12+12 (51 hp)
Initiative:|+0|+0
Speed:|30 ft, fly 50 ft (avg)|30 ft, fly 60 ft (average)
Armor Class:|19 (+9 natural), touch 10, flat-footed 19|22 (+12 natural), touch 10, flat-footed 22
Base Attack/Grapple|+5/+7|+6/+9
Attack:|Bite +7 melee (1d8+2)|Bite +9 melee (1d8+3)
Full Attack:|Bite +7 melee (1d8+2) and 2 claws +5 melee (1d6+1) and 2 wings +5 melee (1d4+1)|Bite +9 melee (1d8+3) and 2 claws +7 melee (1d6+1) and 2 wings +7 melee (1d4+1)
Space/Reach:|5 ft./5 ft.|5 ft./5 ft.
Special Attacks:|Breath weapon 2d4, Ideal manifestation (Juvenile)|Breath weapon 2d6, Ideal manifestation (Juvenile)
Special Qualities:|Dragon traits, Ideal manifestation|Dragon traits, Ideal manifestation
Saves:|Fort +6, Ref +4, Will +5|Fort +7, Ref +5, Will +6
Abilities:|Str 15, Dex 10, Con 15, Int 12, Wis 13, Cha 12|Str 17, Dex 10, Con 15, Int 12, Wis 13, Cha 12
Feats:|Flyby Attack, Multiattack|Ability Focus (breath weapon), Flyby Attack, Multiattack
Skills:|See below|See below
Alignment:|Same as scaleshaper|Same as scaleshaper[/table]
Category V & VI
{table=head]|Dragon Projection V|Dragon Projection VI
Size/Type:|Large Dragon|Large Dragon
Hit Dice:|8d12+24 (76 hp)|9d12+36 (94 hp)
Initiative:|+0|+0
Speed:|40 ft, fly 80 ft (poor)|40 ft, fly 90 ft (poor)
Armor Class:|24 (-1 size, +15 natural), touch 9, flat-footed 24|27 (-1 size, +18 natural), touch 9, flat-footed 27
Base Attack/Grapple|+8/+16|+9/+9
Attack:|Bite +11 melee (2d6+4)|Bite +14 melee (2d6+6)
Full Attack:|Bite +11 melee (2d6+4) and 2 claws +9 melee (1d8+2) and 2 wings +9 melee (1d6+2) and tail slap +9 melee (1d8+6)|Bite +14 melee (2d6+6) and 2 claws +14 melee (1d8+3) and 2 wings +14 melee (1d6+3) and tail slap +14 melee (1d8+9)
Space/Reach:|10 ft./5 ft. (10 ft. with bite)|10 ft./5 ft. (10 ft. with bite)
Special Attacks:|Breath weapon 3d6, Ideal manifestation (Adult)|Breath weapon 5d4, Ideal manifestation (Adult)
Special Qualities:|Dragon traits, Ideal manifestation|Dragon traits, Ideal manifestation
Saves:|Fort +9, Ref +6, Will +8|Fort +10, Ref +6, Will +8
Abilities:|Str 19, Dex 10, Con 17, Int 14, Wis 15, Cha 14|Str 23, Dex 10, Con 19, Int 14, Wis 15, Cha 14
Feats:|Ability Focus (breath weapon), Flyby Attack, Multiattack|Ability Focus (breath weapon), Flyby Attack, Improved Multiattack, Multiattack
Skills:|See below|See below
Alignment:|Same as scaleshaper|Same as scaleshaper[/table]
Category VII & VIII
{table=head]|Dragon Projection VII|Dragon Projection VIII
Size/Type:|Huge Dragon|Huge Dragon
Hit Dice:|11d12+55 (126 hp)|12d12+60 (138 hp)
Initiative:|+0|+0
Speed:|50 ft, fly 100 ft (poor)|40 ft, fly 120 ft (poor)
Armor Class:|29 (-2 size, +21 natural), touch 8, flat-footed 29|32 (-2 size, +24 natural), touch 8, flat-footed 32
Base Attack/Grapple|+11/+27|+12/+29
Attack:|Bite +17 melee (2d8+8)|Bite +19 melee (2d8+9)
Full Attack:|Bite +17 melee (2d8+8) and 2 claws +17 melee (2d6+4) and 2 wings +17 melee (1d8+4) and tail slap +17 melee (2d6+12)|Bite +19 melee (2d8+9) and 3 claws +19/+19/+14 melee (2d6+4) and 2 wings +19 melee (1d8+4) and tail slap +19 melee (2d6+13)
Space/Reach:|15 ft./10 ft. (15 ft. with bite)|15 ft./10 ft. (15 ft. with bite)
Special Attacks:|Breath weapon 6d4, crush 2d8, Ideal manifestation (Ancient)|Breath weapon 6d6, crush 2d8, Ideal manifestation (Ancient)
Special Qualities:|Dragon traits, Ideal manifestation|Dragon traits, Ideal manifestation
Saves:|Fort +12, Ref +7, Will +10|Fort +13, Ref +8, Will +11
Abilities:|Str 27, Dex 10, Con 21, Int 16, Wis 17, Cha 16|Str 29, Dex 10, Con 21, Int 16, Wis 17, Cha 16
Feats:|Ability Focus (breath weapon), Flyby Attack, Improved Multiattack, Multiattack|Ability Focus (breath weapon), Flyby Attack, Improved Multiattack, Multiattack, Rapidstrike (claws)
Skills:|See below|See below
Alignment:|Same as scaleshaper|Same as scaleshaper[/table]
Category IX & X
{table=head]|Dragon Projection IX|Dragon Projection X
Size/Type:|Huge Dragon|Huge Dragon
Hit Dice:|14d12+84 (175 hp)|15d12+90 (187 hp)
Initiative:|+0|+0
Speed:|60 ft, fly 130 ft (clumsy)|60 ft, fly 150 ft (clumsy)
Armor Class:|35 (-2 size, +27 natural), touch 8, flat-footed 35|38 (-2 size, +30 natural), touch 8, flat-footed 38
Base Attack/Grapple|+14/+32|+15/+34
Attack:|Bite +22 melee (2d8+10)|Bite +24 melee (2d8+11)
Full Attack:|Bite +22 melee (2d8+10) and 3 claws +22/+22/+17 melee (2d6+5) and 2 wings +22 melee (1d8+5) and tail slap +22 melee (2d6+15)|Bite +24 melee (2d8+11) and 3 claws +24/+24/+19 melee (2d6+5) and 3 wings +24/+24/+19 melee (1d8+5) and tail slap +24 melee (2d6+16)
Space/Reach:|15 ft./10 ft. (15 ft. with bite)|15 ft./10 ft. (15 ft. with bite)
Special Attacks:|Breath weapon 6d8, crush 2d8, Ideal manifestation (Wyrm)|Breath weapon 6d10, crush 2d8, Ideal manifestation (Wyrm)
Special Qualities:|Dragon traits, Ideal manifestation|Dragon traits, Ideal manifestation
Saves:|Fort +15, Ref +9, Will +13|Fort +15, Ref +8, Will +13
Abilities:|Str 31, Dex 10, Con 23, Int 18, Wis 19, Cha 18|Str 33, Dex 10, Con 23, Int 18, Wis 19, Cha 18
Feats:|Ability Focus (breath weapon), Flyby Attack, Improved Multiattack, Multiattack, Rapidstrike (claws)|Ability Focus (breath weapon), Flyby Attack, Improved Multiattack, Multiattack, Rapidstrike (claws), Rapidstrike (wings)
Skills:|See below|See below
Alignment:|Same as scaleshaper|Same as scaleshaper[/table]

Breath Weapon (Su): A Dragon Projection's breath weapon is a line 20 feet long, + 10 feet per category. It deals energy damage as given by its manifested Ideal (see Ideal Manifestation, below). The Reflex save DC is 10 + Projection category + Projection's Constitution modifier. This ability counts as the Breath class feature for the purposes of ideal powers.

Crush (Ex): As the True Dragon crush ability (http://www.d20srd.org/srd/monsters/dragonTrue.htm#crush).

Ideal Manifestation (Su): When a scaleshaper creates a Dragon Projection, he chooses one Ideal which he currently expresses for that Projection to manifest. The Projection takes the physical shape of a dragon of that type, though its abilities are as described in the tables above. The manifested Ideal determines the Projection's breath weapon, and the Projection can make use of that Ideal's ideal powers, up to a tier given in the particular Projection category's entry (for example, a Dragon Projection VII gains the Ideal's Wyrmling, Juvenile, Adult, and Ancient ideal powers). A Dragon Projection can use its ideal powers a number of times equal to its Charisma modifier (minimum 1). Its Idealist level is equal to the scaleshaper's Idealist level.

Skills: A Dragon Projection makes skill checks using the scaleshaper's skill ranks and its own ability modifiers.


Strong spirit (Su): At 3rd level, a scaleshaper's wyrmspirit gains a small measure of control over its surroundings. It may use mage hand as a spell-like ability at will.

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.

Projected shape (Su): Beginning at 6th level, a scaleshaper can activate both his Scaleshift and Project Dragon class features during the same standard action.

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.

Rapid re-expression (Su): Beginning at 11th level, a scaleshaper learns to change his focus more quickly than normal. Once per day, he can change his expressed Ideal by spending a full-round action meditating, which does not provoke attacks of opportunity.

Swift projection (Su): A scaleshaper of 12th level or higher may activate his Project Dragon ability as a swift action instead of a standard action by spending an additional use of his Ideal powers.

Quick re-expression: Upon reaching 14th level, whenever a scaleshaper uses his Rapid Re-expression class feature, it requires a standard action instead of a full-round action.

Wyrmpact (Su): Starting at 15th level, a scaleshaper learns to make use of his subconscious understanding of the Draconic Ideal if his physical body becomes incapacitated. Whenever the scaleshaper would be reduced to 0 or fewer hit points, he may spend a use of his ideal powers as an immediate action. If he does so, as his body falls, his essence merges with that of his wyrmspirit. The wyrmspirit becomes corporeal, transforming into a Dragon Projection of the highest category available to the scaleshaper, and the scaleshaper's conscious mind inhabits the Projection.

While the scaleshaper is inhabiting his Wyrmpact Projection, his body makes rolls to stabilize as normal. It can be healed or damaged like a normal unconscious body, even if it is below -10 hit points, for as long as this ability is active.

The scaleshaper can inhabit the manifested wyrmspirit for a number of hours equal to his Idealist level; if at any point during that time the scaleshaper's physical hit points rise above 0, his essence returns to his body, and the Projection vanishes to reform as a normal wyrmspirit in the scaleshaper's square. The scaleshaper's essence also returns to his body if the duration expires or the Wyrmpact Projection is destroyed. If at this point the body's hit points are below 0, the scaleshaper falls unconscious (or dies as normal if his hit points are at -10 or less).

Ideal triad: At 17th level, a scaleshaper learns the ability to express three Ideals simultaneously, gaining the benefit of all three Ideals. He can still only change one at a time with the Rapid Re-expression class feature.

Speedy re-expression: Beginning at 18th level, whenever a scaleshaper uses his Rapid Re-expression class feature, it requires a move action instead of a standard action.

Greater Wyrmpact (Su): When a scaleshaper achieves 20th level, he can draw even greater strength from his subconscious manifestation of the Draconic Ideal. While the scaleshaper's Wyrmpact ability is active, if the Wyrmpact Projection is destroyed, he may spend two uses of his ideal powers as an immediate action to gain the benefit of the resurrection spell for his normal body.

EPIC SCALESHAPER
Hit Die: dx
Skills Points at Each Level: x + int
Class Ability
Class Ability
Bonus Feats: The Epic Class Name gains a Bonus Feat every x levels higher than 20th

sirpercival
2013-01-03, 03:46 PM
WYRM WARRIOR

Every fighter aspires to an ideal. In training and practicing, they inch closer to an ideal warrior that is better than them; stronger, faster, tougher. But what is this ideal? Who is this ultimate fighter?

What else could it be but a dragon? Those who call themselves wyrm warriors know exactly what it is they strive for: The final apex predator, the pinnacle of physical prowess, the king of all it lays claim to. A wyrm warrior's armor is his scales; his weapon, fangs and claws; his pride, wings.

Whether through religious worship, platonic appreciation, or simply mentorship, wyrm warriors embody the dragon in form and function. They learn iconic martial techniques in unheard-of combinations, as naturally as a dragon breathes its essence. Through devotion to the countless different dragons, a wyrm warrior is rarely the same day to day, changing their strange powers with the beast whose likeness they bear.

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

MAKING A WYRM WARRIOR
A wyrm warrior is a martial adept with a draconic theme.
Abilities: Strength, Constitution, and Charisma are a wyrm warrior's most important attributes.
Races: Dragonborn of Bahamut are common wyrm warriors, but humans, elves, and spellscales will often dabble in draconic warfare..
Alignment: Any, though a wyrm warrior may choose to express some Ideals over others based on his alignment.
Starting Gold: As warblade.
Starting Age: As warblade.

HD: d10

Class Skills
The Wyrm Warrior's class skills (and the key ability for each skill) are Craft (Int), Intimidate (Cha), Knowledge (Arcana) (Int), Martial Lore (Int), Profession (Wis), and Use Magic Device (Cha). They also gain additional class skills based on their Primary Ideals (see below for details).
Skill Points at 1st Level: (4 + Int) x4
Skill Points at Each Additional Level: 4 + Int

Table: The Wyrm Warrior
{table=head]Level|BAB|Fort|Ref|Will|Special
1 |+1 | +2 | +0| +2 | Blade, Dragontouched, primary ideals
2 |+2 | +3 | +0| +3 | Scales
3 |+3 | +3 | +1| +3 | Breath d6
4 |+4 | +4 | +1| +4 | Draconic recovery
5 |+5 | +4 | +1| +4 | —
6 |+6/+1 | +5 | +2| +5 | Wings
7 |+7/+2 | +5 | +2| +5 | Breath 2d4
8 |+8/+3 | +6 | +2| +6 | Rapid re-expression
9 |+9/+4 | +6 | +3| +6 | —
10|+10/+5 | +7 | +3| +7 | Dual ideal
11|+11/+6/+1 | +7 | +3| +7 | Breath 2d6
12|+12/+7/+2 | +8 | +4| +8 | Quick re-expression
13|+13/+8/+3 | +8 | +4| +8 | —
14|+14/+9/+4 | +9 | +4| +9 | Presence
15|+15/+10/+5 | +9 | +5| +9 | Breath 2d8
16|+16/+11/+6/+1 | +10| +5| +10| Speedy re-expression
17|+17/+12/+7/+2 | +10| +5| +10| —
18|+18/+13/+8/+3 | +11| +6| +11| Draconic patron
19|+19/+14/+9/+4 | +11| +6| +11| Breath 2d10
20|+20/+15/+10/+5 | +12| +6| +12| Ideal apotheosis, ideal triad[/table]

Weapon and Armor Proficiencies: Wyrm warriors are proficient with all simple and martial weapons, all armor, and shields (but not tower shields). In addition, a wyrm warrior gains a single exotic weapon proficiency of their choice from each of their Primary Ideals (see below).

Maneuvers: A wyrm warrior begins his career with knowledge of three martial maneuvers. A wyrm warrior's available disciplines depend on which ideals he knows; he can learn maneuvers and stances from any of the disciplines granted to him by the ideals he knows. Once he knows a maneuver, a wyrm warrior must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by wyrm warriors is considered an extraordinary ability unless otherwise noted in its description. A wyrm warrior's maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one. A wyrm warrior learns additional maneuvers at higher levels, as shown on the table below. He must meet a maneuver’s prerequisite to learn it. The highest-level maneuvers he can learn are based on his initiator level, as normal.

Upon reaching 4th level, and at every even-numbered wyrm warrior level after that (6th, 8th, 10th, and so on), a wyrm warrior can choose to learn a new maneuver in place of one he already knows. In effect, he loses the old maneuver in exchange for the new one. He can choose a new maneuver of any level he likes, as long as he observes the restriction on the highest-level maneuvers he knows; he need not replace the old maneuver with a maneuver of the same level. A wyrm warrior can swap only a single maneuver at any given level.

Maneuvers readied: A wyrm warrior can ready three of his four known maneuvers (including that granted by his expressed Ideal; see below) per encounter at level 1, but must choose which maneuvers to ready. A wyrm warrior readies maneuvers by meditating and exercising for 5 minutes; once readied, the maneuvers remain so until he spends 5 minutes to ready new ones.

A wyrm warrior begins an encounter with all his maneuvers unexpended, regardless of how many times he might have already used them since he readied them. When he initiates a maneuver, he expends it for the current encounter, so each of his maneuvers can be used once per encounter unless he recovers them. However, unlike other martial adepts, a wyrm warrior automatically recovers an expended maneuver 1d4+1 rounds after he expends it.

Stances Known: A wyrm warrior begins play with knowledge of one 1st-level stance from any discipline open to him. At 2nd, 9th, and 16th level, he can choose additional stances. Unlike maneuvers, stances are not expended, and he does not have to ready them. All the stances he knows are available to him at all times, and he can change the stance he currently uses as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.

Table: Wyrm Warrior Maneuvers
{table=head]Known|Readied|Stances
3 |3|1
4 |3|2
4 |4|2
5 |4|2
5 |4|2
6 |4|2
6 |5|2
7 |5|2
7 |5|3
7 |5|3
8 |5|3
8 |6|3
9 |6|3
9 |6|3
10|6|3
10|7|4
11|7|4
11|7|4
12|7|4
12|8|4[/table]

Ideals: A wyrm warrior understands intuitively that dragons are the pinnacle of evolution and existence. He focuses on a few different types of dragons which most closely represent his personal philosophies, and trains himself to mimic the abilities of his chosen few. These sets of abilities are known as Ideals. Each day, a wyrm warrior chooses to express an Ideal that he knows, gaining one or more special abilities from the Ideal depending on his skill at expressing it (represented by his Idealist level). The number of Ideals a wyrm warrior knows depends on his Idealist level, which is the sum of his levels in all classes which grant the ability to express Ideals; the wyrm warrior's ability to use Ideal powers and his number of Ideal power daily uses are also determined by his Idealist level. See Being an Idealist, above, for rules, and below for full descriptions of all the Ideals.

Expressing an Ideal requires a good night's sleep and 1 hour of contemplation, after which he can access the abilities of his chosen Ideal. A wyrm warrior can express only one Ideal at a time (but see Dual Ideal and Ideal Triad, below). The Ideal a wyrm warrior expresses determines the associated energy type for his Blade, Scales, and Breath class features. The caster level for any spell-like or supernatural abilities granted by a wyrm warrior's Ideals is equal to his Idealist Level. (All Ideal powers which require spending one of these uses say so in the power description.)

Whenever he learns a new Ideal, a wyrm warrior can choose to learn a new maneuver from the Ideal's associated discipline in place of one he already knows from another discipline. In effect, he loses the old maneuver in exchange for the new one. The wyrm warrior can choose a new maneuver of any level he likes, as long as he observes his restriction on the highest-level maneuvers he can know; he need not replace the old maneuver with a maneuver of the same level.

Finally, whenever he expresses an Ideal, the wyrm warrior gains the knowledge of a single martial maneuver he does not know for which he qualifies, chosen from that Ideal's discipline. He cannot use this maneuver to qualify for feats, prestige classes, other maneuvers, or other options. If and when he stops expressing that Ideal, he loses knowledge of that maneuver; if he later begins expressing that Ideal again, he may choose the same or a different maneuver for which he qualifies. He need not meet any prerequisites other than initiator level for this floating maneuver.

Primary ideals: At 1st level, a wyrm warrior chooses three Ideals he knows to represent are his Primary Ideals, which give him additional benefits to the Ideal powers. Each Primary Ideal grants the wyrm warrior two additional class skills, including the associated skill for the discipline granted by the Ideal; in addition, for each Primary Ideal, the wyrm warrior gains proficiency with one exotic weapon chosen from those associated with the Ideal.

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.

Draconic recovery (Ex): A wyrm warrior of 4th level or higher may recover all his expended maneuvers as a standard action. If he does so, he loses access to all his Ideal powers for 1 minute.

Wings (Su): At 6th level, a wyrm warrior learns the secrets of draconic mobility, gaining the ability to grow wings for short periods of time. By expending a readied (and unexpended) maneuver as a swift action, the wyrm warrior may grant himself a fly speed equal to 10 feet times the level of the expended maneuver, with good maneuverability. This fly speed lasts a number of rounds equal to the wyrm warrior's Charisma modifier.

Rapid re-expression (Su): Beginning at 8th level, a wyrm warrior learns to change his focus more quickly than normal. Once per day, he can change his expressed Ideal by spending a full-round action meditating, which does not provoke attacks of opportunity.

Dual ideal: A wyrm warrior of 10th 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.

Quick re-expression: Upon reaching 12th level, whenever a wyrm warrior uses his Rapid Re-expression class feature, it requires a standard action instead of a full-round action.

Presence (Su): At 14th level, a wyrm warrior learns another draconic technique, gaining the ability to project a frightful presence. By expending a readied (and unexpended) maneuver as a standard action, the wyrm warrior gains an aura of fear, causing any opponent with 10 feet per class level to make a Will save (DC 10 + 1/2 initiator level + Charisma modifier) or become shaken for 1 round per level of the expended maneuver (or panicked if the creature has fewer than 4 HD). A creature who successfully saves against this ability is immune for 24 hours.

Speedy re-expression: Beginning at 16th level, whenever a wyrm warrior uses his Rapid Re-expression class feature, it requires a move action instead of a standard action.

Draconic patron (Su): A wyrm warrior of 18th level or higher can share with his allies some of the benefits he enjoys. As a swift action three times per day, the wyrm warrior can grant an ally within 30 feet the benefit of one of his Ideals (including the Ideal powers and the single maneuver) for a number of rounds equal to his Charisma modifier. The ally retains the benefit even if she later moves further away than 30 feet.

Ideal apotheosis: Upon reaching 20th level, a wyrm warrior has achieved perfection of his ideals. He counts as having the Dragon type whenever it would be beneficial to him, and permanently increases his Strength by 4 and his Charisma by 2.

Ideal triad: At 20th level, a wyrm warrior learns the ability to express three Ideals simultaneously, gaining the benefit of all three Ideals. He can still only change one at a time with the Rapid Re-expression class feature.

EPIC WYRM WARRIOR
Hit Die: d10
Skills Points at Each Level: 4 + int
Class Ability
Class Ability
Bonus Feats: The Epic Class Name gains a Bonus Feat every x levels higher than 20th[/QUOTE]

sirpercival
2013-01-03, 04:26 PM
FEATS

Adult Ideal
You've spent a lot of time studying and living a particular draconic philosophy.
[I]Prerequisites: Character level 15th, ability to use Juvenile ideal powers from an Ideal.
Benefit: Choose one draconic Ideal for which you have the ability to use Juvenile ideal powers. You gain access to the Adult ideal power of that Ideal, with an Idealist level equal to 3/4 your character level, rounded down. (Even if you achieve an Idealist level which would grant you a higher tier of ideal powers, you only gain the Adult power from this feat.)
Special: You may select this feat multiple times; each time, choose a different Ideal for which you have the ability to use Juvenile powers.

Draconic Substitution
You've learned to alter the energy type of your spells as you cast them to reflect your Ideal.
[I]Prerequisites: Ability to cast a spell which does energy damage, ability to express an Ideal.
Benefit: You can alter the energy type of a spell you cast to match the Damage energy type of your expressed Ideal. The spell's descriptor changes to the new energy type; for example, a fireball composed of cold energy is an evocation [cold] spell. You can only use this feat if the Damage type of the Ideal you express is an energy type (for example, you cannot use this feat if you are expressing the Fang Dragon Ideal).
Special: This feat counts as the Energy Substitution feat for the purpose of meeting prerequisites, but does not count as a metamagic feat.
Note: If you have more than one Ideal expressed at a time, you choose any one applicable energy type when you use the feat.

Extra Powers
You have practiced using your powers more often than other Idealists.
[I]Prerequisites: Idealist level 1st.
Benefit: You gain 3 additional daily uses of your ideal powers.
Special: You may select this feat multiple times, gaining 2 additional uses of your ideal powers each time.

Favored Ideal
There's a particular Ideal which resonates most closely with you.
[I]Prerequisites: Knowledge of one or more Ideals.
Benefit: Choose an Ideal you know. Whenever you express that Ideal, treat your Idealist level as one higher for that Ideal's powers; this virtual Idealist level increase does not grant you additional uses of your Ideal powers. In addition, increase the save DC by +1 for each of that Ideal's powers.

Ideal Surge
Your philosophical studies include rigorous training on how to alter your physical nature.
[I]Prerequisites: Favored Ideal, ability to use Juvenile ideal powers from Ideals you express.
Benefit: Whenever you express your Favored Ideal, your Constitution and Charisma each count as 4 points higher for the purposes of determining the benefits of your Breath and Scales class features.

Juvenile Ideal
You've spent enough time studying a particular draconic philosophy to unlock the next tier of abilities.
[I]Prerequisites: Character level 9th, ability to use Wyrmling ideal powers from an Ideal.
Benefit: Choose one draconic Ideal for which you have the ability to use Wyrmling ideal powers. You gain access to the Juvenile ideal power of that Ideal, with an Idealist level equal to 2/3 your character level, rounded down. (Even if you achieve an Idealist level which would grant you a higher tier of ideal powers, you only gain the Juvenile power from this feat.)
Special: You may select this feat multiple times; each time, choose a different Ideal for which you have the ability to use Wyrmling powers.

Practiced Idealist
You keep training with your Ideals even when learning other skills.
[I]Prerequisites: Idealist level 1st.
Benefit: Your Idealist level increases by +4, up to a maximum equal to your Hit Dice. This does not grant you access to new tiers of ideal powers beyond those to which you would normally have access.

Share Ideals
Your companion or familiar shares some of your philosophy.
[I]Prerequisites: Ability to express an Ideal, animal companion or familiar
Benefit: Whenever your animal companion or familiar is within 5 feet of you, it gains the benefit of one of your expressed Ideals. It gains a number of uses of ideal powers equal to its Charisma modifier (minimum 1), and its Idealist level for those ideal powers is equal to yours.

Sorcerous Idealist
Your racial spellcasting is more suited towards the draconic arts.
Prerequisites: Dragonmage level 1st, racial sorcerer spellcasting, dragonblood subtype
Benefit: You may replace your racial sorcerer spellcasting with dragonmage spellcasting, which stacks with your levels in Dragonmage.

Wyrmling Ideal [Ideal]
You've spent some time studying draconic philosophy.
Prerequisites: Character level 3rd.
Benefit: Choose one draconic Ideal. You gain access to the Wyrmling ideal power of that Ideal, with an Idealist level equal to half your character level, rounded down. (Even if you achieve an Idealist level which would grant you a higher tier of ideal powers, you only gain the Wyrmling power from this feat.) In addition, you gain a +2 bonus to saves against effects of the Ideal's resistance type. You cannot select a templated Ideal with this feat.
Special: You may select this feat multiple times; each time, choose a different Ideal.
Special: If you have access to more than one Ideal from this feat, you must choose to express one Ideal at any given time. You can choose a different Ideal to express at the beginning of each day.

sirpercival
2013-01-04, 08:30 AM
IDEALS I: CHROMATIC, METALLIC, & GEM

Black Dragon
Source: SRD (http://www.d20srd.org/srd/monsters/dragonTrue.htm#blackDragon)

Damage: Acid damage
Resistance: Acid resistance
Skills: Hide, Swim

Ideal Powers:
Scalykind (Sp): You can use charm animals as a spell-like ability at will, against reptiles only. [Wyrmling]
Water breathing (Ex): You can breathe water as easily as you breathe air. [Juvenile]
Plant growth (Sp): You can spend a use of your ideal powers to use plant growth as a spell-like ability. [Adult]
Shadow aura (Su): You are constantly surrounded by a deeper darkness effect, which you can suppress or resume as a free action at any time. You can see through the darkness created by this ability with no difficulty. [Ancient]
Insect plague (Sp): You can spend a use of your ideal powers to use insect plague as a spell-like ability. [Wyrm]


Dragonmage Spell List
1st - Orb of Acid, Lesser
2nd - Fog Cloud
3rd - Greenfire
4th - Black Tentacles
5th - Acid Rain
6th - Blackwater Taint
7th - Dark Tide
8th - Blackfire
9th - Despoil


Wyrm Warrior
Discipline: Ocean Tempest (http://www.giantitp.com/forums/showthread.php?t=101214)
Exotic Weapons: Khopesh, Spiked Chain, Whip


Blue Dragon
written by Garryl
Source: SRD (http://www.d20srd.org/srd/monsters/dragonTrue.htm#blueDragon)

Damage: Electricity damage
Resistance: Electricity resistance
Skills: Bluff, Intimidate

Ideal Powers:
Sound Imitation (Ex): You can imitate any voice or sound you have heard in the past 24 hours, anytime you like. Listeners must succeed on a Will save (DC equal to the result of your Bluff check) to detect the ruse. [Wyrmling]
Burrow (Ex): You gain a burrow speed of 10 feet. [Juvenile]
Dessicate (Su): You may spend a use of your ideal powers to destroy all liquids within 30 feet. Unattended liquids are turned to dust. Magic potions, elixirs, and other magical liquids are allowed a Fort save to avoid being rendered inert. Living creatures take 2d6 damage and are dehydrated (see below); affected creatures may make a Fort save to halve the damage and negate the dehydration. Creatures with the Water subtype instead take 1d6 damage/idealist level, Fort half. You can choose to affect or not affect creatures or objects of your choice. You can also use this ability to undo the destruction of liquids caused by this ability within the last 1 minute, restoring destroyed items and healing damage done. [Adult]
Characters who have taken nonlethal damage from lack of water are considered dehydrated and become fatigued. In addition, if a dehydrated character would take nonlethal damage from hot conditions (such as those described in this book or on page 303 of the Dungeon Master’s Guide), that damage instead becomes lethal damage.

A character who falls unconscious from nonlethal damage due to thirst begins to take the same amount of lethal damage instead. Damage from thirst, whether lethal or nonlethal, cannot be recovered until the character has been treated; not even magic that restores hit points heals this damage.
Desert Mirage (Sp): You may spend a use of your ideal powers to use hallucinatory terrain or major image as a spell-like ability. [Ancient]
Personal Mirage (Su): A mirage constantly shrouds your position, granting you 8 mirror images, as the spell. Images which are destroyed reappear at a rate of 1 per round. [Wyrm]


Dragonmage Spell List
1st - Thunderhead
2nd - Mirror Image
3rd - Haboob
4th - Wall of sand
5th - Call lightning Storm
6th - Awaken Sand
7th - Death Dragon
8th - Lightning Ring
9th - Deadly Sunstroke


Wyrm Warrior
Discipline: Shocking Sky (http://www.giantitp.com/forums/showthread.php?t=67570)
Exotic Weapons: Collapsing Crescent Fan, Spinning Sword


Green Dragon
written by Garryl
Source: SRD (http://www.d20srd.org/srd/monsters/dragonTrue.htm#greenDragon)

Damage: Acid damage
Resistance: Acid resistance
Skills: Bluff, Escape Artist

Ideal Powers:
Iron Lungs (Ex): You are immune to inhaled poisons. [Wyrmling]
Water Breathing (Ex): You can breathe water as easily as you breathe air. [Juvenile]
Suggestion (Sp): You may spend a use of your ideal powers to use suggestion as a spell-like ability. [Adult]
Command Plants (Sp): Once per day you may use command plants as a spell-like ability. [Ancient]
Noxious Aura (Su): By spending a use of your ideal powers, you may surround yourself with the effect of the acid fog spell. The aura moves with you; treat it as an emanation centered on you. You are immune to its damaging and slowing effects, although it obscures your sight as normal. You can dismiss the aura as a free action. [Wyrm]


Dragonmage Spell List
1st - Beget Bogun
2nd - Briar Web
3rd - Forest Eyes
4th - Tree Stride
5th - Druid Grove
6th - Liveoak
7th - Animate Plants
8th - Deadfall
9th - Shambler


Wyrm Warrior
Discipline: Caustic Tempest (http://www.giantitp.com/forums/showthread.php?t=67570)
Exotic Weapons: Elven Courtblade, Harpoon


Red Dragon
written by Garryl & sirp
Source: SRD (http://www.d20srd.org/srd/monsters/dragonTrue.htm#redDragon)

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]
{table=head]Price|Morale 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[/table]
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]


Dragonmage Spell List
1st - Orb of Fire, Lesser
2nd - Entice Gift
3rd - Resist Energy (cold or fire only)
4th - Fire Trap
5th - Fire Shield
6th - Guards and Wards
7th - Firestorm
8th - Charm Monster, Mass
9th - Sympathy


Wyrm Warrior
Discipline: Perplexing Essence (http://www.giantitp.com/forums/showpost.php?p=13940182&postcount=5)
Exotic Weapons: Jovar


White Dragon
written by Garryl
Source: SRD (http://www.d20srd.org/srd/monsters/dragonTrue.htm#whiteDragon)

Damage: Cold damage
Resistance: Cold resistance
Skills: Balance, Move Silently

Ideal Powers:
Surefooted (Ex): You no longer need to make Balance checks for walking on ice, nor do you suffer penalties for climbing icy surfaces. [Wyrmling]
Icy Wake (Su): You leave a layer of frost rime in your path. Every surface you walk or climb on (in the spaces you move through) is covered by a layer of ice for 1 minute, which functions as the grease spell. This also allows you to walk on liquids, freezing the surface of the liquid up to 1 inch thick per two idealist levels. Acid, lava, and other dangerous liquids deal contact damage (not immersion) each round to the ice. You can suppress or resume this ability as a free action, even in the middle of movement. [Juvenile]
Blizzard (Su): Spend a use of your ideal powers to conjure a blizzard that follows you. This functions as the sleet storm spell, except that it is an emanation centered on you. [Adult]
Wall of Ice (Sp): You may spend a use of your ideal powers to use wall of ice as a spell-like ability. [Ancient]
Control Weather (Sp): Once per day you may use control weather as a spell-like ability. [Wyrm]


Dragonmage Spell List
1st - Ice Slick
2nd - Ice Blast
3rd - Arctic Haze
4th - Wall of Coldfire
5th - Freezing Fog
6th - Freezing Glance
7th - As the Frost
8th - Glacier
9th - Fimbulwinter


Wyrm Warrior
Discipline: Frozen Zephyr (http://www.giantitp.com/forums/showthread.php?t=67570)
Exotic Weapons: Ice Axe, Ritiik




Brass Dragon
written by Garryl and sirp
Source: SRD (http://www.d20srd.org/srd/monsters/dragonTrue.htm#brassDragon)

Damage: Fire damage
Resistance: Fire resistance
Skills: Gather Information, Tumble

Ideal Powers:
Speak with Animals (Sp): You can use speak with animals as a spell-like ability by spending a use of your ideal powers. [Wyrmling]
Sleep Breath (Su): You can spend a use of your ideal powers to turn your breath weapon into sleep gas. This gas deals minimum damage, and all damage it deals is nonlethal; however, any creature within the area must make a Will save or fall asleep as per the sleep spell (however, the gas is not a mind-affecting or compulsion effect). Creatures who fail their Will saves sleep for 1 round per 2 dice of damage dealt. [Juvenile]
Gust of Wind (Sp): By spending a use of your ideal powers, you can use gust of wind as a spell-like ability. [Adult]
Control Winds (Sp): You may spend a use of your ideal powers to use control winds as a spell-like ability. [Ancient]
Summon Djinni (Sp): Once per day you may use summon monster VII as a spell-like ability to summon a single Djinni. You cannot summon a noble djinni with this ability. [Wyrm]


Dragonmage Spell List
1st - Parching Touch
2nd - Scimitar of Sand
3rd - Body Blaze
4th - Sleep Mote
5th - Unearthly Heat
6th - Fires of Purity
7th - Control Weather
8th - Vitrify
9th - Whirlwind, Greater


Wyrm Warrior
Discipline: Desert Wind
Exotic Weapons: Crescent Knife, Spiked Chain


Bronze Dragon
written by Garryl and sirp
Source: SRD (http://www.d20srd.org/srd/monsters/dragonTrue.htm#bronzeDragon)

Damage: Electricity damage
Resistance: Electricity resistance
Skills: Disguise, Survival

Ideal Powers:
Swim (Ex): You gain a swim speed equal to your base land speed. [Wyrmling]
Sustenance (Sp): You can spend a use of your ideal powers to use create food and water as a spell-like ability. [Juvenile]
Call Ally (Sp): By spending a use of your ideal powers, you can use summon nature's ally III as a spell-like ability, to summon animals only. [Adult]
Know Minds (Su): You continuously gain the benefit of the detect thoughts spell. [Ancient]
Storm (Sp): You may use call lightning storm as a spell-like ability by spending a use of your ideal powers. [Wyrm]


Dragonmage Spell List
1st - Shocking Grasp
2nd - Calm Emotions
3rd - Water Breathing
4th - Orb of Electricity
5th - Arc of Lightning
6th - Control Water
7th - Whirlwind
8th - Discern Location
9th - True Seeing, Mass


Wyrm Warrior
Discipline: Raging Storm (http://www.minmaxboards.com/index.php?topic=5503.0) (RobbyPants)
Exotic Weapons: Great scimitar


Copper Dragon
written by Garryl and sirp
Source: SRD (http://www.d20srd.org/srd/monsters/dragonTrue.htm#copperDragon)

Damage: Acid damage
Resistance: Acid resistance
Skills: Bluff, Hide

Ideal Powers:
Joke (Sp): Spend a use of your ideal powers to use hideous laughter as a spell-like ability. [Wyrmling]
Slow Breath (Su): You can spend a use of your ideal powers to turn your breath weapon into slow gas. This gas deals minimum damage, and all damage it deals is nonlethal; however, any creature within the area must make a Will save or be slowed as per the slow spell. Creatures who fail their Will saves are slowed for 1 round per 2 dice of damage dealt. [Juvenile]
Burrow (Ex): You gain a burrow speed equal to half your base land speed. [Adult]
Wall of Stone (Sp): Once per day, you can use wall of stone as a spell-like ability. [Ancient]
Move Earth (Sp): You may use move earth as a spell-like ability by spending a use of your ideal powers. [Wyrm]


Dragonmage Spell List
1st - Fist of Stone
2nd - Soften Earth and Stone
3rd - Magic Circle Against Law
4th - Confusion
5th - Stoneskin
6th - Mislead
7th - Animate Objects
8th - Bombardment
9th - Time Stop


Wyrm Warrior
Discipline: Endless Play (http://www.giantitp.com/forums/showthread.php?p=8790277)
Exotic Weapons: Bastard sword, whip


Gold Dragon
written by Garryl
Source: SRD (http://www.d20srd.org/srd/monsters/dragonTrue.htm#goldDragon)

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

Ideal Powers:
Luck Gem (Su): You can spend a use of your ideal powers to infuse a gem worth at least 50gp with the power of good fortune. Whoever holds it can discharge the effect as a standard action to gain a reservoir of luck, which manifests as bonus points the creature can use as desired to improve their odds of success at various tasks. This bonus pool consists of 2 points per Idealist level, which the creature can spend as they like to improve attack rolls, skill checks, and ability checks at the rate of a +1 luck bonus per point spent, although no single check can receive a bonus greater than one-half your Idealist level. The creature must declare any bonus point usage before the appropriate roll is made. Used points disappear from the pool; after 1 round per Idealist level, any remaining points are lost. After being used, if you stop expressing the Gold Dragon Ideal, or after 24 hours, the gem returns to normal. [Wyrmling]
Weakening Breath (Su): You can spend a use of your ideal powers to turn your breath weapon into a nerve gas. Instead of its normal damage type, this gas deals 1 Strength damage per two dice of damage normally dealt to creatures within the area. A successful Fortitude save negates the Strength damage. [Juvenile]
Fortune Gem (Su): When using your Luck Gem ability, if you infuse a gem worth at least 250g, you can spend an additional use of your ideal powers to have the gem instead grant a +2 luck bonus to all attacks, saves, and skill checks made by the creature for 1 round per Idealist level. [Adult]
Holy Radiance (Sp): By spending a use of your Ideal powers, you emit light as per the daylight spell for 24 hours or until you dismiss it. Any enemy within 30 feet that can see the bright light suffers a 20% miss chance on all attacks that rely on sight until it leaves the area or becomes unable to see the light, and it must make a Fortitude save each round at the beginning of its turn of be sickened for 1 round. This ideal power has the Good and Light descriptors. [Ancient]
Auspicious Gem (Sp): When using your Luck Gem ability, if you infuse a gem worth at least 1250g, you may spend two additional uses of your ideal powers to use this ability. In this case, once the gem is activated, whenever the holder makes an attack roll, skill check, ability check, or saving throw, they may roll twice and select which die roll to use. [Wyrm]


Dragonmage Spell List
1st - Bless
2nd - Cure Moderate Wounds
3rd - Detect Metal and Minerals
4th - Freedom of Movement
5th - Cloudkill
6th - Geas/Quest
7th - Spell Turning
8th - Sunburst
9th - Foresight


Wyrm Warrior
Discipline: Phoenix Tear (http://www.giantitp.com/forums/showpost.php?p=10640971&postcount=7)
Exotic Weapons: Claw bracer, fullblade.


Silver Dragon
written by Garryl & sirp
Source: SRD (http://www.d20srd.org/srd/monsters/dragonTrue.htm#silverDragon)

Damage: Cold damage
Resistance: Cold resistance
Skills: Balance, Jump

Ideal Powers:
Obscuring Mist (Sp): By spending a use of your ideal powers, you may use obscuring mist as a spell-like ability. [Wyrmling]
Slow Fall (Ex): You gain the Slow Fall ability of a monk of your Idealist level. [Juvenile]
Cloudwalk (Sp): You may spend a use of your ideal powers to use air walk as a spell-like ability. [Adult]
Paralyzing Breath (Su): You can spend a use of your ideal powers to turn your breath weapon into paralyzing gas. This gas deals minimum damage, and all damage it deals is nonlethal; however, any creature within the area must make a Fortitude save or be paralyzed for 1 round per die of damage dealt. [Ancient]
Holy Aura (Sp): Use holy aura as a spell-like ability by spending a use of your ideal powers. [Wyrm]


Dragonmage Spell List
1st - Orb of Cold, Lesser
2nd - Wind Wall
3rd - Searing Light
4th - Fire Shield
5th - Cone of Cold
6th - Blizzard
7th - Blade Barrier
8th - Prismatic Wall
9th - Elemental Swarm (air elementals only)


Wyrm Warrior
Discipline: Bitter Edge (http://www.giantitp.com/forums/showthread.php?p=8096955)
Exotic Weapons: Dwarven waraxe, razor skipdisk.




Amethyst Dragon
Source: MMII

Damage: Untyped (counts as a [Force] effect)
Resistance: Reduces damage taken from [Force] effects
Skills: Bluff, Listen

Ideal Powers:
Stomp (Ps): You can use stomp as a psi-like ability at will. [Wyrmling]
Body Equilibrium (Ps): You may spend a use of your ideal powers to use body equilibrium as a psi-like ability. [Juvenile]
Suggestion (Ps): You can spend a use of your ideal powers to use psionic suggestion as a psi-like ability. [Adult]
Telekinesis (Ps): By spending a use of your ideal powers, you can use telekinetic maneuver as a psi-like ability. [Ancient]
Explosive Gem (Ps): You can spend a use of your ideal powers to use hail of crystals as a psi-like ability. [Wyrm]


Dragonmage Spell List
1st - Delay Poison
2nd - Invisibility
3rd - Telepathic Bond, Lesser
4th - Discern Lies
5th - Contact Other Plane
6th - Summon Monster VI
7th - Arcane Sight, Greater
8th - Demand
9th - Wish


Wyrm Warrior
Discipline: Gentle Breeze (http://www.giantitp.com/forums/showthread.php?t=40885)
Exotic Weapons: Katana, war fan


Crystal Dragon
Source: MMII

Damage: Untyped (counts as a [Light] effect). Damage is reduced by 1 die size (1d6 becomes 1d4, 2d4 becomes 1d6, 2d6 becomes 2d4, etc.), but deals double damage to creatures particularly vulnerable to light.
Resistance: Untyped bonus on saves against dazzling, blindness, and Light effects.
Skills: Gather Information, Tumble

Ideal Powers:
Charming (Ps): By spending a use of your ideal powers, you may use psionic charm person as a psi-like ability. [Wyrmling]
Blinding Breath (Ex): Any creature failing the Reflex save against your breath weapon is also blinded for 1d4 rounds. [Juvenile]
Control Winds (Ps): You may spend a use of your ideal powers to use control air as a psi-like ability. [Adult]
Domination (Ps): By spending a use of your ideal powers, you can use psionic dominate as a psi-like ability. [Ancient]
Superior Flight (Ex): The maneuverability of the flight speed granted by your Wings class feature improves to perfect. [Wyrm]


Dragonmage Spell List
1st - Color Spray
2nd - Hypnotic Pattern
3rd - Vertigo Field
4th - Dominate Person
5th - Retributive Image
6th - Symbol of Persuasion
7th - Hold Person, Mass
8th - Scintillating Pattern
9th - Dominate Monster


Wyrm Warrior
Discipline: Kaleidoscopic Dream (http://www.giantitp.com/forums/showthread.php?t=86163)
Exotic Weapons: Blade knuckles, gutter-sword


Emerald Dragon
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


Wyrm Warrior
Discipline: Open Tome (http://www.giantitp.com/forums/showthread.php?t=188014)
Exotic Weapons: Elven thinblade, gnome tortoise blade


Obsidian Dragon
Source: Mind's Eye Article 2003-01-24 (http://www.wizards.com/default.asp?x=dnd/psb/20030124b) (renegade gem)

Damage: Fire damage
Resistance: Fire resistance
Skills: Autohypnosis, 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]
Wall of Ectoplasm (Ps): You can spend a use of your ideal powers to use wall of ectoplasm as a psi-like ability. [Adult]
Ectoplasmic Armor (Ex): You gain damage reduction 10/psionics. [Ancient]
Saved by Fire (Ps): Once per day, you may use fiery discorporation as a psi-like ability. [Wyrm]


Dragonmage Spell List
1st - Kelgore's Fire Bolt
2nd - Crystalline Memories
3rd - Dimension Step
4th - Bright Worms
5th - Modify Memory
6th - Fire Seeds
7th - Brain Spider
8th - Plane Shift, Greater
9th - Genesis


Wyrm Warrior
Discipline: Sleeping Goddess (http://www.giantitp.com/forums/showthread.php?p=5408276)
Exotic Weapons: Bastard Sword


Sapphire Dragon
Source: MMII

Damage: Sonic damage
Resistance: Electricity resistance
Skills: Autohypnosis, Climb

Ideal Powers:
Skate (Ps): You can use skate as a psi-like ability by spending a use of your ideal powers. [Wyrmling]
Anticipate Teleportation (Sp): You can spend a use of your ideal powers to use anticipate teleportation as a spell-like ability. [Juvenile]
Stone Shape (Sp): By spending a use of your ideal powers, you can use stone shape as a spell-like ability. [Adult]
Panicking Breath (Su): Any creature who takes damage from your breath weapon must make a Will save (DC as normal for your breath weapon) or become panicked for 1 round per 2 dice of damage. [Ancient]
Teleport (Ps): Once per day, you may use psionic teleport as a psi-like ability. [Wyrm]


Dragonmage Spell List
1st - Spider Climb
2nd - Earthen Grasp
3rd - Meld Into Stone
4th - Detect Scrying
5th - Channeled Sound Blast
6th - Anticipate Teleportation, Greater
7th - Glorious Master of the Elements
8th - Stone Walk
9th - Halaster's Teleport Cage


Wyrm Warrior
Discipline: Bladed Thoughts (http://community.wizards.com/go/thread/view/75882/19522550/Heart_Shaper,_a_Sublime_Soulknife_(PEACH)&post_num=2#331747330)
Exotic Weapons: Greatspear, mercurial longsword


Topaz Dragon
Source: MMII

Damage: Dehydration damage*
Resistance: Cold resistance
Skills: Autohypnosis, Swim

*This breath weapon looks like a watery blast. When directed against an aqueous liquid (water or a liquid composed mainly of water), this effect evaporates one cubic foot of water per hit point of damage dealt. Each creature within the area takes the indicated damage, or half that amount
with a successful Reflex save, as normal.

Ideal Powers:
Featherfall (Sp): You can use featherfall as a spell-like ability by spending a use of your ideal powers. [Wyrmling]
Fog Cloud (Sp): By spending a use of your ideal powers, you can use fog cloud as a spell-like ability. [Juvenile]
Ego Whip (Ps): Three times per day, you can use ego whip as a psi-like ability. You may spend uses of your ideal powers for additional uses of this ability. [Adult]
Control Weather (Sp): Once per day, you can use control weather as a spell-like ability. [Ancient]
Metamorphosis (Ps): You may spend a use of your ideal powers to use metamorphosis as a psi-like ability. [Wyrm]


Dragonmage Spell List
1st - Comprehend Languages
2nd - Swim
3rd - Lightning Bolt
4th - Mental Pinnacle
5th - Wind Walk
6th - Chain Lightning
7th - Simulacrum
8th - Horrid Wilting
9th - Iceberg


Wyrm Warrior
Discipline: Mental Grip (http://www.giantitp.com/forums/showthread.php?t=138037)
Exotic Weapons: Lajatang, sai

sirpercival
2013-01-04, 03:10 PM
IDEALS II: PLANAR

Adamantine Dragon
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


Wyrm Warrior
Discipline: Sanguine Lotus (http://www.enworld.org/showthread.php?t=187901)
Exotic Weapons: Longstaff


Arboreal Dragon
written by littha
Source: Dragon #321

Damage: Piercing damage
Resistance: DR /bludgeoning or slashing
Skills: Balance, Survival

Ideal Powers:
Earthen Resistance (Ex): You gain resistance 5 to Sonic and Acid. [Wyrmling]
Enchanter's Bane (Ex): You are immune to mind-affecting effects. [Juvenile]
Frightful Presence (Su): You emit the essence of untapped power that does much to terrify your opponents. You gain the frightful presence ability with a range of 30' and an effect duration of 1d6 rounds. [Adult]
Telekinesis (Sp): By spending a use of your ideal powers, you may use telekinisis as a spell-like ability. [Ancient]
Harmless Enemy (Sp): By spending a use of your ideal powers, you may use baleful polymorph as a spell-like ability. [Wyrm]


Dragonmage Spell List
1st - Faerie Fire
2nd - Scintillating Scales
3rd - Spikes
4th - Moon Bolt
5th - Wall of Thorns
6th - Heroes' Feast
7th - Animate Plants
8th - Irresistible Dance
9th - Sublime Revelry


Wyrm Warrior
Discipline: Piercing Point (http://www.giantitp.com/forums/showthread.php?t=141042)
Exotic Weapons: Greatspear, Harpoon, Razor Net


Astral Dragon
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


Wyrm Warrior
Discipline: Anima River (http://dnd-wiki.org/wiki/Anima_River_(3.5e_Martial_Discipline))
Exotic Weapons: Exotic special monk weapons


Axial Dragon
written by littha
Source: Dragon #321

Damage: Untyped (counts as a [Force] effect)
Resistance: Reduces damage from [Force] effects
Skills: Balance, Spellcraft

Ideal Powers:
Bane of Plague (Ex): You are immune to disease. [Wyrmling]
Bane of Poison (Ex): You are immune to poison. [Juvenile]
Bane of Fists (Ex): You are immune to nonlethal damage. [Adult]
Bane of Death (Ex): You are immune to death effects, as per the death ward spell. [Ancient]
Bane of Subtlety (Ex): You are immune to critical hits and precision damage. [Wyrm]


Dragonmage Spell List
1st - Shield
2nd - Shield Other
3rd - Bigby's Disrupting Hand
4th - Mage Armor, Greater
5th - Spell Resistance
6th - Repulsion
7th - Forcecage
8th - Spell Immunity, Greater
9th - Binding Chain of Fate


Wyrm Warrior
Discipline: Adamant Soul (http://www.giantitp.com/forums/showpost.php?p=9236947&postcount=8)
Exotic Weapons: One exotic shield of your choice, or tower shields


Battle Dragon
written by littha
Source: Draconomicon

Damage: Sonic damage
Resistance: Sonic resistance
Skills: Diplomacy, Perform (Oratory)

Ideal Powers:
Warding (Sp): You can spend a use of your ideal powers to use protection from evil as a spell-like ability. [Wyrmling]
Inspire Courage (Su): You may spend a use of your ideal powers to replicate the Inspire Courage ability of a Bard of your idealist level. [Juvenile]
Battle Fury (Ex): You may spend a use of your ideal powers to gain the benefit of the Rage ability of a Barbarian of your idealist level. You do not gain any higher tiers of rage, such as Mighty Rage or Tireless Rage. [Adult]
Quick Recovery (Ex): You gain fast healing 2. [Ancient]
Heroes' Feast (Sp): You can use heroes' feast once per day as a spell-like ability. [Wyrm]


Dragonmage Spell List
1st - Magic Weapon
2nd - Shatter
3rd - Rage
4th - Orb of Sound
5th - Righteous Might
6th - Bull's Strength, Mass
7th - Heroism, Greater
8th - Crown of Glory
9th - Power Word Kill


Wyrm Warrior
Discipline: White Raven
Exotic Weapons: Any


Beast Dragon
written by littha
Source: Dragon #321

Damage: Half cold damage, half electricity damage
Resistance: Half cold resistance, half electricity resistance
Skills: Jump, Survival

Ideal Powers:
Scent (Ex): You gain the Scent ability. [Wyrmling]
Gore (Ex): You grow a pair of horns that allow you to deal 1d6 damage (for a Medium creature) with a gore attack. This damage varies by your size as normal for natural weapons [Juvenile]
Powerful Charge (Ex): Whenever you make a charge, in addition to the normal benefits and attacks, you may also make a gore attack at your highest attack bonus. [Adult]
Bestial Toughness (Ex): You gain damage reduction 15/magic and piercing. [Ancient]
Regenerate (Sp): You can use regenerate as a spell-like ability by spending a use of your ideal powers. [Wyrm]


Dragonmage Spell List
1st - Jump
2nd - Bull's Strength
3rd - Lion's Charge
4th - Magic Fang, Greater
5th - Charm Monster
6th - Mordenkainen's Trusted Bloodhound
7th - Cat's Grace, Mass
8th - Fierce Pride of the Beastlands
9th - Shapechange


Wyrm Warrior
Discipline: Infernal Monster (http://www.giantitp.com/forums/showthread.php?t=176059)
Exotic Weapons: Scorpion claws


Chaos Dragon
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]


Dragonmage Spell List
1st - Protection from Law
2nd - Soul of Anarchy
3rd - Magic Circle Against Law
4th - Wall of Chaos
5th - Dispel Law
6th - Insanity
7th - Song of Discord
8th - Perinarch, Planar
9th - Maw of Chaos


Wyrm Warrior
Discipline: Malfeasant Heart (http://www.giantitp.com/forums/showthread.php?t=189444)
Exotic Weapons: Dire flail, nunchaku, spiked chain


Chole Dragon
written by littha
Source: Dragon #344

Damage: Poison*
Resistance: Poison*
Skills: Hide, Move Silently

*Instead of dealing normal damage, your breath weapon poisons affected creatures. On a failed Fortitude save, creatures within the area take 1 point of Wisdom and 1 Point of Charisma damage for every 2 dice of damage your breath weapon would normally do (min 1). Instead of gaining energy resistance, you instead gain the same bonus on saves to resist poison.

Ideal Powers:
Poison (Ex): You may, as a full round action, extract some of your own poison and apply it to one of your weapons or up to 50 arrows. The poison decays in a number of hours equal to your Constitution modifer and has no market value. Any creature damage by a poisoned weapon is affected as if by your Poison Breath. [Wyrmling]
Darkness (Sp): You may use darkness at will as a spell like ability. [Juvenile]
Tentacles (Ex): You gain two tentacle natural attacks that may be used to deal 1d4 damage (for a medium character). These tentacles have reach 5 feet greater than your normal reach, and their damage scales normally for natural weapons dependent on size. [Adult]
Repulsion (Su): You are continually surrounded by a repulsion effect, as the spell. If dispelled, this ability reactivates in 1d4 rounds. [Ancient]
Time Stop (Sp): Once per day you may use time stop as a spell-like ability. [Wyrm]


Dragonmage Spell List
1st - Confusion, Lesser
2nd - Touch of Idiocy
3rd - Slow
4th - Poison
5th - Summon Monster V
6th - Dispel Magic, Greater
7th - Destruction
8th - Weird
9th - Abyssal Army


Wyrm Warrior
Discipline: Jade Viper (http://www.enworld.org/showthread.php?t=187901)
Exotic Weapons: Siangham


Concordant Dragon
written by littha
Source: Dragon #321

Damage: Antiethical* damage
Resistance: Reduction of damage from aligned attacks
Skills: 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:
Detect Alignment (Sp): Three times a day you may use detect good, detect evil, detect law, or detect chaos as a spell-like ability. You may spend uses of your ideal powers for additional uses of this ability. [Wyrmling]
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]


Dragonmage Spell List
1st - Align Weapon
2nd - Undetectable Alignment
3rd - Clarity of Mind
4th - Dismissal
5th - Scrying
6th - True Seeing
7th - Summon Monster VII
8th - Dimensional Lock
9th - Gate


Wyrm Warrior
Discipline: Revolution (http://www.minmaxboards.com/index.php?topic=7095.msg109053#msg109053)
Exotic Weapons: Three-section staff


Elysian Dragon
written by littha
Source: Dragon #344

Damage: Sonic damage
Resistance: Sonic resistance
Skills: Bluff, Diplomacy

Ideal Powers:
Fκte (Sp): You may use create food and drink and create wine (as create water, but wine instead) as a spell-like ability at will. These products have no market value but are exceedingly tasty. [Wyrmling]
Intoxicating Breath (Su): In addition to your normal breath weapon, by spending a use of your ideal powers, you may choose to instead spew a 30' cone of alcohol-laced gas at your opponents. Creatures in the area must succeed on a Fortitude save or become sickened for 10 minutes. While suffering this sickened effect, affected creatures are upbeat and happy, recieving a +1 morale bonus on saves vs fear effects. Creatures who are immune to poison are immune to this effect. [Juvenile]
Hold Your Liquor (Ex): You are immune to poison. [Adult]
Shrink (Su): By spending a use of your ideal powers, you may reduce your size catagory by 3 (though no smaller than Fine) for as long as you wish. It takes 1 round per size catagory to change size, and your ability scores and other attributes remain the same; however, your equipment and natural weapons change size with you (including damage). Your equipment reverts to its original size if it leaves contact with you. [Ancient]
Dominate Monster (Sp): Once per day you may use dominate monster as a spell-like ability. [Wyrm]


Dragonmage Spell List
1st - Charm Person
2nd - Enthrall
3rd - Good Hope
4th - Charm Monster
5th - Baleful Polymorph
6th - Mind Fog
7th - Magnificent Mansion
8th - Moment of Prescience
9th - Pavilion of Grandeur


Wyrm Warrior
Discipline: Star Dream (http://www.giantitp.com/forums/showthread.php?t=169100)
Exotic Weapons: Elven courtblade, elven thinblade


Ethereal Dragon
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 (http://planewalking.dungeons.ru/transitive/ethereal/ethereal.htm)). 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


Wyrm Warrior
Discipline: Infinite Shore (http://www.minmaxboards.com/index.php?topic=7450)
Exotic Weapons: Heavy flail


Gloom Dragon
written by littha
Source: Dragon #344

Damage: Apathy*
Resistance: Poison**
Skills: Bluff, Knowledge (the Planes)

*Any creatures affected by apathy who fail both a Fortitude save and a Will save become helpless for 1 round for every 2 dice of damage.

**Instead of energy resistance you gain an equal bonus on saves against poison.

Ideal Powers:
Aura of Gloom (Su): By spending a use of your ideal powers, you may project an aura of gloom that saps the will of those nearby for 3 rounds. Any living creature than ends its turn within 30' of you must succeed on a Will save or become shaken. Once a creature has made a save against this ability (pass or fail) they can not be affected again by it for 24 hours. [Wyrmling]
Deep Slumber (Sp): By spending a use of your ideal powers you may cast deep slumber as a spell like ability. [Juvenile]
Wasting Strike (Su): Whenever you successfully strike a creature with a melee attack, the opponent must make a Fortitude save or contract Gray Wasting. Gray Wasting has an incubation time of 1 day, and inflicts 1d4 points of Charisma drain. [Adult]
Ethereal Binding (Su): Whenever you strike the killing blow on a living opponent, you seal a part of their soul within yourself, in the form of a tattoo that bears their name, date and place of birth, and date and place of death. Only a carefully worded wish or miracle, followed by resurrection, may return the creature to life, and only after you have been slain. [Ancient]
Mass Hold Monster (Sp): Once per day, you may use a special version of mass hold person as a spell-like ability, which ignores the normal type restriction of Humanoid only. [Wyrm]


Dragonmage Spell List
1st - Doom
2nd - Rebuke
3rd - Magic Circle Against Good
4th - Contagion
5th - Crushing Despair
6th - Waves of Fatigue
7th - Aura of Terror
8th - Waves of Exhaustion
9th - Energy Drain


Wyrm Warrior
Discipline: Dread Blade (http://www.giantitp.com/forums/showpost.php?p=13763159)
Exotic Weapons: Heavy poleaxe, scourge


Howling Dragon
written by littha
Source: Draconomicon

Damage: Sonic damage
Resistance: Sonic resistance
Skills: Jump, Perform

Ideal Powers:
Shatter (Sp): You can spend a use of your ideal powers to use shatter as a spell-like ability. [Wyrmling]
Gust of Wind (Sp): You can spend a use of your ideal powers to use gust of wind as a spell-like ability. [Juvenile]
Shout (Sp): You can use shout as a spell-like ability at will. [Adult]
Maddening Wail (Su): Once per round as a standard action, you may emit a maddening wail that causes 1 point of Wisdom damage for every 5 idealist levels you have to each other creature within 50'. A successful Will save negates this effect. This is a Sonic, Mind-affecting ability. [Ancient]
Weird (Sp): Once per day you may use wierd as a spell-like ability. [Wyrm]


Dragonmage Spell List
1st - Cause Fear
2nd - Hideous Laughter
3rd - Crushing Despair
4th - Phantasmal Killer
5th - Bolts of Bedevilment
6th - Eyebite
7th - Maddening Scream
8th - Symbol of Insanity
9th - Wail of the Banshee


Wyrm Warrior
Discipline: Rending Scream (http://www.giantitp.com/forums/showpost.php?p=7780226&postcount=377)
Exotic Weapons: Greathammer


Oceanus Dragon
written by littha
Source: Draconomicon

Damage: Electricity damage
Resistance: Electricity resistance
Skills: Sense Motive, Swim

Ideal Powers:
Smite Evil (Su): You can spend a use of your ideal powers to Smite Evil as a paladin of your idealist level. [Wyrmling]
Water Breathing (Ex): You gain the ability to breathe underwater as easily as you breathe air, and may use your breath weapon and spell-like abilities while submerged. [Juvenile]
Resistant to Damage (Su): You are supernaturally resistant to damage and gain damage reduction 5/evil. [Adult]
Control Water (Sp):You may spend a use of your ideal powers to use control water as a spell-like ability. [Ancient]
Control Winds (Sp): By spending a use of your ideal powers, you may use control winds as a spell-like ability. [Wyrm]


Dragonmage Spell List
1st - Detect Evil
2nd - Pressure Sphere
3rd - Magic Weapon, Greater
4th - Summon Monster IV
5th - Dispel Evil
6th - Bear's Endurance, Mass
7th - Waterspout
8th - Maelstrom
9th - Heal


Wyrm Warrior
Discipline: Crashing Wave (http://www.giantitp.com/forums/showthread.php?t=183826#post10181173)
Exotic Weapons: Spiked chain, whip, whip dagger


Pyroclastic Dragon
written by littha
Source: Draconomicon

Damage: Half fire damage, half sonic damage
Resistance: Half fire resistance, half sonic resistance
Skills: Disable Device, Spellcraft

Ideal Powers:
Produce Flame (Sp): You may use produce flame as a spell-like ability; after three uses of this ability, each additional use requires you to spend a use of your ideal powers. [Wyrmling]
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]


Dragonmage Spell List
1st - Burning Hands
2nd - Combust
3rd - Fire Trap
4th - Wall of Fire
5th - Wall of Stone
6th - Slay Living
7th - Incendiary Cloud
8th - Deadly Lahar
9th - Transmute Rock to Lava


Wyrm Warrior
Discipline: Breath of Fire (http://www.minmaxboards.com/index.php?topic=145.0)
Exotic Weapons: Bagnakh* (http://www.amas.net/CU/CU_tiger_claws.jpg)

*The Bagnakh is an exotic one-handed weapon. Baghnakh are used as a pair to enhance a person's unarmed attacks. When used by a monk, they may choose to use the Baghnakh's damage or their unarmed strike damage (whichever is higher). Baghnakhs may not be used to deal nonlethal damage, but are otherwise treated exactly the same as a monk's unarmed attacks when used in this manner. Baghnakh count as light weapons for the purposes of fighting with two weapons, as long as both weapons are Baghnakh.
{table=head]Cost|Damage|Critical|Type
80gp|1d8|19-20/x2|Slashing[/table]


Radiant Dragon
written by littha
Source: Draconomicon

Damage: Untyped (counts as a [Force] effect)
Resistance: Reduces damage taken from [Force] effects
Skills: Concentration, Heal

Ideal Powers:
Daylight (Sp): You may spend a use of your ideal powers to use daylight as a spell like ability. [Wyrmling]
Healing Touch (Su): You may heal a target with a touch as a standard action by spending a use of your ideal powers. This ability bestows the effect of one of the following spells as long as your Idealist level is more than twice the minimum caster level for that spell: any single-target spell with Cure in its name, regenerate, remove blindness/deafness, remove disease, remove paralysis, or restoration. [Juvenile]
Dispel Darkness (Su): You automatically dispel any darkness effect within 60' with a spell level equal to or less than half your Idealist level. You may supress or resume this ability as a free action. [Adult]
Searing Light (Sp): You may use searing light as a spell-like ability; after three uses of this ability, each additional use requires you to spend a use of your ideal powers. [Ancient]
Prismatic Sphere (Sp): You may use prismatic sphere once per day as a spell-like ability. [Wyrm]


Dragonmage Spell List
1st - Light of Lunia
2nd - Light of Mercuria
3rd - Light of Venya
4th - Celestial Brilliance
5th - Radiance
6th - Prismatic Ray
7th - Sunbeam
8th - Resurrection
9th - Prismatic Deluge


Wyrm Warrior
Discipline: Inner Light (http://www.giantitp.com/forums/showpost.php?p=10640971&postcount=7)
Exotic Weapons: Whip



Rust Dragon
written by littha
Source: Draconomicon

Damage: Acid damage
Resistance: Acid resistance
Skills: Disable Device, Search

Ideal Powers:
Rusting Strike (Su): You may attempt to sunder armor as though it were a weapon. In addition whenever you attempt to sunder a metal object you may choose to have the target make a Reflex save rather than rolling damage. If an object fails its save it is rusted to dust within seconds. [Wyrmling]
Rusting Breath (Su): You may spend a use of your ideal powers to cause your breath weapon to spew rusting slime instead of its normal effects. Unattended objects struck are destroyed immediately but worn, held or magic objects recieve a Fortitude save to resist the effect. This ability only affects metal objects. [Juvenile]
Resist Metal (Ex): You gain DR 5/magic and DR 10/nonmetal and magic. [Adult]
Rusting Defense (Su): Whenever a metal weapon with an enhancement bonus lower than 1/4 of your Idealist level strikes you, it must make a Reflex save or rust away to nothing. [Ancient]
Repel Metal or Stone (Sp): Once per day you may use repel metal or stone as a spell-like ability. [Wyrm]


Dragonmage Spell List
1st - Corrosive Grasp
2nd - Acid Arrow
3rd - Venomfire
4th - Rusting Grasp
5th - Acid Rain
6th - Acid Fog
7th - Disintegrate
8th - Earthquake
9th - Mage's Disjunction


Wyrm Warrior
Discipline: Sundered Veil (http://www.giantitp.com/forums/showthread.php?t=137024)
Exotic Weapons: Dwarven waraxe, swordbreaker



Shadow Dragon
written by littha
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]


Dragonmage Spell List
1st - Net of Shadows
2nd - Claws of Darkness
3rd - Shadow Binding
4th - Shadow Well
5th - Shadow Form
6th - Shadow Walk
7th - Project Image
8th - Shadow Evocation, Greater
9th - Shades


Wyrm Warrior
Discipline: Stygian Nightmare (http://www.giantitp.com/forums/showthread.php?t=162222)
Exotic Weapons: Bastard sword, spiked chain



Styx Dragon
written by littha
Source: Draconomicon

Damage: Acid damage
Resistance: Acid resistance
Skills: Swim, Use Rope

Ideal Powers:
Improved Grab (Ex): You gain the Improved Grab (http://www.d20srd.org/srd/specialAbilities.htm#improvedGrab) ability, which functions whenever you strike an opponent with any weapon that does not have reach. [Wyrmling]
Breathe Water (Ex): You may breathe water just as easily as you can breathe air, indefinitely. [Juvenile]
Disease (Su): Whenever you successfully strike an opponent with a melee attack, you may inflict the Stygian Wasting disease upon them, provided they fail a Fortitude save. The symptoms of the disease include flesh rotting away and hair falling out. The incubation period is 1 day and the disease deals 1d6 Charisma damage per day. A victim must succeed on three consecutive Fortitude saves (one per day) to recover from Stygian Wasting. [Adult]
Constrict (Ex): With a successful grapple check, you may crush a grabbed opponent to deal 2d8 + 1.5 times your Strength bonus bludgeoning damage. [Ancient]
Pervasive Breath (Su): You may spend a use of your ideal powers to charge your breath weapon with a special lingering energy. If you do so, the effect of your breath stays in the targeted area for 3 rounds and deals damage whenever a creature enters the area and at the beginning of your turn. [Wyrm]


Dragonmage Spell List
1st - Ray of Enfeeblement
2nd - Blindness/Deafness
3rd - Stinking Cloud
4th - Enervation
5th - Hold Monster
6th - Feeblemind
7th - Befoul
8th - Summon Monster VIII
9th - Doom of the Seas


Wyrm Warrior
Discipline: Dragon's Fang (http://sorcererstudios.com/showthread.php?126-Dragon-s-Bite-Grappling-ToB-discipline-please-review-and-assisst)
Exotic Weapons: Katar



Tarterian Dragon
written by littha
Source: Draconomicon

Damage: Untyped (counts as a [Force] effect)
Resistance: Reduces damage taken from [Force] effects
Skills: Escape Artist, Knowledge (the Planes)

Ideal Powers:
Resist Force (Su): You gain a +4 bonus to saves vs spells and effects with the Force descriptor. [Wyrmling]
Strength of Will (Su): You gain a +4 morale bonus to saves vs all charms and compulsions. [Juvenile]
Breath of Despair (Su): In addition to its normal use, you may use your breath weapon to spread a cloud of Crushing Despair gas. This is a 40' cone, creatures in the area must succeed on a Will save or suffer a -2 penalty on all saving throws, attack rolls, skill checks and weapon damage rolls for a number of rounds equal to your Charisma modifier. [Adult]
Freedom of Movement (Su): You are continuously treated as though you were under the effects of a freedom of movement spell. [Ancient]
Imprisonment (Sp): You may spend a use of your ideal powers to use imprisonment as a spell like ability. [Wyrm]


Dragonmage Spell List
1st - Magic Fang
2nd - Vision of Entropy
3rd - Suggestion
4th - Dimensional Anchor
5th - Planar Binding, Lesser
6th - Planar Binding
7th - Withering Palm
8th - Planar Binding, Greater
9th - Abyssal Rift


Wyrm Warrior
Discipline: Amaranth Eclipse (http://dnd-wiki.org/wiki/Amaranth_Eclipse_%283.5e_Martial_Discipline%29)
Exotic Weapons: Fullblade

sirpercival
2013-01-06, 07:42 PM
IDEALS III: LUNG & FAERUNIAN

A note about Lung dragons
All Lung dragons have the same abilities during their first three age categories, and are identified as Yu Lung dragons. Thus, all Lung dragon Ideals have the same Wyrmling and Juvenile ideal powers, which are shown below under the Yu Lung sub-Ideal. Skills, discipline, and spell list are still determined by the adult-form Ideal. The Yu Lung sub-Ideal cannot be selected independently.

Yu Lung (Carp Dragon)
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]



Chiang Lung (River Dragon)
Source: Oriental Adventures

Damage: Cold damage
Resistance: Cold resistance
Skills: Sense Motive, Swim

Ideal Powers:
Remove Curse (Sp): Once per day, you can use remove curse as a spell-like ability. [Adult]
Major Creation (Sp): Three times per day, you can use major creation as a spell-like ability. [Ancient]
Cause Rain (Su): You can breathe storm clouds at will, causing rain whenever and wherever you choose. The rain lasts for 2d4 hours and extends in a two-mile radius centered on you. [Wyrm]


Dragonmage Spell List
1st - Augury
2nd - Bane
3rd - Heart of Water
4th - Divination
5th - Rushing Waters
6th - Master of the Rolling River
7th - Drown
8th - Polymorph Any Object
9th - Tidal Wave


Wyrm Warrior
Discipline: Ocean Soul (http://www.giantitp.com/forums/showthread.php?t=45205)
Exotic Weapons: Harpoon, net


Li Lung (Earth Dragon)
Source: Oriental Adventures

Damage: Sonic damage
Resistance: Sonic resistance
Skills: Intimidate, Jump

Ideal Powers:
Tunneling (Ex): You gain a burrow speed of 10 feet, and can even tunnel through solid stone at a speed of 5 feet. [Adult]
Roar (Ex): At will as a free action, you may emit a roar so loud that it automatically deafens all creatures within 60 feet (no save), including you, for as long as you maintain it. [Ancient]
Earthquake (Sp): Once per day, you can use earthquake as a spell-like ability. [Wyrm]


Dragonmage Spell List
1st - Hail of Stone
2nd - Local Tremor
3rd - Earthbolt
4th - Heart of Earth
5th - Stone Sphere
6th - Flesh to Stone
7th - Great Worm of the Earth
8th - Stone Metamorphosis, Greater
9th - Cast In Stone


Wyrm Warrior
Discipline: Raging Storm (http://www.giantitp.com/forums/showthread.php?t=177063) (ErrantX)
Exotic Weapons: Chakram, war fan


Lung Wang (Sea Dragon)
Source: Oriental Adventures

Damage: Fire damage*
Resistance: Fire resistance
Skills: Diplomacy, Swim

*The breath weapon takes the form of a jet of steam.

Ideal Powers:
Scaly Command (Sp): Three times per day, you can use mass charm monster as a spell-like ability, on scaled animals only (reptiles and fish). You can spend uses of your ideal powers to gain more uses of this ability. [Adult]
Fog Cloud (Su): Once per day, you can create an enormous fog cloud (as the spell) with a radius of 25 feet per Idealist level. [Ancient]
Capsize (Ex): Whenever you are submerged and subsequently surface under a boat or ship less than 20 feet long, you have a 95% chance to capsize the vessel. You have a 50% chance to capsize a vessel from 20 to 60 feet long, and a 20% chance to capsize one over 60 feet long. [Wyrm]


Dragonmage Spell List
1st - Jet of Steam
2nd - Sink
3rd - Wake Trailing
4th - Solid Fog
5th - Airy Water
6th - Tidal Surge
7th - Maelstrom
8th - Mordenkainen's Capable Caravel
9th - Drown, Mass


Wyrm Warrior
Discipline: Falling Wave (http://www.giantitp.com/forums/showpost.php?p=7780197&postcount=372)
Exotic Weapons: Net, trident


Pan Lung (Coiled Dragon)
Source: Oriental Adventures

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

Ideal Powers:
Constrict (Ex): Whenever you make a successful grapple check, you deal 1d6 (for a Medium creature) + 1.5 times your Strength bonus bludgeoning damage to your opponent. [Adult]
Water Fire (Su): Whenever you are touching or submerged in water, as a standard action you can surround yourself with an aura of ghostly, flickering, multi-colored flames that cause fire damage to any creature touching you. Any creature striking you with natural or melee weapons deals normal damage, but also takes 3d6 fire damage. Lung dragons of any variety, as well as other Idealists expressing a Lung dragon ideal, are immune to water fire. You can dismiss the water fire aura at any time as a free action, and it is automatically suppressed by any contact with normal or magical fire, in which case you cannot activate it again for 2d6 minutes. [Ancient]
Minion (Su): When you express the Pan Lung Ideal, you gain a Minion, the returned spirit of an unfaithful wife or husband being punished for its infidelity by servitude. This Minion is a human Expert of level equal to half your Idealist level, rounded down; you permanently control the Minion's actions as if via dominate person. If the Minion dies, you do not gain another until you re-express this Ideal and at least 24 hours have passed. [Wyrm]


Dragonmage Spell List
1st - Ventriloquism
2nd - Major Image
3rd - Invisibility Sphere
4th - Hallucinatory Terrain
5th - Mirage Arcana
6th - Illusory Pit
7th - Shadow Conjuration, Greater
8th - Screen
9th - Imprisonment


Wyrm Warrior
Discipline: Falling Star (http://www.giantitp.com/forums/showthread.php?p=2502689) (Crystall_Myr)
Exotic Weapons: Bastard Sword


Shen Lung (Spirit Dragon)
Source: Oriental Adventures

Damage: Cold damage
Resistance: Electricity resistance
Skills: Balance, Diplomacy

Ideal Powers:
Vermin Barrier (Su): No vermin, normal or giant, can approach within a radius of 60 feet of you. [Adult]
Cone of Cold (Sp): You can spend a use of your ideal powers to use cone of cold as a spell-like ability. [Ancient]
Long Tail (Ex): You gain a tail slap primary natural weapon. This attack has 5-foot longer reach than normal for your size, and deals 4d6 bludgeoning and piercing damage (for a Medium creature). [Wyrm]


Dragonmage Spell List
1st - Charm Animal
2nd - Heart of Air
3rd - Summon Nature's Ally III
4th - Orb of Cold
5th - Ice Storm
6th - Antilife Shell
7th - Aura of Cold, Greater
8th - Halaster's Fetch V
9th - Cometstrike


Wyrm Warrior
Discipline: Frozen Heart (http://www.giantitp.com/forums/showpost.php?p=13763159)
Exotic Weapons: Orc Crusher


T'ien Lung (Celestial Dragon)
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]


Dragonmage Spell List
1st - Command
2nd - Suggestion
3rd - Wreath of Flames
4th - Orb of Fire
5th - Meteoric Strike
6th - Fire Spiders
7th - Symbol of Stunning
8th - Incendiary Cloud
9th - Meteor Swarm


Wyrm Warrior
Discipline: Rising Spirit (http://www.giantitp.com/forums/showthread.php?t=267002)
Exotic Weapons: Ankus, elven courtblade, jovar


Tun Mi Lung (Typhoon Dragon)
Source: Oriental Adventures

Damage: Electricity damage
Resistance: Reduces damage taken from [Air] and [Water] effects.
Skills: Concentration, Survival

Ideal Powers:
Water Breathing (Ex): You can breathe water as easily as you breathe air. [Adult]
Chain Lightning (Sp): You can use chain as a spell-like ability three times per day. [Ancient]
Divine Wind (Su): Once per day, you can summon a divine wind equivalent to a hurricane-force wind (see Table 3–17: Wind Effects in the DMG). The wind blows in an area with a radius of one mile per two Idealist levels, centered on you, and lasts for 6d4 hours. [Wyrm]


Dragonmage Spell List
1st - Feather Fall
2nd - Electric Vengeance
3rd - Scintillating Sphere
4th - Lightning Fog
5th - Lord of the Sky
6th - Ball Lightning
7th - Wind Walk
8th - Mastery of the Sky
9th - Towering Thunderhead


Wyrm Warrior
Discipline: Storm Soul (http://www.giantitp.com/forums/showthread.php?t=137838)
Exotic Weapons: Lochaber axe, orc double axe




Brown Dragon
Source: Monsters of Faerun

Damage: Acid damage
Resistance: Acid resistance
Skills: Hide, Knowledge (the Planes)

Ideal Powers:
Create Water (Sp): Three times per day, you can use create water as a spell-like ability. You may spend uses of your ideal powers for additional uses of this ability. [Wyrmling]
Tremorsense (Ex): You gain tremorsense to a distance of 5 feet per Idealist level. [Juvenile]
Sandstorm (Su): By spending a use of your ideal powers, you can create a vortex of violently-churning sand up to 120 feet away. All creatures within 60 feet of the center of the vortex take 1d6 points of damage each round they are within the sandstorm. Additionally, the sandstorm blinds all creatures within, and whenever a creature moves more than 5 feet in a round, it must make a DC 15 Balance check or fall prone. [Adult]
Disintegrate (Sp): Once per day, you may use disintegrate as a spell-like ability. [Ancient]
Summon Air Elementals (Sp): Once per day, you may use summon nature's ally VII as a spell-like ability, to summon air elementals only. [Wyrm]


Dragonmage Spell List
1st - Endure Elements
2nd - Heat Metal
3rd - Ray of Exhaustion
4th - Spike Stones
5th - Transmute Rock to Mud
6th - Wind Walk
7th - Maw of Stone
8th - Summon Nature's Ally VIII
9th - Sphere of Ultimate Destruction


Wyrm Warrior
Discipline: Desolate Arbiter (http://www.giantitp.com/forums/showthread.php?p=12689742)
Exotic Weapons: Greathammer


Deep Dragon
Source: Monsters of Faerun

Damage: Corrosive gas*
Resistance: Half cold resistance, half fire resistance
Skills: Bluff, Move Silently

*This Ideal's energy damage is a flesh-corrosive gas which deals acid damage. However, this gas deals minimum damage to objects and constructs (but full damage to undead).

Ideal Powers:
Detect Magic (Sp): You may use detect magic as a spell-like ability at will. [Wyrmling]
Humanoid Form (Sp): Three times per day, you may use the humanoid form draconic invocation (Dragon Magic pg 80) as a spell-like ability. [Juvenile]
Constrict (Ex): You deal 2d6 (for a Medium creature) + 1.5 times your Strength bonus bludgeoning damage with a successful grapple check. [Adult]
Freedom of Movement (Sp): You may spend a use of your ideal powers to use freedom of movement as a spell-like ability. [Ancient]
True Seeing (Sp): You continually gain the benefit of true seeing, with a caster level equal to your Idealist level. [Wyrm]


Dragonmage Spell List
1st - Camouflage
2nd - Alter Self
3rd - Lagozed's Breath
4th - Serpent Arrow
5th - Passwall
6th - Burrow, Mass
7th - Stone Shape, Greater
8th - Ability Rip
9th - Undermaster


Wyrm Warrior
Discipline: Masked (http://www.giantitp.com/forums/showpost.php?p=7780212&postcount=375) Moon (http://www.giantitp.com/forums/showpost.php?p=7780220&postcount=376)
Exotic Weapons: Bladed gauntlet, barbed dagger


Fang Dragon
Source: Draconomicon

Damage: Half piercing, half slashing*
Resistance: DR /bludgeoning
Skills: Bluff, Use Rope

*Instead of a normal breath weapon, the Breath class feature from the Fang Dragon Ideal grants a secondary bite attack for a number of rounds equal to the level of the expended maneuver or spell, which deals Con damage in addition to its normal damage. The damage is based on the character's Idealist level:

{table=head]Idealist Level|Base Damage|Con Damage
3-6|1d6|1d2
7-10|2d4|1d3
11-14|2d6|1d4
15-18|2d8|1d6
19+|2d10|1d8[/table]

Ideal Powers:
Increased Damage (Ex): Any melee attacks you make (including martial strikes) deal damage as if the weapon or natural weapon was one size category larger. [Wyrmling]
Mimic (Ex): You can mimic any voice or sound you have heard in the past 24 hours, anytime you like. Listeners must succeed on a Listen check (DC equal to the result of your Bluff check) to detect the ruse. [Juvenile]
Trip (Ex): Whenever you hit an opponent with a melee attack (but not a martial strike), you can attempt to trip the opponent as a free action. If the attempt fails, the opponent cannot react to trip you. You cannot use this ability on an opponent who is already prone. [Adult]
Dipel Magic (Sp): You may spend a use of your ideal powers to use greater dispel magic as a spell-like ability. [Ancient]
Spell Turning (Sp): Once per day, you may use spell turning as a spell-like ability. [Wyrm]


Dragonmage Spell List
1st - Blood Wind
2nd - Power Word Sicken
3rd - Dispel Magic
4th - Globe of Invulnerability, Lesser
5th - Telekinesis
6th - Globe of Invulnerability
7th - Bestow Curse, Greater
8th - Power Word Petrify
9th - Reaving Dispel


Wyrm Warrior
Discipline: Chthonic Serpent (http://www.giantitp.com/forums/showthread.php?t=131567)
Exotic Weapons: Kusari-gama, scorpion whip, spiked chain


Mercury Dragon
Source: Dragons of Faerun

Damage: Fire damage (counts as a [Light] effect)
Resistance: Fire Damage
Skills: Bluff, Tumble

Ideal Powers:
Color Spray (Sp): You spend a use of your ideal powers to use color spray as a spell-like ability. [Wyrmling]
Protected Sight (Ex): You are immune to blindness and dazzling, and gain a +3 racial bonus to saves vs [Light] and [Pattern] effects. [Juvenile]
Hypnotic Pattern (Sp): Three times per day, you may use hypnotic pattern as a spell-like ability. You may spend uses of your ideal powers to gain additional uses of this ability. [Adult]
Telekinesis (Sp): You may spend a use of your ideal powers to use telekinesis as a spell-like ability. [Ancient]
Project Image (Sp): Once per day, you may use project image as a spell-like ability. [Wyrm]


Dragonmage Spell List
1st - Disguise Self
2nd - Blur
3rd - Winding Alleys
4th - Mirror Image, Greater
5th - False Vision
6th - Permanent Image
7th - Invisibility, Mass
8th - Brilliant Blade
9th - Shadow Landscape


Wyrm Warrior
Discipline: Fortunate Assailant (http://community.wizards.com/go/thread/view/75882/19520194)
Exotic Weapons: Elven lightblade, elven thinblade, great scimitar


Mist Dragon
Source: Dragons of Faerun

Damage: Fire damage
Resistance: Half acid resistance, half fire resistance
Skills: Balance, Survival

Ideal Powers:
Obscuring Mist (Sp): You spend a use of your ideal powers to use obscuring mist as a spell-like ability. [Wyrmling]
Caustic Slime (Su): You can spend a use of your ideal powers to turn your breath weapon into caustic slime. This gas deals minimum damage, and all damage it deals is nonlethal; however, any creature within the area must make a Fortitude save or be sickened for 1 round per 2 dice of damage dealt. [Juvenile]
Sleet Storm (Sp): You may spend a use of your ideal powers to use sleet storm as a spell-like ability. [Adult]
Mist Form (Su): By spending a use of your ideal powers, as a standard action, you can assume a misty form. This ability works just like a gaseous form spell with a caster level equal to your Idealist level, except as follows: you loses your natural armor bonus, but gains a deflection bonus to AC equal to your Idealist level. While in mist form, you are indistinguishable from mist or fog and gain total concealment when in any kind of natural or magical fog or mist. You gain damage reduction 10/magic, and can fly at a speed of 15 feet per round, with perfect maneuverability. You cannot use manufactured or natural weaponry or your breath weapon, but you can use your spell-like abilities and spells (if any). You can dismiss the effect as a standard action. [Ancient]
Solid Fog (Sp): You can spend a use of your ideal powers to use solid fog as a spell-like ability. [Wyrm]


Dragonmage Spell List
1st - Dispel Fog
2nd - Caustic Smoke
3rd - Wingblast
4th - Murderous Mist
5th - Mind Fog
6th - Acid Storm
7th - Symbol of Weakness
8th - Wall of Greater Dispel Magic
9th - Mystra's Miasma


Wyrm Warrior
Discipline: Broken Wave (http://www.giantitp.com/forums/showpost.php?p=9236947&postcount=8)
Exotic Weapons: Tigerskull club


Rattelyr Dragon
Source: Shining South

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

Ideal Powers:
Electricity Resistance (Ex): You gain electricity resistance equal to your Idealist level. [Wyrmling]
Tremorsense (Ex): You gain tremorsense out to a radius of 5 feet per Idealist level. [Juvenile]
Rattle (Ex): By spending a use of your ideal powers, you may emit a frightening rattle as a standard action. Any non-dragon within 10 feet per Idealist level must make a Will save (DC 10 + 1/2 Idealist level + your Cha modifier) or be shaken for 4d6 rounds. A creature who fails a save against your rattle cannot be affected by it further for 24 hours. In addition, all creatures who hear your rattle (whether or not they are shaken) must make a DC 15 Concentration check to employ any spells or spell-like abilities for 1 round. [Adult]
Damage Reduction (Ex): You gain damage reduction /magic equal to your Idealist level. [Ancient]
Hood Extension (Su): As a swift action, you may spend a use of your ideal powers to extend a hood from your neck which grants you the benefit of the spell turning spell. [Wyrm]


Dragonmage Spell List
1st - Snake's Swiftness
2nd - Sepia Snake Sigil
3rd - Hood of the Cobra
4th - Snake Darts
5th - Trait Removal
6th - Whirl of Fangs
7th - Vipergout
8th - Cocoon
9th - Dragonshape


Wyrm Warrior
Discipline: Hammer Rhythm (http://www.giantitp.com/forums/showthread.php?t=158015)
Exotic Weapons: Double hammer, greathammer


Song Dragon
Written by phaedrusxy
Source: Monsters of Faerun

Damage: Electricity damage
Resistance: Electricity resistance
Skills: Disguise, Perform

Ideal Powers:
Countersong (Su): You may spend a use of your ideal powers to produce the countersong (http://www.d20srd.org/srd/classes/bard.htm#countersong) effect of a bard of your idealist level. [Wyrmling]
Disguise Self (Sp): You may spend a use of your ideal powers to use disguise self as a spell-like ability. [Juvenile]
Song of Confusion (Su): You may spend a use of your ideal powers to sing a discordant song which causes all creatures who fail a Will save to be confused (as the confusion spell). Creatures who have saved against your song are immune to it for 24 hours. [Adult]
Song of Slumber (Su): You may spend a use of your ideal powers to sing a magical lullaby which causes all creatures within 100 feet who fail a Will save to fall into a light, peaceful sleep. Despite being asleep, such creatures still hear all sounds around them, and may make Listen checks with no penalty as if they were awake. Even mildly threatening sounds (weapons being drawn, any creature approaching within 10 feet of them) allows them a second saving throw, and any loud sounds (combat, etc) automatically wake them up. In addition, since they are still partially aware of their surroundings, they are not considered helpless, but do lose any Dex bonus to AC and are considered prone. This sleep lasts for as long as you continue the lullaby and for 1 minute after you stop singing. This is a [Mind-affecting] effect considered to be of the enchantment school. Creatures who have saved against your song are immune to it for 24 hours. [Ancient]
Captivating Song (Su): You may spend a use of your ideal powers to sing a Captivating Song, which works as the harpy's ability (http://www.d20srd.org/srd/monsters/harpy.htm). Creatures who have saved against your song are immune to it for 24 hours. [Wyrm]


Dragonmage Spell List
1st - Orb of Electricity, Lesser
2nd - Bladeweave
3rd - Tongues
4th - Thunder Field
5th - Pacification
6th - Harmonic Void
7th - Nybor's Stern Reproof
8th - Great Shout
9th - Freedom


Wyrm Warrior
Discipline: Divine Muse (http://www.giantitp.com/forums/showthread.php?t=98668)
Exotic Weapons: Bull roarer (http://en.wikipedia.org/wiki/Bullroarer_%28music%29)*
*This odd item is both a one-handed weapon and a musical instrument. While wielding it, a bard can activate any of his Bardic Music abilities as a part of a move action during any round in which he attacks. The Bull Roarer also gives its wielder 10 foot reach but still can be used to attack adjacent opponents. Due to its flexible nature, it can be used to trip. If you are tripped during your own trip attempt, you can drop the weapon to avoid being tripped.
{table=head]Cost|Damage|Critical|Type
100gp|1d6|x2|Bludgeoning and Slashing[/table]


Steel Dragon
Source: Dragons of Faerun

Damage: Acid damage
Resistance: Acid resistance
Skills: Balance, Disguise

Ideal Powers:
Poison Resistance (Ex): You gain a resistance bonus to saves vs poison equal to half your Idealist level (rounded down, minimum 1). [Wyrmling]
Poison Breath (Su): You can spend a use of your ideal powers to turn your breath weapon into a poisonous cloud. Instead of its normal damage type, this gas deals 1 Constutition damage per two dice of damage normally dealt to creatures within the area. A successful Fortitude save negates the Strength damage. [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]
Spell Resistance (Su): You gain spell resistance 10 + Idealist level, which you can raise or lower as a free action (even when it isn't your turn). [Ancient]
Arcane Shield (Su): You gain a +10 to your spell resistance against arcane spells of 4th level or lower. [Wyrm]


Dragonmage Spell List
1st - Hypnotism
2nd - Daze Monster
3rd - Hold Person
4th - Geas, Lesser
5th - Dominate Monster
6th - Suggestion, Mass
7th - Adamantine Wings
8th - Manifest, Mass
9th - Alamanther's Return


Wyrm Warrior
Discipline: Iron Heart
Exotic Weapons: Bastard sword, dwarven waraxe, two-bladed sword

sirpercival
2013-01-09, 09:42 AM
IDEALS IV: FERROUS & MISCELLANEOUS

Chromium Dragon
Source: Dragon #356

Damage: Cold damage
Resistance: Cold resistance
Skills: Appraise, Survival

Ideal Powers:
Covet (Su): You can make an Appraise check to identify a magic item. If you spend 1 hour studying an item, at the end of that time you may spend a use of your ideal powers and make an Appraise check against a DC of 5 + the magic item's caster level. If you succeed, you identify the item as per the identify spell. [Wyrmling]
Freezing Shards (Su): By spending a use of your ideal powers, you can alter your breath weapon into freezing crystals. Any creature within the area of your breath weapon takes 1 point of Dexterity damage per 2 dice of damage your breath weapon would normally deal (Fortitude half). [Juvenile]
Ice Shape (Sp): You may spend a use of your ideal powers to produce an effect identical to that of the stone shape spell, which works on ice instead, as a spell-like ability. [Adult]
Eyebite (Sp): Once per day, you may use eyebite as a spell-like ability. [Ancient]
Flesh to Crystal (Sp): You may spend a use of your ideal powers to turn a target creature to crystal as a spell-like ability. This ability functions exactly like the flesh to stone spell, except that the victim is turned into a crystalline statue instead of stone, which makes it particularly vulnerable to effects which damage crystal (such as shatter). [Wyrm]


Dragonmage Spell List
1st - Pass Without Trace
2nd - Conjure Ice Object
3rd - Aura of Cold
4th - Wall of Ice
5th - Gelid Blood
6th - Mantle of the Icy Soul
7th - Glacial Ward
8th - Conjure Ice Beast VIII
9th - Frostfell


Wyrm Warrior
Discipline: Ice Eternal (http://www.giantitp.com/forums/showthread.php?t=180344)
Exotic Weapons: Ice axe, iuak


Cobalt Dragon
Source: Dragon #356

Damage: Magnetic*
Resistance: Electricity resistance
Skills: Craft (trapmaking), Hide

*Damage from this Ideal is untyped, counts as a [Force] effect, and is one die size smaller than normal.

Ideal Powers:
Create Trap (Sp): You may spend a use of your ideal powers to use create trap as a spell-like ability. [Wyrmling]
Water Breathing (Ex): You can breathe water as easily as you breathe air. [Juvenile]
Magnetic Pulse (Su): Whenever you deal magnetic damage to a creature, that creature is automatically bull rushed, with a check result equal to the amount of magnetic damage dealt. [Adult]
Plant Growth (Sp): You may spend a use of your ideal powers to use plant growth as a spell-like ability. [Ancient]
Summon Monster V (Sp): By spending a use of your ideal powers, you may use summon monster V as a spell-like ability. [Wyrm]


Dragonmage Spell List
1st - Entangle
2nd - Minor Image
3rd - Snare
4th - Fang Trap
5th - Slipsand
6th - Stone Trap
7th - Shadow Trap
8th - Summon Giants
9th - Halaster's Fetch VI


Wyrm Warrior
Discipline: Open Jaws (http://www.minmaxboards.com/index.php?topic=9167.0)
Exotic Weapons: Kusari-gama, net, whip


Iron Dragon
Source: Dragon #356

Damage: Half electricity damage, half fire damage
Resistance: Fire resistance
Skills: Gather Information, Knowledge (Arcana)

Ideal Powers:
Metalsense (Ex): You can sense the location and amount of any non-precious metal (precious metals include adamantine, copper, gold, mithral, platinum, and silver) within a distance of 10 feet per Idealist level. This makes it nearly impossible to sneak up on you when wearing armor or wielding weapons made from steel. Like blindsense, opponents you can't actually see still have total concealment against you. [Wyrmling]
Heat Metal (Sp): You can spend a use of your ideal powers to use heat metal as a spell-like ability. [Juvenile]
Sleep Breath (Su): You can spend a use of your ideal powers to turn your breath weapon into sleep gas. This gas deals minimum damage, and all damage it deals is nonlethal; however, any creature within the area must make a Will save or fall asleep as per the sleep spell (however, the gas is not a mind-affecting or compulsion effect). Creatures who fail their Will saves sleep for 1 round per 2 dice of damage dealt. [Adult]
Transmute Rock to Mud (Sp): You may spend a use of your ideal powers to use transmute rock to mud as a spell-like ability. [Ancient]
Flesh to Iron (Sp): By spending a use of your ideal powers, you may turn a target creature to iron as a spell-like ability. This ability functions exactly like the flesh to stone spell, except that the victim is turned into a iron statue instead of stone, which makes it particularly vulnerable to effects which affect metal (such as the attack of a rust monster). [Wyrm]


Dragonmage Spell List
1st - Iron Scarf
2nd - Iron Silence
3rd - Deep Slumber
4th - Rebirth of Iron
5th - Ironguard, Lesser
6th - Wall of Iron
7th - Ironguard, Greater
8th - Iron Body
9th - Summon Golem


Wyrm Warrior
Discipline: Golem Heart (http://dnd-wiki.org/wiki/Golem_Heart_(3.5e_Martial_Discipline))
Exotic Weapons: Bastard sword, fullblade


Nickel Dragon
Source: Dragon #356

Damage: Acid damage
Resistance: Acid resistance
Skills: Heal, Swim

Ideal Powers:
Entangle (Sp): You can spend a use of your ideal powers to use entangle as a spell-like ability. [Wyrmling]
Minor Irritation (Itch) (Sp): By spending a use of your ideal powers, as a spell-like ability you can create a field of corrosion which irritates the skin of living opponents. Creatures who do not have skin (such as most constructs, elementals, and oozes) are immune to this effect. When you activate this ability, all non-immune creatures within 30 feet must make a Fortitude save (DC 10 + 1/2 Idealist level) or itch uncontrollably, imposing a -4 penalty to Armor Class and a -2 penalty to attack rolls and Dexterity-based checks for 1d4 rounds. An affected creature must make a Concentration check (DC 20 + spell level) to cast a spell. [Juvenile]
Confusion (Sp): By spending a use of your ideal powers, you can use confusion as a spell-like ability. [Adult]
Minor Irritation (Rash) (Sp): When you use your Minor Irritation (Itch) ability, you can instead cause a rash on affected creatures. Any creatures who fail their saves suffer spreading red welts which impose a -1 penalty to all Dexterity- and Charisma-based checks. Each day, the rash spreads, increasing the penalties by -1, to a maximum of -10. The effect is permanent, but can be dispelled or removed with a remove disease spell or similar effect. [Ancient]
Seven-Year Itch (Su): The effects of both of your Minor Irritation ability are permanent, and can only be removed by a casting of break enchantment or similar higher-level effect, followed by a casting of remove disease or a similar effect. [Wyrm]


Dragonmage Spell List
1st - Rot of Ages
2nd - Resist Energy
3rd - Gaseous Form
4th - Prickling Torment
5th - Aboleth Curse
6th - Contagion, Mass
7th - Energy Ebb
8th - Avascular Mass
9th - Eternity of Torture


Wyrm Warrior
Discipline: Viper Fang (http://www.giantitp.com/forums/showpost.php?p=7780242&postcount=380)
Exotic Weapons: Braid blade, elven thinblade


Tungsten Dragon
Source: Dragon #356

Damage: Half bludgeoning damage, half fire damage
Resistance: Fire resistance
Skills: Gather Information, Spellcraft

Ideal Powers:
Alarm (Sp): You can spend a use of your ideal powers to use alarm as a spell-like ability. [Wyrmling]
Discern Lies (Sp): You can spend a use of your ideal powers to use discern lies as a spell-like ability. [Juvenile]
Sand Cloud (Sp): By spending a use of your ideal powers, you can create a cloud of sand as a spell-like ability. This ability is similar to a fog cloud spell but with swirling sand instead of fog. These fine grains of sand smother unprotected flames and have a 50% chance to choke even protected flames. The swirling sand also makes it difficult to cast spells. Casters must succeed at a Concentration check when casting a spell within a sand cloud (DC 15 + spell level) or the spell is lost. This is the equivalent of a 3rd-level spell. [Adult]
Dispel Evil (Sp): You may use dispel evil as a spell-like ability by spending a use of your ideal powers. [Ancient]
Immolate (Su): You may spend a use of your ideal powers as a standard action to cause creatures nearby to burst into flame. You may target up to three creatures within 10 feet times your Idealist level; these creatures immediately take d6's of fire damage equal to your Charisma modifier. Additionally, targets catch fire, taking an additional 2d6 points of fire damage each round until the flames are extinguished. A successful Fortitude save (DC 10 + 1/2 Idealist level + Cha mod) halves the initial damage and prevents the target from catching fire. [Wyrm]


Dragonmage Spell List
1st - Protection from Evil
2nd - Zone of Truth
3rd - Angelskin
4th - Holy Sword
5th - Mark of Justice
6th - Forbiddance
7th - Bastion of Good
8th - Holy Aura
9th - Internal Fire


Wyrm Warrior
Discipline: Sky Serpent (http://www.giantitp.com/forums/showpost.php?p=9254729&postcount=117)
Exotic Weapons: Chain whip, nunchaku




Brainstealer Dragon
Source: Dragon #337

Damage: Untyped (counts as a [Mind-Affecting] effect)
Resistance: Gives a bonus on saves vs mind-affecting effects
Skills: Knowledge (the Planes), Sense Motive

Ideal Powers:
Tentacle (Ex): You gain a primary tentacle natural attack. The tentacle has 5' longer reach than normal for your size, and deals 1d4 damage (for a Medium creature). [Wyrmling]
Improved Grab (Ex): You have the Improved Grab ability with your tentacle attack, which can be used against any creature up to one size category larger than you. [Juvenile]
Mind Blast (Su): Whenever a creature is damaged by your breath weapon, it must make a Will save (at your breath weapon's normal DC) or be stunned for 1 round per 2 dice of damage. [Adult]
Telepathy (Su): You can communicate with any creature within 100 feet which has a language. [Ancient]
Extract (Ex): If you maintain a hold with your tentacle for 5 consecutive rounds, you can extract the brain of your opponent, killing it instantly. This ability does not work against constructs, elementals, oozes, plants or undead; it is not instantly fatal to creatures with more than one head, such as hydras or ettins. [Wyrm]


Dragonmage Spell List
1st - Aberrate
2nd - Levitate
3rd - Evard's Menacing Tentacles
4th - Flaying Tendrils
5th - Plane Shift
6th - Kyristan's Malevolent Tentacles
7th - Avasculate
8th - Binding
9th - Programmed Amnesia


Wyrm Warrior
Discipline: Far Realm (http://www.giantitp.com/forums/showpost.php?p=3410915&postcount=5)
Exotic Weapons: Boot blade, dire flail, mancatcher


Dzalmaus Dragon
Source: Dragon #349

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

Ideal Powers:
Camouflage (Ex): You gain a +10 racial bonus to Hide checks grassland environments. [Wyrmling]
Trackless Step (Ex): You gain Trackless Step, as the druid class feature. [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 - Whelm
2nd - Wings of Cover
3rd - Disobedience
4th - Wings of Flurry
5th - Ball Lightning
6th - Aura of Evasion
7th - Hide from Dragons
8th - Protection from Spells
9th - Black Blade of Disaster


Wyrm Warrior
Discipline: Shadow Hand
Exotic Weapons: Sai, siangham, spiked chain


Ectoplasmic Dragon
Source: Mind's Eye Article 2004-01-23 (http://wizards.com/default.asp?x=dnd/psb/20040123a)

Damage: Fire damage
Resistance: Fire resistance
Skills: Concentration, Gather Information

Ideal Powers:
Chameleon (Ps): You may use chameleon as a psi-like ability by spending a use of your ideal powers. [Wyrmling]
Whitefire Breath (Ex): You can spend a use of your ideal powers to breathe a blob of whitefire instead of your normal breath weapon. Instead of a line of fire, you emit a blob of ectoplasm which explodes on impact. This blob has a range equal to the normal range of your breath weapon, and creates a 15-foot burst centered on the targeted square. [Juvenile]
Ectoplasmic Cocoon (Ps): By spending a use of your ideal powers, you can use ectoplasmic cocoon as a psi-like ability. [Adult]
Whitefire Aura (Su): You can spend a use of your ideal powers to activate your whitefire aura for a number of rounds equal to your Charisma modifier. Any creature striking you with a melee weapon or natural attack while your aura is active takes damage as if affected by your breath weapon (Reflex save at the normal DC for half damage). [Ancient]
Planar Travel (Su): Once per day, you can travel between the Material Plane and the Astral Plane as a standard action. This ability otherwise functions as the plane shift spell. [Wyrm]


Dragonmage Spell List
1st - Create Ectoplasm
2nd - Hail of Ectoplasm
3rd - Ectoplasmic Web
4th - Wall of Ectoplasm
5th - Field of Resistance
6th - Anti-Ectoplasm Shell
7th - Antimagic Ray
8th - Phase Door
9th - Dimension Jumper, Greater


Wyrm Warrior
Discipline: Spectral Palm (http://www.giantitp.com/forums/showthread.php?t=105826)
Exotic Weapons: Kusari-gama, talenta sharrash


Hex Dragon
Source: Dragon #343

Damage: Poison*
Resistance: Bonus to saves vs disease and poison
Skills: Intimidate, Spellcraft

*Instead of dealing normal damage, your energy poisons affected creatures. On a failed Fortitude save, creatures within the area take 1 point of Constitution damage for every 2 dice of damage you would normally do (min 1), and must make a second save at the same DC 1 minute later or take the same amount of damage again.

Ideal Powers:
Vile Resistance (Ex): You gain a +4 racial bonus on saves vs death effects, enchantment spells, and spells and effects which deal negative energy damage. [Wyrmling]
Retributive Curse (Sickness) (Su): You can channel your pain and anger into terrible retributive magic. On any round in which you are injured (taking hit point or ability damage), you may curse an opponent who injured you as a free action by spending a use of your ideal powers. The opponent must make a Will save (DC 10 + 1/2 your Idealist level + your Charisma modifier) or be sickened for 1d4 rounds. [Juvenile]
Agony (Su): When you use your Retributive Curse ability, you may instead spend two uses of your ideal powers to nauseate the opponent for 1d4 rounds on a failed Will save. [Adult]
Blindness (Su): When you use your Retributive Curse ability, you may instead spend three uses of your ideal powers to blind the opponent permanently (as the blindness/deafness spell) on a failed Will save. [Ancient]
Insanity (Su): When you use your Retributive Curse ability, you may instead spend four uses of your ideal powers to make the opponent permanently insane (as the insanity spell) on a failed Will save. [Wyrm]


Dragonmage Spell List
1st - Curse Water
2nd - Curse of Ill Fortune
3rd - Bestow Curse
4th - Unluck
5th - Backlash
6th - Pox
7th - Necrotic Curse
8th - Create Greater Undead
9th - Ensul's Soultheft


Wyrm Warrior
Discipline: Witch Razor (http://www.giantitp.com/forums/showthread.php?t=102869)
Exotic Weapons: Butterfly sword, sai


Incarnum Dragon
Source: Magic of Incarnum

Damage: Essentia rend*
Resistance: Bonus to saves vs essentia damage
Skills: Concentration, Spellcraft

*The damage from this Ideal is untyped, but only damages living creatures, not constructs, undead, or objects. The breath weapon requires a Fortitude save instead of a Reflex save. In addition, any creature with an essentia pool who takes this damage must make a Fortitude save or lose 1 essentia point per 2 dice of damage for 1 hour.

Ideal Powers:
Meldshaping (Su): You gain the ability to shape a single soulmeld from the Soulborn class list, with a meldshaper level equal to your Idealist level. You may choose a different soulmeld each time you express this Ideal. [Wyrmling]
Essentia Pool (Su): You gain an essentia pool equal to your Idealist level divided by 3 (rounded down), or your existing essentia pool increases by the same amount. [Juvenile]
Souls of Past, Present, and Future (Ex): You gain an insight bonus to all Knowledge checks equal to half your Idealist level (rounded down, minimum +1). [Adult]
Consume Soulmeld (Su): With a successful melee attack, you can consume a single soulmeld shaped on the target creature. In addition to dealing normal damage, this attack requires the target to make a Fortitude save at the same DC as your breath weapon. Failure indicates that one of the target’s soulmelds (determined randomly) spontaneously unshapes. You then consume the soul energy from the meld, gaining a number of temporary hit points equal to 5 times the points of essentia invested in the meld (minimum 5 hp). The target loses all benefits of the meld until it is shaped again. Once you have consumed a soulmeld, you cannot use this ability again until you express this Ideal again. [Ancient]
Improved Meldshaping (Su): You can shape an additional soulmeld, and can bind each of your two soulmelds gained from this Ideal to your Crown, Brow, or Throat chakra. [Wyrm]


Dragonmage Spell List
You gain Incarnum Spellshaping as a bonus feat while expressing this Ideal.
1st - Detect Incarnum
2nd - Soul Boon
3rd - Adept Spirit
4th - Guardian Spirit
5th - Incarnum Weapon
6th - Incarnum Vigor
7th - Incarnum Bladestorm
8th - Incarnum Apotheosis
9th - Open Greater Chakra


Wyrm Warrior
Discipline: Warrior's Soul (http://www.giantitp.com/forums/showthread.php?p=11494840#post11494840)
Exotic Weapons: Bastard sword, lochaber axe


Orange Dragon
Source: Dragon Magazine Compendium

Damage: Napalm*
Resistance: Bonus to saves vs poison
Skills: Hide, Intimidate

*Whenever you deal energy damage with this ideal, creatures take no damage initially, but are instead coated with a sticky, gooey substance. (A successful Reflex save allows a creature to avoid the substance when delivered via breath weapon). After 2 rounds, the substance explodes in a series of 15-foot bursts, one centered on each creature originally affected. The explosion deals the normal amount of damage to each creature within the area, with any creatures other than the burst centers receiving a Reflex save at the normal DC for half damage. A given creature takes damage from the explosions only once for each application of the substance, no matter how many bursts the creature was in range of, and only makes one Reflex save (if applicable) to reduce the damage.

Ideal Powers:
Swim (Ex): You gain a swim speed equal to half your base speed. [Wyrmling]
Heat Metal (Sp): By spending a use of your ideal powers, you can use heat metal as a spell-like ability. [Juvenile]
Suggestion (Sp): You can spend a use of your ideal powers to use suggestion as a spell-like ability. [Adult]
Hallucinatory Terrain (Sp): You can use hallucinatory terrain as a spell-like ability by spending a use of your ideal powers. [Ancient]
Pain and Spite (Ex): Your attacks cause great pain and suffering to your opponents, which amuses you. Whenever you deal damage to an opponent with a natural weapon, your breath weapon, or an ideal power, the opponent suffers half as much damage the following round, and you gain the same number of temporary hit points. Temporary hit points received from this ability do not stack. [Wyrm]


Dragonmage Spell List
1st - Animate Water
2nd - Circle of Nausea
3rd - Babau Slime
4th - Consumptive Field
5th - Blackwater Tentacle
6th - Cloak of the Sea
7th - Barghest's Feast
8th - Bodak's Glare
9th - Crushing Fist of Spite


Wyrm Warrior
Discipline: Dark Messiah (http://www.giantitp.com/forums/showthread.php?p=14443562)
Exotic Weapons: Talenta sharrash


Purple Dragon
Source: Dragon Magazine Compendium

Damage: Fire damage*
Resistance: Fire resistance
Skills: Diplomacy, Spot

*Damage dealt by this ideal is one die size larger than normal.

Ideal Powers:
Night Camouflage (Ex): You a +10 bonus to Hide checks whenever the ambient illumination is shadowy or darker [Wyrmling]
Blinding Flash (Su): You can spend a use of your ideal powers as a free action when you use your breath weapon to create a blinding flash instead of its normal effect. The effect is a burst of radius 10 feet per two Idealist levels, centered on you. All creatures besides you in the radius of the effect must make a Fortitude save (at your breath weapon's normal DC) or be permanently blinded (as per the blindness/deafness spell). [Juvenile]
Gust of Wind (Sp): By spending a use of your ideal powers, you can use gust of wind as a spell-like ability. [Adult]
Energy Blade (Su): You can spend a use of your ideal powers as a free action when using your breath weapon to instead form it into a blade of energy that you use to slash through your enemies. You use the blade as a 2-handed weapon with your normal melee reach, gaining iterative attacks as normal per your base attack bonus (but never more than four such attacks). The blade ignores all physical barriers, allowing you to make touch attacks to strike your foes, and deals half of your normal breath weapon damage. Because of the energy nature of the blade, you do not add your Strength modifier to the damage. You can make this attack in addition to any other natural attacks you might have, although you cannot use any bite attacks in the same round you attack with your blade. The blade dissipates at the end of your turn. [Ancient]
Wall of Force (Sp): You can use wall of force as a spell-like ability by spending a use of your ideal powers. [Wyrm]


Dragonmage Spell List
1st - Unseen Servant
2nd - Web
3rd - Deceptive Faηade
4th - Condemnation
5th - Break Enchantment
6th - Chasing Perfection
7th - Instant Summons
8th - Mind of the Labyrinth
9th - Eye of Power


Wyrm Warrior
Discipline: Cosmic Imperator (http://www.giantitp.com/forums/showthread.php?t=259105)
Exotic Weapons: None


Sand Dragon
Source: Sandstorm

Damage: Piercing damage
Resistance: Fire resistance
Skills: Hide, Intimidate

Ideal Powers:
Tremorsense (Ex): You gain tremorsense to a range of 5 feet per two Idealist levels (rounded down, minimum 5 feet). [Wyrmling]
Haboob (Sp): You can spend a use of your ideal powers to use haboob as a spell-like ability. [Juvenile]
Dispel Water (Sp): Three times per day, you can use dispel water as a spell-like ability. [Adult]
Wall of Sand (Sp): By spending a use of your ideal powers, you can use wall of sand as a spell-like ability. [Ancient]
Choking Sands (Sp): You may spend a use of your ideal powers to use choking sands as a spell-like ability. [Wyrm]


Dragonmage Spell List
1st - Waste Strider
2nd - Dessicate
3rd - Control Sand
4th - Blast of Sand
5th - Flaywind Burst
6th - Dessicate, Mass
7th - Sandstorm
8th - Desert Binding
9th - Summon Desert Ally IX


Wyrm Warrior
Discipline: Savage Maw (http://www.enworld.org/forum/showthread.php?194297-Savage-Maw-(ToB-Discipline))
Exotic Weapons: Eagle's claw, great scimitar, spiked chain


Tome Dragon
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]


Dragonmage Spell List
1st - Identify
2nd - See Invisibility
3rd - Arcane Sight
4th - Assay Resistance
5th - Prying Eyes
6th - Probe Thoughts
7th - Vision
8th - Prying Eyes, Greater
9th - Simbul's Spell Trigger


Wyrm Warrior
Discipline: Solaris Arcanum (http://www.giantitp.com/forums/showthread.php?p=7227911)
Exotic Weapons: Thrombash


Yellow Dragon
Source: Dragon Magazine Compendium

Damage: Salt*
Resistance: Bonus to saves against [Air] and [Water] effects.
Skills: Swim, Tumble

*Damage from this Ideal is untyped, but one die size smaller than normal.

Ideal Powers:
Enhanced Speed (Ex): You gain an enhancement bonus to your speed equal to +5 feet per two Idealist levels (rounded down, minimum +5 feet) [Wyrmling]
Obscuring Mist (Sp): By spending a use of your ideal powers, you can use obscuring mist as a spell-like ability. [Juvenile]
Air Mastery (Ex): As long as you are flying, you gain a bonus to all attack and damage rolls equal to half your Idealist level (rounded down, minimum +1). [Adult]
Encrusting Salt (Su): Any creature who takes salt damage from this Ideal must make a Reflex save (DC 10 + 1/2 Idealist level + Charisma modifier) or be covered in binding salt. Creatures crusted with salt suffer effects based on the number of saves they have failed against the effect. Each time a creature fails a save against this effect, it faces increasingly crippling effects in addition to the damage. An affected creature takes a -2 penalty on attacks, AC, Reflex saves, and Strength-, Dexterity-, and Constitution-based skill checks per failed save against the effect. Additionally, a creature takes a -10 penalty on speed per failed save. A creature reduced to speed 0 cannot move; flying creatures crash to the ground. The effects of this ability fade after 10 minutes, with all of the effects disappearing at once as the salt crumbles away. In addition, a gallon of water (or water-based liquid) can wash away the salt. Multiple attacks require an equal number of gallons of water. [Ancient]
Whirlwind (Sp): Three times per day, you can use whirlwind as a spell-like ability. [Wyrm]


Dragonmage Spell List
1st - Expeditious Retreat, Swift
2nd - Halaster's Light Step
3rd - Fly, Swift
4th - Wind at Back
5th - Heart of Fire
6th - Flight of the Dragon
7th - Elemental Body (air or water only)
8th - Cloud Chariot
9th - Summon Elemental Monolith


Wyrm Warrior
Discipline: Lightning Fox (http://www.giantitp.com/forums/showpost.php?p=13098590&postcount=2)
Exotic Weapons: Bastard sword, greatspear, harpoon

sirpercival
2013-01-09, 11:59 AM
IDEALS V: IDEAL TEMPLATES

A note on the Ideal Templates
The templates below are not separate Ideals to be learned the same way as other Ideals. Instead, they are variations on the individual types of dragon which a particular Idealist might cleave to more than the normal Ideal for that dragon type. An Idealist in a campaign which allows any of these templates can choose to learn a templated Ideal whenever he could learn an Ideal; this replaces his ability to learn the normal version of the chosen Ideal (for example, a character who learns the Loredrake Black Dragon Ideal cannot learn any other version of the Black Dragon Ideal, normal or otherwise). An Idealist cannot learn two Ideals with the same template. Each template alters the abilities given by an Ideal in some way, changing the skills, ideal powers, granted disciplines, and/or spells.

Child of Eberron
Source: Dragons of Eberron

Damage: Unchanged
Resistance: Unchanged
Skills: Replace one skill with Handle Animal

Ideal Powers:
Wild Cohort (Ex): Replace the normal Wyrmling ideal power with this ability. You gain the benefit of the Wild Cohort (http://www.wizards.com/default.asp?x=dnd/re/20031118a) feat. [Wyrmling]


Dragonmage Spell List
Replace the spells at the given levels with the following spells:

1st - Calm Animals
2nd - Hold Animal
3rd - Dominate Animal
6th - Summon Nature's Ally VI
7th - Animal Shapes


Wyrm Warrior
Discipline: Replace the normal discipline with Essence of Gaia (http://www.minmaxboards.com/index.php?topic=2535.msg29077#msg29077)
Exotic Weapons: Replace the normal weapons with crescent scythe and greatspear.


Flame of the Forge
Source: Dragons of Eberron

Damage: Unchanged
Resistance: Unchanged
Skills: Replace the skills with Craft (Alchemy) and Disable Device

Ideal Powers:
Item Creation (Su): Replace the normal Juvenile ideal power with this ability. You gain the Item Creation ability of a warcrafter (http://www.giantitp.com/forums/showthread.php?t=256614) of your Idealist level. [Juvenile]


Dragonmage Spell List
Replace the spells at the given levels with the following spells:

4th - Minor Creation
5th - Fabricate
6th - Fantastic Machine
7th - Hardening
8th - True Creation
9th - Fantastic Machine, Greater


Wyrm Warrior
Discipline: Replace the normal discipline with Mystic Brew (http://www.giantitp.com/forums/showpost.php?p=13940075&postcount=4)
Exotic Weapons: Replace the normal weapons with alchemic censer.


Fortune's Fang
Source: Dragons of Eberron

Damage: Unchanged
Resistance: Unchanged
Skills: Replace one skill with Profession (Gambler)

Ideal Powers:
Luck (Ex): Replace the normal Adult ideal power with this ability. You may spend a use of your ideal powers as an immediate action to reroll a d20 roll you've just made, before you find out the result of the roll. You must take the result of the second roll, even if it is worse. This counts as a luck reroll. [Adult]


Dragonmage Spell List
Replace the spells at the given levels with the following spells:

1st - Lucky Streak
2nd - Improvisation
4th - Ilyykur's Mantle
5th - Surge of Fortune


Wyrm Warrior
Discipline: Replace the normal discipline with Coin's Edge (http://www.giantitp.com/forums/showthread.php?t=75548)
Exotic Weapons: Replace the normal weapons with great falchion and two-bladed sword.


Guide of the Weak
Source: Dragons of Eberron

Damage: Replace the normal damage type with nonlethal damage
Resistance: Unchanged
Skills: Replace one skill with Survival

Ideal Powers:
Strength Through Adversity (Su): Replace the normal Adult ideal power with this one. 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]


Dragonmage Spell List
Replace the spells at the given levels with the following spells:

1st - Sanctuary
2nd - Status
3rd - Helping Hand
7th - Refuge
8th - Sequester


Wyrm Warrior
Discipline: Replace the normal discipline with Penitent Martyr (http://www.giantitp.com/forums/showthread.php?t=197195)
Exotic Weapons: Replace the normal weapons with bastard sword and spiked chain.


Lightbringer
Source: Dragons of Eberron

Damage: Unchanged
Resistance: Unchanged
Skills: Replace one skill with Diplomacy

Ideal Powers:
Turn Undead (Su): Replace the normal Wyrmling ideal power with this one. You may spend a use of your ideal powers to duplicate the effect of a Turn Undead attempt made by a cleric of your Idealist level. [Wyrmling]


Dragonmage Spell List
Replace the spells at the given levels with the following spells:

2nd - Bless Weapon
4th - Holy Smite
5th - Disrupting Weapon
6th - Undeath to Death


Wyrm Warrior
Discipline: Replace the normal discipline with Golden Saint (http://www.giantitp.com/forums/showthread.php?t=76150)
Exotic Weapons: Replace the normal weapons with mancatcher and net.


Loredrake
Source: Dragons of Eberron

Damage: Unchanged
Resistance: Unchanged
Skills: Replace one skill with Spellcraft

Ideal Powers:
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]


Dragonmage Spell List
Replace the spells at the given levels with the following spells:

1st - Arcane Mark
4th - Mystic Surge
5th - Arcane Fusion
7th - Arcane Spellsurge
8th - Arcane Fusion, Greater
9th - Elminster's Effulgent Epuration


Wyrm Warrior
Discipline: Replace the normal discipline with Untamed Essence (http://www.giantitp.com/forums/showthread.php?t=112720)
Exotic Weapons: Replace the normal weapons with sugliin and spinning sword.


Master of the Hoard
Source: Dragons of Eberron

Damage: Unchanged
Resistance: Unchanged
Skills: Replace one skill with Knowledge (Nobility and Royalty)

Ideal Powers:
Emulate the Keeper (Sp): Replace the normal Wyrm ideal power with this one. Once per day, you can use trap the soul as a spell-like ability. You must provide the material component. [Wyrm]


Dragonmage Spell List
Replace the spells at the given levels with the following spells:

1st - Hoard Gullet
4th - Hoard Life
5th - Magic Jar
7th - Gem Tracer
8th - Phantasmal Thief


Wyrm Warrior
Discipline: Replace the normal discipline with Plain History (http://www.minmaxboards.com/index.php?topic=149.msg497#msg497)
Exotic Weapons: Unchanged.


Passion's Flame
Source: Dragons of Eberron

Damage: Unchanged
Resistance: Unchanged
Skills: Replace one skill with Intimidate

Ideal Powers:
Rage (Ex): Replace the normal Wyrmling ideal power with this one. 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]


Dragonmage Spell List
Replace the spells at the given levels with the following spells:

3rd - Rage
5th - Valiant Fury
6th - Song of Discord


Wyrm Warrior
Discipline: Replace the normal discipline with Bloody Hammer (http://www.giantitp.com/forums/showthread.php?t=230373)
Exotic Weapons: Replace normal weapons with dire flail, goliath greathammer, and minotaur greathammer.


Stalking Wyrm
Source: Dragons of Eberron

Damage: Unchanged
Resistance: Unchanged
Skills: Replace skill with Bluff, Survival

Ideal Powers:
Favored Enemy (Ex): Replace the normal Wyrmling ideal power with this one. You choose one Favored Enemy, as per the Ranger class feature. You may change your Favored Enemy each time you express this Ideal. [Wyrmling]


Dragonmage Spell List
Replace the spells at the given levels with the following spells:

1st - Primal Hunter
2nd - Hunter's Eye
3rd - Primal Instinct
4th - Primal Senses
5th - Mark of the Hunter
6th - Primal Speed


Wyrm Warrior
Discipline: Replace the normal discipline with Fox's Guile (http://www.giantitp.com/forums/showthread.php?t=223452)
Exotic Weapons: Replace normal weapons with elven courtblade and ribbon dagger.


Wyrm of War
Source: Dragons of Eberron

Damage: Unchanged
Resistance: Unchanged
Skills: Unchanged

Ideal Powers:
Martial Prowess (Ex): Replace the normal Adult ideal power with this one. You gain one [Fighter] feat of your choice as a bonus feat while expressing this Ideal. You must meet the prerequisites of the feat you select, but you may select the feat as if your Fighter level was equal to your Idealist level. You may choose a different feat each time you express this Ideal. [Adult]


Dragonmage Spell List
Replace the spells at the given levels with the following spells:

1st - Rhino's Rush
3rd - Haste
4th - Sword and Hammer
5th - Battletide
6th - Sword and Hammer, Greater
7th - Tenser's Transformation


Wyrm Warrior
Discipline: Replace the normal discipline with Sublime Tapestry (http://www.minmaxboards.com/index.php?topic=1351.0)
Exotic Weapons: Unchanged.




Xorvintaal Dragon
Source: MMV

Damage: Unchanged
Resistance: Unchanged
Skills: Replace one skill with Bluff

Ideal Powers:
Choose up to two of the following ability replacements. You cannot choose two abilities which replace the same ability (e.g., you cannot choose two Juvenile abilities).

Intimidating Presence (Ex): Replace the normal Wyrmling ideal power with this one. You can spend a use of your ideal powers as a swift action to intimidate a creature within 30 feet. Make an Intimidate check opposed by the creature's modified level check (1d20 + Hit Dice + Wis modifier + modifiers on saves vs fear). If you succeed at the check, that creature's attitude shifts to Friendly as long as it is within 30 feet of you, and for 1d6x10 minutes once it is out of range. After this time, the creature's attitude shifts to Unfriendly (or, if it was already Unfriendly, it shifts to Hostile). [Wyrmling]
Berserker Power (Ex): Replace the normal Juvenile ideal power with this one. Whenever you are at half your normal maximum hit point total or lower, you gain a morale bonus to attack and damage rolls equal to half your Idealist level (rounded down, minimum +1). [Juvenile]
Energy Aura (Su): Replace the normal Juvenile ideal power with this one. You can spend a use of your ideal powers to wreathe yourself in an energy aura for a number of rounds equal to your Charisma modifier. Each round at the beginning of your turn, all creatures adjacent to you take damage equal to your Idealist level, of the normal type for this Ideal. [Juvenile]
Deep Breath (Su): Replace the normal Adult ideal power with this one. You may spend a use of your ideal powers as a move action to charge up your breath weapon. If you use your breath weapon on the following round, you deal 4 extra dice of damage (of the appropriate size), and gain a +4 to your breath weapon DC. [Adult]
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]
Dragon Toxin (Su): Replace the normal Ancient ideal power with this one. Your natural weapons drip with a corrosive toxin. A creature who has been wounded by any of your attacks takes additional damage equal to your Idealist level at the start of your turn (multiple wounds do not stack). Any amount of magical healing removes the toxin, though such an event leaves a creature vulnerable to the toxin once more. [Ancient]
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]
Rejuvenation (Su): Replace the normal Wyrm ideal power with this one. When you reach –10 hit points, as long as you have at least 5 ideal power uses remaining, you don't actually die. All life functions cease, however, and you are functionally a corpse for the purpose of resolving all spells that affect dead bodies. It takes a Heal check (DC 20 + 1/2 your Idealist level) to detect any vital signs. You remain at –10 hit points no matter what damage or healing you receive. Death effects still affect you normally, and dismembering or skinning your corpse is sufficient to kill you. When 10 minutes have passed since you last took damage, you automatically spend 5 uses of your ideal powers and gain fast healing 10. You still appear dead until you reach your full normal hit points. [Wyrm]


Dragonmage Spell List
Replace the spells at the given levels with the following spells:

1st - Alibi
2nd - Spymaster's Coin
4th - Friendly Fire
6th - Evacuation Rune


Wyrm Warrior
Discipline: Replace the normal discipline with Throne Shadow (http://www.giantitp.com/forums/showthread.php?t=235741)
Exotic Weapons: Replace normal weapons with gnome quickrazor




Nameless Dragon
Source: Dragon 313 (Psychosis)

Damage: Unchanged
Resistance: Unchanged
Skills: Replace one skill with Truespeak

Ideal Powers:
Inviolate Name (Su): If the normal Wyrmling ideal power is a spell-like ability, replace it with this one; otherwise, keep the normal ability. You are aware whenever a creature speaks your name within a radius of 1 mile per Idealist level. You know the direction and distance to the location where your name was spoken, and if that location is on another plane. The awareness of the location fades after 24 hours. [Wyrmling]
Vanished History (Ex): If the normal Juvenile ideal power is a spell-like ability, replace it with this one; otherwise, keep the normal ability. Any creature attempting a bardic knowledge, Gather Information, Knowledge, Lore, or similar check involving you must succeed at a DC equal to 10 + your Idealist level. [Juvenile]
Magic Disconnection (Ex): If the normal Adult ideal power is a spell-like ability, replace it with this one; otherwise, keep the normal ability. You gain spell resistance 5 + your Idealist level, which you can raise or lower as a free action. If you already have spell resistance from another source, instead increase it by +5. [Adult]
Absence (Su): If the normal Ancient ideal power is a spell-like ability, replace it with this one; otherwise, keep the normal ability. You function continuously under the benefit of a nondetection spell, with a caster level equal to your Idealist level. [Ancient]
Mindless (Ex): If the normal Wyrm ideal power is a spell-like ability, replace it with this one; otherwise, keep the normal ability. You are immune to mind-affecting effects. [Wyrm]


Dragonmage Spell List
Replace the spells at the given levels with the following spells:

2nd - Horror of the Spoken Name
6th - Hidden Truename
8th - Ritual of Renaming
9th - Unname


Wyrm Warrior
Discipline: Replace the normal discipline with Pungeon Pendragon (http://www.giantitp.com/forums/showthread.php?p=8732731)
Exotic Weapons: Unchanged


Ravening Dragon
Source: Dragon 313 (Psychosis)

Damage: Unchanged
Resistance: Unchanged
Skills: Replace one skill with Heal

Ideal Powers:
Ravening Power (Su): Replace the normal Juvenile ideal power with this one. Any creature who strikes you in melee combat takes 1d6 + Idealist level energy damage (of the normal type associated with the Ideal); however, when this happens, you must either spend a use of your ideal powers, or have a 25% chance to take 1 Constitution damage. [Juvenile]


Dragonmage Spell List
Replace the spells at the given levels with the following spells:

1st - Goodberry
2nd - Restoration, Lesser
3rd - Create Food and Water
6th - Tunnel Swallow
8th - Bite of the King


Wyrm Warrior
Discipline: Replace the normal discipline with Organic Repast (http://www.dnd-wiki.org/wiki/Organic_Repast_%283.5e_Martial_Discipline%29)
Exotic Weapons: Change to jalzab, tri-dagger, and whip


Riddled Dragon
Source: Dragon 313 (Psychosis)

Damage: Unchanged
Resistance: Unchanged
Skills: Replace one skill with Concentration

Ideal Powers:
Analytical Mind (Su): Replace the normal Wyrmling ideal power with this one. You gain a +2 enhancement bonus to Intelligence, and use Intelligence in place of Charisma for all of your Ideal-related abilities. The enhancement bonus increases by +2 for every 6 Idealist levels you attain. [Wyrmling]


Dragonmage Spell List
Replace the spells at the given levels with the following spells:

2nd - Lore of the Gods
3rd - Crown of Clarity
4th - Revelation
8th - Visions of the Future
9th - Choose Destiny


Wyrm Warrior
Discipline: Replace the normal discipline with Diamond Mind
Exotic Weapons: Change to bastard sword and trident


Spellhoarding Dragon
Source: Dragon 313 (Psychosis)

Damage: Unchanged
Resistance: Unchanged
Skills: Replace one skill with Decipher Script

Ideal Powers:
Spellcatching (Su): Replace the normal Ancient ideal power with this one. If you have an ideal power which is a spell-like ability, you can spend a use of your ideal powers as an immediate action to counterspell any spell which targets you, as long as the level of the cast spell is no higher than the level of your spell-like ability. For example, an Idealist expressing the Spellhoarding Bronze Dragon Ideal could spend an ideal power use to counterspell any spell of 3rd level or lower that targeted him with is Sustenance ideal power. [Ancient]


Dragonmage Spell List
Replace the spells at the given levels with the following spells:

1st - Scholar's Touch
3rd - Vision of the Omniscient Eye
5th - Permanency
6th - Analyze Dweomer
9th - Khelben's Dweomerdoom


Wyrm Warrior
Discipline: Replace the normal discipline with Twisted Vellum (http://www.giantitp.com/forums/showpost.php?p=13940189&postcount=6)
Exotic Weapons: Change to bladed scarf


Wandering Dragon
Source: Dragon 313 (Psychosis)

Damage: Unchanged
Resistance: Unchanged
Skills: Replace one skill with Disguise

Ideal Powers:
Spontaneous Illusions (Su): Replace the normal Wyrmling ideal power with this one. At the beginning of each encounter, if you have any uses of your ideal powers remaining, you automatically spend a use of your ideal powers surround yourself with spontaneous, ever-changing illusions. This effect is a spread centered on you, with a radius equal to 10 feet times your Idealist level. All attacks (including yours) made within or into the area suffer a 20% miss chance, and any creature attempting a Constitution-, Dexterity-, or Strength-based skill check suffers a -4 penalty. Because the illusions generate both visual and audible effects, the miss chance also applies to creatures that use sonic-based blindsight or blindsense. [Wyrmling]
Restless Energy (Su): Replace the normal Adult ideal power with this one. You can spend a use of your ideal powers as a free action to gain the benefit of the haste spell for a number of rounds equal to 1/2 your Idealist level. [Adult]


Dragonmage Spell List
Replace the spells at the given levels with the following spells:

1st - Expeditious Retreat
2nd - Haste, Swift
3rd - Decoy Image
6th - Programmed Image


Wyrm Warrior
Discipline: Replace the normal discipline with Phantasmal Opus (http://www.giantitp.com/forums/showpost.php?p=10640971&postcount=7)
Exotic Weapons: Change to net, whip, and war fan

sirpercival
2013-01-10, 10:35 PM
IDEALS VI: EPIC DRAGONS

Epic Idealists
Once an Idealist reaches 21st level, he no longer learns new Ideals automatically. However, he can select the Expanded Philosophy epic feat to learn new non-epic Ideals, and can select the Epic Ideal feat to learn one of the Epic Dragon Ideals detailed below.

Epic Ideal [Epic, Ideal]
You learn an Epic Dragon Ideal.
Prerequisites: Idealist level 21st
Benefit: You learn one Epic Dragon Ideal, which you can express as normal. See "Expressing Epic Ideals", below.
Special: You may select this feat multiple times, each time choosing a different Epic Ideal.

Expanded Philosophy [Epic, Ideal]
You learn two new Ideals.
Prerequisites: Idealist level 21st
Benefit: You learn two non-epic Ideals.
Special: You may select this feat multiple times, each time choosing two new non-epic Ideals.


Expressing Epic Ideals
Epic Ideals work somewhat differently from non-epic Ideals. You may not express any other Ideals while expressing an Epic Ideal, nor can you express more than one Epic Ideal at any given time. In addition, the benefits you gain differ somewhat from the non-epic Ideals:
Ideal powers - The ideal powers from an Epic Ideal are not tiered like those of non-epic Ideals. You gain access to all ideal powers from an Epic Ideal whenever you express the Ideal.
Dragonmage - When a dragonmage learns an Epic Ideal, he automatically counts as qualifying for that Ideal's associated Epic Sphere (http://www.giantitp.com/forums/showthread.php?t=267714) for the purposes of learning epic spells. When he expresses an Epic Ideal, he gains the ability to cast one epic spell of his choice from the associated sphere, or gains an additional refinement of an epic spell from that sphere that he already knows. He must satisfy the usual restrictions to choose an Apex Spell.
Scaleshaper - A Scaleshaper who expresses an Epic Ideal treats it just like a non-epic Ideal.
Wyrm Warrior - A Wyrm Warrior who learns an Epic Ideal counts as having the Initiation feat for that Ideal's associated epic discipline. Whenever he expresses an Epic Ideal, he gains one epic maneuver from that Ideal of his choice without needing to learn it first; however, he can only choose the Pinnacle maneuver if he already knows all the other maneuvers in that discipline.


Force Dragon
Source: SRD (http://www.d20srd.org/srd/epic/monsters/dragonEpic.htm#forceDragon)

Damage: Untyped (counts as a [Force] effect)
Resistance: Immunity to [Force] effects
Skills: Concentration, Craft (Sculpture)

Ideal Powers:
Deflecting Force (Su): You are surrounded by a shield of force that provides a deflection bonus to AC equal to your Charisma modifier. [Epic]
Displacement (Su): Enemies who attempt to attack you suffer a 50% miss chance. A creature with true seeing must succeed at a caster level check (DC 10 + your Idealist level) to avoid the miss chance.[Epic]
Forcecage (Sp): You may spend a use of your ideal powers to use forcecage as a spell-like ability. [Epic]
Maze (Sp): By spending a use of your ideal powers, you may use maze as a spell-like ability. [Epic]


Dragonmage Spells
You gain access to the Force Sphere (http://www.giantitp.com/forums/showthread.php?t=267714).

Wyrm Warrior
Discipline: Celestial Impetus (http://www.giantitp.com/forums/showthread.php?t=267881)
Exotic Weapons: None.


Prismatic Dragon
Source: SRD (http://www.d20srd.org/srd/epic/monsters/dragonEpic.htm#prismaticDragon)

Damage: Prismatic*
Resistance: Immunity to blindness and [Light] effects
Skills: Disguise, Spellcraft

*Rather than damage, this ideal subjects creatures to a prismatic spray effect, with a caster level equal to your Idealist level.

Ideal Powers:
Epic scales (Ex): You gain damage reduction /epic equal to half your Idealist level (rounded down, minimum 1). [Epic]
Prismatic Sphere (Sp): You may spend a use of your ideal powers to use prismatic sphere as a spell-like ability. [Epic]
Rainbow Weave (Su): You can spend a use of your ideal powers as a standard action to create a weave of multicolored light which fascinates creatures around you. This ability works as the rainbow pattern spell, with the following exceptions: it does not allow spell resistance, and is not a Mind-Affecting effect; the save DC is 10 + 1/2 Idealist level + your Charisma modifier; and the maximum HD of creatures affected is twice your Idealist level. [Epic]
Sunbeam (Sp): You can use sunbeam as a spell-like ability at will. [Epic]


Dragonmage Spells
You gain access to the Radiance Sphere (http://www.giantitp.com/forums/showthread.php?t=267714).

Wyrm Warrior
Discipline: Seven-Forged Sword (http://www.giantitp.com/forums/showthread.php?t=267166)
Exotic Weapons: None.


Time Dragon
Source: Dragon #359

Damage: Ravaging time*
Resistance: Immunity to slow effects
Skills: Knowledge (History), Knowledge (the Planes)

*Creatures and objects age 1 year per 2 dice of damage you would normally deal. This deals 1 point of Constitution damage per year aged to creatures (Fortitude half), and reduces the hardness of objects by 1 per year aged.

Ideal Powers:
Draconic Surge (Ex): Twice per day, you can spend a use of your ideal powers as a swift action to gain an additional move or standard action during your turn. [Epic]
Time Expulsion (Su): You can spend a use of your ideal powers to turn your breath weapon into zone of time expulsion. Creatures within the area are shunted forward in time if they fail a Will save; they disappear and are unable to act for 1 round per 2 dice of damage you would normally deal, before reappearing in the square from which they left. This effect is similar to the time hop psionic power, but without any chance of exiting the time hop early. [Epic]
Time Mastery (Su): You are continuously under the effects of a haste spell. You cannot suppress this effect; if it is dispelled, the effect automatically resumes (with no effort or attention on your part) at the beginning of your next turn. [Epic]
Time Stop (Sp): You may spend a use of your ideal powers to use time stop as a spell-like ability. Once you have used this ability, you may not use it again for 2d4 rounds. [Epic]


Dragonmage Spells
You gain access to the Time Sphere (http://www.giantitp.com/forums/showthread.php?t=267714).

Wyrm Warrior
Discipline: March of Aeons (http://www.ruleofcool.com/smf/index.php/topic,775.0.html)
Exotic Weapons: None.

sirpercival
2013-01-12, 04:02 PM
RACIAL IDEALIST VARIANTS

True Draconic Power
Racial Idealist Variant
Requirements: True Dragon, not a Kobold.

Idealist Level: You add half your True Dragon racial HD to your levels in Idealist classes to determine your Idealist level. You must still take levels in an Idealist class to learn Ideals and gain access to Ideal powers.

Personal Ideal: The very first Ideal you learn must be the Ideal which matches your race, and is counted as your Personal Ideal. Because of you are channeling the power of your own heritage rather than an abstract philosophy, your powers in this area are enhanced. You always express this Ideal, but it does not count towards your maximum number of Ideals expressed.

Class Features:
This variant applies to all Idealist classes. If you decide to apply this variant, you may not later choose to take the normal version of an altered ability.

Wyrm Warrior
Dragontouched: You do not gain the benefit of the Dragontouched feat at first level.
Primary Ideals: Your Personal Ideal must be chosen as one of your Primary Ideals.
Scales: The natural armor bonus you gain is in addition to any existing natural armor you have. You do not gain any additional energy resistance.
Breath: You do not gain an additional breath weapon. Instead, you gain the ability to alter the energy type of your racial breath weapon to match that of any one of your expressed Ideals. If you do not have a racial breath weapon (such as a fang dragon), you gain the normal Wyrm Warrior class feature.
Wings: Instead of granting you a fly speed, this ability enhances the speed of your existing fly speed by 5' times the level of the maneuver expended, and increases your maneuverability by one step.
Presence: Instead of its usual effect, this class feature instead increases the save DC of your Frightful Presence by an amount equal to the sacrificed maneuver's level. If you do not have a racial Frightful Presence ability (due to being of too low an age category, for example), you instead gain the Awaken Frightful Presence feat (Draconomicon).
Draconic Patron: You must always use your Personal Ideal for this ability.
Ideal Apotheosis: You do not undergo a type change, but you retain the ability score bonuses. You also increase in size by 1 category, which does not affect your ability scores.


Dragonmage
Draconic casting: You may choose to sacrifce your racial spellcasting and spell-like abilities. If you do so, your racial Hit Dice stack with your Dragonmage level to determine your spellcasting ability (but not other class features).
Dragontouched: You do not gain Dragontouched as a bonus feat.
Breath: You do not gain an additional breath weapon. Instead, you gain the ability to alter the energy type of your racial breath weapon to match that of any one of your expressed Ideals. If you do not have a racial breath weapon (such as a fang dragon), you gain the normal Dragonmage class feature.
Scales: The natural armor bonus you gain is in addition to any existing natural armor you have. You do not gain any additional energy resistance.
Ideal Focus: You may only use this ability with your Personal Ideal, but you gain both the increase in caster level and the bonus to save DC rather than one or the other.
Wings: Instead of granting you a fly speed, this ability enhances the speed of your existing fly speed by 5' times the level of the spell slot expended, and increases your maneuverability by one step.
Convert metamagic: Works as normal, but if you use this feature on spells associated with your Personal Ideal, you need only sacrifice half as many spell levels as normal.
Dragonsight: Instead of granting blindsight this ability instead increases the range of your blindsight by 5' times your Charisma modifier.


Scaleshaper
Scaleshift: Any natural weapons that you already have which would have been granted by this ability instead increase the damage die size of that natural attack by one step. This increase stacks with the Improved Natural Attack feat and other effects which would increase the base damage of your natural weapons (such as the Fang Dragon wyrmling Ideal power).
Dragontouched: You do not gain Dragontouched as a bonus feat.
Wyrmspirit: Your wyrmspirit is never of the same type as your Personal Ideal.


Dragonborn Wyrm Warrior Racial Substitution Levels

The martial bent of the Dragonborn draws them strongly to the path of the Wyrm Warrior. They have dedicated their life to the Draconic Ideal already, and the Wyrm Warrior simply allows them to express it.
Hit Die: d12

Requirements
To take a dragonborn wyrm warrior substitution level, a character must be a dragonborn about to take his 3rd, 6th, or 14th level of wyrm warrior.

Class Skills
Dragonborn wyrm warrior substitution levels have the class skills of the standard wyrm warrior class (including additional class skills from the Primary Ideals).
Skill Points at Each Level: 4 + Int modifier

{table=head]Level|BAB|Fort|Ref|Will|Special|Maneuvers
3 |+3 | +3 | +1| +3 | Breath of the heart d6 | Same as wyrm warrior
6 |+6/+1 | +5 | +2| +5 | Dragonborn wings | Same as wyrm warrior
14 |+14/+9/+4 | +9 | +4| +9 | Presence of mind | Same as wyrm warrior[/table]

Class Features
All of the following are features of the dragonborn wyrm warrior racial substitution levels.

Breath of the Heart (Su): A dragonborn wyrm warrior unlocks the heart of a dragon deep within him, letting it burst forth with flame. At 3rd level, he may expend a readied (and unexpended) maneuver as a free action, to add energy damage equal to 1d6 per level of the expended maneuver (the type of energy is given by his expressed Ideal) to the breath weapon he gained from the Heart aspect. 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.

If the dragonborn wyrm warrior did not have the Heart aspect already, he gains that ability instead, and the extra damage from this ability is delayed until 7th level (with each Breath entry on the Wyrm Warrior table granting the die size of damage of the previous entry).

This substitution class feature replaces a standard wyrm warrior's Breath class feature.

Dragonborn wings (Ex): A 6th-level dragonborn wyrm warrior gains the Wings aspect. If he already had that aspect, instead his flight speed increases by 10 feet, and his maneuverability increases by 1 step (to a maximum of perfect). These benefits apply only to the flight he gained from his Wings aspect.

This substitution class feature replaces a standard wyrm warrior's Wings class feature.

Presence of Mind (Su): Upon reaching 16th level, a dragonborn wyrm warrior gains the Mind aspect. If he already had that aspect, he instead gains the ability to expend a readied (and unexpended) maneuver to gain blindsight out to a range of 10 feet times the level of the expended maneuver. This blindsight lasts for a number of rounds equal to his Charisma modifier.

This substitution class feature replaces a standard wyrm warrior's Presence class feature.


Kobold Scaleshaper Racial Substitution Levels

Kobolds are sneaky and tricksy, and like to pretend that they're more important than they actually are. Scaleshaper is perfect for the likes of them.
Hit Die: d6

Requirements
To take a kobold scaleshaper substitution level, a character must be a kobold about to take his 1st, 3rd, or 6th level of scaleshaper. In addition, a kobold seeking the 3rd-level scaleshaper substitution level must have undergone the Draconic Rite of Passage.

Class Skills
Kobold scaleshaper substitution levels have the class skills of the standard scalethief class (read: all of them).
Skill Points at Each Level: 8 + Int modifier (x4 at 1st level)

{table=head]Level|BAB|Fort|Ref|Will|Special
1 |+0 | +0 | +2| +2 | Dragonwrought, scaleshift (wyrmling), wyrmspirit
3 |+2 | +1 | +3| +3 | Draconic significance
6 |+4 | +2 | +5| +5 | Sneakshape[/table]

Class Features
All of the following are features of the kobold scaleshaper racial substitution levels. Some of these abilities make use of the Races of the Dragon Web Enhancement (http://www.wizards.com/default.asp?x=dnd/we/20060420a) article.

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.

This substitution class feature replaces a standard scaleshaper's Dragontouched class feature.

Scaleshift (Su): 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.

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.

This substitution class feature replaces a standard scaleshaper's Strong Spirit class feature.

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.

This substitution class feature replaces a standard scaleshaper's Projected Shape class feature.


Spellscale Dragonmage Racial Substitution Levels
Spellscales are often drawn to the path of the Dragonmage; their penchant for sorcery attracts them to its magical prowess, and the Spellscale practice of Blood Quickening Meditations is fundamentally similar to that of expressing Ideals.
Hit Die: d4

Requirements
To take a spellscale dragonmage substitution level, a character must be a spellscale about to take his 2nd, 4th, or 11th level of dragonmage.

Class Skills
Spellscale dragonmage substitution levels have the class skills of the standard dragonmage class.
Skill Points at Each Level: 4 + Int modifier

{table=head]Level|BAB|Fort|Ref|Will|Special|Spellcasting
2 |+1 | +3 | +0| +3 | Breath d6, Ideal quickening | Same as dragonmage
4 |+4 | +4 | +1| +4 | Meditative focus | Same as dragonmage
11 |+5 | +7 | +3| +7 | Rapid re-expression, blood re-expression | Same as dragonmage[/table]

Class Features
All of the following are features of the spellscale dragonmage racial substitution levels.

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.

This substitution class feature replaces a standard dragonmage's Ancient Arcana class feature.

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.

This substitution class feature replaces a standard dragonmage's Ideal Focus class feature.

Blood re-expression (Su): An 11th-level spellscale dragonmage can use his Rapid Re-expression ability to change his blood quickening meditation instead of his expressed Ideal, if he chooses. If he later gains the Quick Re-expression or Speed Re-expression abilities, these apply only to his expressed Ideal and not this ability.

This substitution class feature does not replace any ability.

SamBurke
2013-01-12, 08:23 PM
First thoughts: there should be a wall of text warning somewhere. :smallbiggrin:

That said, this is practically a sourcebook of its own, and I applaud you heartily. Not really sure if this is something to be critiqued, or something you're just posting to save, or what.

sirpercival
2013-01-12, 08:30 PM
First thoughts: there should be a wall of text warning somewhere. :smallbiggrin: Lol. I would think that the long list of links in the first post would be an indication... :smallbiggrin:


That said, this is practically a sourcebook of its own, and I applaud you heartily. Yes, I have a tendency to develop new subsystems... This is smaller than my Ritual Magic system, and much smaller than my Magipunk Campaign Setting, so there's that... Lol.


Not really sure if this is something to be critiqued, or something you're just posting to save, or what. Thank you! It's something of both -- I got a bunch of critiques and contributions back when this was in its infancy, and then I kind of lost track of the project while working on other things. There's a ton of new material (more coming every day as I fill in the holes and write more stuff), so I'd love some feedback if you're willing. I recognize that it's a daunting prospect... haha. Also, any contributions are heartily appreciated (you'll see that a number of people wrote Ideals, for example).

In other news, King's Heart prc almost done (at least, crunch -- fluff for all classes is going to be done later).

ShadowFireLance
2013-01-12, 08:35 PM
Can we do Homebrew Ideals?
(For Homebrew Dragons?)

sirpercival
2013-01-12, 08:39 PM
Can we do Homebrew Ideals?
(For Homebrew Dragons?)

Be my guest! If you don't mind me editing them (like I did for everyone else's), I'll compile them into posts and link them in the ToC.

Once all the published Ideals are done, I'll link to a spreadsheet I have with all the spells and disciplines for the published Ideals, so you can try to avoid overlap. (I warn you - it'll be hard, at the very least for the Dragonmage, though if you find caches of homebrew spells that can help.)

sirpercival
2013-01-12, 09:30 PM
KING'S HEART

Quote of Some Kind by a member of the class!

A King's Heart is a student of the metallic dragons who dedicates his life to Bahamut, the Platinum Ideal.

BECOMING A KING'S HEART
How you would normally become a member of this prestige class.

ENTRY REQUIREMENTS
Alignment: Any Good or Lawful Neutral
Ideals: Must know and be able to express three Metallic Dragon Ieals (Brass, Bronze, Copper, Gold, or Silver). Feats that grant single ideal powers do not count towards this prerequisite, but epic feats granting access to whole ideals do. Must not know any Chromatic Dragon Ideals.
Idealist Level: 7.

Class Skills
The King's Heart's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Sense Motive (Wis), Survival (Wis), Tumble (Dex), and Use Magic Device (Cha).
Skills Points at Each Level: 4 + Int

Hit Dice: d8

{table=head]Level|BAB|Fort|Ref|Will|Special|Class Features
1st |+0|+2|+0|+2|Congruence (Wyrmling), Draconic Ideals, Glorious Aura, Restricted Ideals, Sheath of Platinum|—
2nd |+1|+3|+0|+3|Celestial Might, Congruence (Juvenile)|+1 level of existing class
3rd |+2|+3|+1|+3|Congruence (Adult), Radiant Shield|+1 level of existing class
4th |+3|+4|+1|+4|Congruence (Ancient), Improved Glorious Aura|+1 level of existing class
5th |+3|+4|+1|+4|Congruence (Wyrm), Platinum Transcendence|+1 level of existing class[/table]

Weapon Proficiencies: A King's Heart gains no new weapon or shield proficiencies; however, he is proficient with the armor granted to him by his Sheathe of Platinum ability, described below.

Class Features: At each level of King's Heart after the first, you gain increased progression with a class feature you already have. You can choose to advance Spellcasting, Maneuvers, or Scaleshaping with each level. If you choose Spellcasting, you gain an increased caster level, spells known, and spells per day as if you had gained a level in a single spellcasting class you belonged to before entering this prestige class (if you had more than one spellcasting class, you may only progress one such class with each level of King's Heart).

If you choose Maneuvers, you gain an increased initiator level, maneuvers known and readied, and stances known as if you had gained a level in an initiating class you belonged to before entering this prestige class (if you had more than one initiating class, you may only progress one such class with each level of King's Heart).

If you choose Scaleshaping, you add each indicated level of King's Heart to your Scaleshaper levels to determine the effectiveness of your Scaleshift, Wyrmspirit, and Project Dragon abilities.

In any case, however, you do not gain any other benefit a character of that class would have gained.

Congruence: Your philosophy blends the various metallic dragons together in the name of Good. Whenever you express a Metallic Dragon Ideal (that is, Brass, Bronze, Copper, Gold, or Silver), you may trade the Wyrmling ideal power from that Ideal for that of any of the Metallic Dragon Ideals. At 2nd level, you may also trade the Juvenile ideal power; at 3rd level, the Adult ideal power; at 4th level, the Ancient ideal power; and at 5th level you can trade the Wyrm ideal power.

Draconic Ideals: King's Heart counts as an Idealist class for the purposes of calculating your Idealist level and all abilities therein.

Glorious Aura (Ex): The glory of Bahamut radiating from your skin fills your enemies with awe. Whenever you charge, attack, cast a spell, or use an ability granted to you by an Ideal, any evil creature within 30 feet of you must make a Will save (DC 10 + 1/2 Idealist level + Cha modifier) or become shaken for 2d6 rounds. Only creatures who have Hit Dice equal to or less than your Idealist level are affected. An opponent that succeeds on the saving throw is immune to your Glorious Aura for 24 hours.

This ability counts as Frightful Presence for the purposes of meeting prerequisites. However, unlike Frightful Presence, it is neither mind-affecting nor a fear affect.

Restricted Ideals: Upon entering this prestige class, you voluntarily give up the ability to learn or express the Ideals of Bahamut's foes, the chromatic dragons (Black, Blue, Green, Red, and White Dragons) and the evil dragon god Tiamat (Five-Fold Dragon). If you already know some of these restricted ideals, you do not lose the knowledge of them, but you cannot express them.

Sheath of Platinum (Su/Ex): Bahamut's philosophy grants you the ability to summon a shining suit of platinum armor to protect you. This armor counts as Light, has no arcane spell failure chance or armor check penalty, and grants you a +5 armor bonus to armor class, +1 for each level in King's Heart. You may summon or dismiss this armor as a full-round action which does not provoke attacks of opportunity (a Supernatural ability; the armor itself is an Extraordinary ability).

If you are already wearing armor when you summon the Sheath, it appears beside you; otherwise you wear it normally (if you have scales, and the dragonblood subtype or the dragon type, it melds with the scales, and otherwise is a normal suit of armor). The Sheath can be enchanted just like masterwork armor, and appears with the same enchantments on it every time. If you have the Scaleshift class feature, the Sheath melds with the scales of your Scaleshifted form.

Whenever you express a Metallic Dragon Ideal while wearing your Sheath, you gain damage reduction 5/–, which stacks with any damage reduction you have from other sources.

Celestial Might (Su): Starting at 2nd level, whenever you deal energy damage granted to you by your Ideal (such as via your breath weapon) to an evil creature, you ignore any resistance the creature has against energy of that type.

Radiant Shield (Su): The embrace of the Platinum Dragon protects you from harm. At 3rd level, you are immune to spells and spell-like abilities with the [Evil] subtype and those cast by evil creatures, as long as the spell level is no higher than your Idealist level divided by 4 (rounded down).

Improved Glorious Aura (Ex): Beginning at 4th level, your Glorious Aura can affect creatures of any number of Hit Dice. Creatures who fail their Will save against your Aura are frightened if they have fewer Hit Dice than your Idealist level, and shaken otherwise.

Platinum Transcendence: Upon reaching 5th level, you learn the Platinum Dragon Ideal (described below), which grants you the same benefits as learning any other Ideal. You continuously express the Platinum Dragon Ideal in addition to any other Ideal you express, as per the Dual Ideal class feature; you may not exchange ideal powers from this Ideal with other Metallic Dragon ideal powers with your Congruence ability.

Platinum Dragon Ideal
Source: Manual of the Planes

Damage: Cold damage
Resistance: Any one of acid, cold, electricity, or fire resistance; change energy type as a swift action.
Skills: Diplomacy, Spot

Ideal Powers:
Evilsense (Su): You can sense the location and aura of evil creatures. The effect is similar to that of a detect evil spell, but this ability does not require concentration and discerns aura location and strength more quickly. You automatically know the location (and aura strength, if applicable) of all evil creatures within 30 feet. Creatures which you cannot actually see still have total concealment against you. [Wyrmling]
Ethos Smite (Su): You may spend a use of your ideal powers as a free action while making an attack against an evil creature to make a Smite attack. This attack gains a bonus to the attack roll equal to your Charisma modifier, and deals maximum damage. If you use this ability when attacking a non-evil creature, it has no effect and the ideal powers use is wasted. [Juvenile]
Gaseous Breath (Sp): You can spend a use of your ideal powers to turn your breath weapon into swirling mist. Any creatures within the area must make a Will save or be stunned, and a Fortitude save or be forced into gaseous form (as the spell). The effects of this breath weapon last for 1 round per 2 dice of damage that your breath weapon would normally deal. [Adult]
True Seeing (Sp): You may spend a use of your ideal powers to use true seeing as a spell-like ability. [Ancient]
Disintegration Breath (Sp): You can spend a use of your ideal powers to turn your breath weapon into beam of bright blue light. This light deals maximum damage; any creature reduced to 0 or fewer hit points by this beam is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected. [Wyrm]


Dragonmage Spell List
1st - Breath Flare
2nd - Align Weapon
3rd - Blessing of Bahamut
4th - Light of Xymor
5th - Platinum Ray
6th - Energy Immunity
7th - Summon Aspect of Bahamut
8th - Aspect of the Platinum Dragon
9th - Dragon Ally, Greater (good dragons only)


Wyrm Warrior
Discipline: Silver Crane (http://www.giantitp.com/forums/showthread.php?t=137386)
Exotic Weapons: Two-bladed sword


PLAYING A KING'S HEART
Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

CLASS NAME IN THE WORLD
A quote of somebody else talking about your class!

A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

CLASS NAME IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

sirpercival
2013-01-13, 08:48 AM
QUEEN'S HEAD

Quote of Some Kind by a member of the class!

A Queen's Head is a subtle and manipulative terror, inspired by Tiamat, the Chromatic Ideal.

BECOMING A QUEEN'S HEAD
How you would normally become a member of this prestige class.

ENTRY REQUIREMENTS
Alignment: Any Evil
Ideals: Must know and be able to express three Chromatic Dragon Ieals (Black, Blue, Green, Red, or White). Feats that grant single ideal powers do not count towards this prerequisite, but epic feats granting access to whole ideals do. Must not know any Metallic Dragon Ideals.
Idealist Level: 7.

Class Skills
The Queen's Head's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Swim (Str), and Tumble (Dex).
Skills Points at Each Level: 4 + Int

Hit Dice: d8

{table=head]Level|BAB|Fort|Ref|Will|Special|Class Features
1st |+0|+0|+2|+2|Queen's Crowns (1), Draconic Ideals, Restricted Ideals|—
2nd |+1|+0|+3|+3|Queen's Crowns (2), Uncanny Dodge|+1 level of existing class
3rd |+2|+1|+3|+3|Queen's Crowns (3), Variegated Mind|+1 level of existing class
4th |+3|+1|+4|+4|Improved Uncanny Dodge, Queen's Crowns (4)|+1 level of existing class
5th |+3|+1|+4|+4|Five-fold Ideal|+1 level of existing class[/table]

Weapon Proficiencies: A Queen's Head gains no new weapon, armor, or shield proficiencies.

Class Features: At each level of Queen's Head after the first, you gain increased progression with a class feature you already have. You can choose to advance Spellcasting, Maneuvers, or Scaleshaping with each level. If you choose Spellcasting, you gain an increased caster level, spells known, and spells per day as if you had gained a level in a single spellcasting class you belonged to before entering this prestige class (if you had more than one spellcasting class, you may only progress one such class with each level of Queen's Head).

If you choose Maneuvers, you gain an increased initiator level, maneuvers known and readied, and stances known as if you had gained a level in an initiating class you belonged to before entering this prestige class (if you had more than one initiating class, you may only progress one such class with each level of Queen's Head).

If you choose Scaleshaping, you add each indicated level of Queen's Head to your Scaleshaper levels to determine the effectiveness of your Scaleshift, Wyrmspirit, and Project Dragon abilities.

In any case, however, you do not gain any other benefit a character of that class would have gained.

Draconic Ideals: Queen's Head counts as an Idealist class for the purposes of calculating your Idealist level and all abilities therein.

Restricted Ideals: Upon entering this prestige class, you voluntarily give up the ability to learn or express the Ideals of Tiamat's foes, the metallic dragons (Brass, Bronze, Copper, Gold, and Silver Dragons) and the good dragon god Bahamut (Platinum Dragon). If you already know some of these restricted ideals, you do not lose the knowledge of them, but you cannot express them.

Queen's Crowns (Su): Whenever you express a Chromatic Dragon Ideal, you may choose to create a spectral head corresponding to the dragon of another Chromatic Dragon Ideal that you know and can express. For each such head, you a +2 bonus on Spot, Search and Listen checks. Whenever you make a full attack action, you may have each additional head make a bite attack, with reach equal to your normal reach and dealing 1d6 damage of the ideal's energy type (for a Medium creature), but these extra attacks must each be aimed at different targets and cannot be aimed at any target you attack as part of the full attack. These spectral heads remain in existence until you stop expressing the Chromatic Dragon Ideal.

You can have up to one spectral head per class level, to a maximum of 4 at level 4. You cannot have more than one head of the same ideal, nor can you have a head corresponding to an ideal you are already expressing. If you start expressing the ideal corresponding to a spectral head you already possess, that head ceases to exist until you stop expressing its corresponding ideal.

By spending a use of your ideal powers as a free action, you can temporarily exchange your expressed Chromatic Dragon Ideal for that of one of the spectral heads. For 1 round, you lose the ideal powers of your expressed ideal and gain those of the exchanged ideal in its place.

Uncanny Dodge (Ex): As the barbarian class feature. You gain this ability at 2nd level.

Variegated Mind (Su) As long as you manifest at least one spectral head with your Queen's Crowns class feature, you can spread your mind across multiple heads, which makes it difficult for other creatures to control it. This ability functions as the Slippery Mind rogue special ability. You gain this ability at 3rd level.

Improved Uncanny Dodge (Ex): As the barbarian class feature. You gain this ability at 4th level.

Five-fold Ideal: At 5th level, you learn the Five-fold Dragon Ideal (described below), which grants you the same benefits as learning any other Ideal. You continuously express the Five-fold Dragon Ideal in addition to any other Ideal you express, as per the Dual Ideal class feature.

Five-fold Dragon
Source: Manual of the Planes

Damage: Five-fold damage*
Resistance: Any one of acid, cold, electricity, or fire resistance; change energy type as a swift action.
Skills: Knowledge (Religion), Spot

*This Ideal's damage is considered to be simultaneously acid, cold, electricity, and fire damage. Five-fold damage bypasses a creature's energy resistance or immunity unless the creature is resistant or immune to all four damage types. Five-fold damage deals additional damage to a creature which is vulnerable to any of its four energy types.

Ideal Powers:
Immunities (Ex): You are immune to poison, sleep, and paralysis effects. [Wyrmling]
Keen Senses (Ex): You gain low-light vision, and darkvision out to a range of 60 feet, if you do not have them already. In addition, you gain the extraordinary ability to see invisible or ethereal creatures, as per the see invisibility spell, at a range of 10 feet times your Idealist level. [Juvenile]
Poisonous Sting (Ex): You gain a secondary sting natural attack which deals 1d6 piercing base damage (for a Medium creature). Additionally, any creature struck by your sting must make a Fortitude save (DC 10 + 1/2 Idealist level + Charisma modifier) or be poisoned with an injury poison (Fort negates; 2d6 Con/2d6 Con). [Adult]
Frightful Presence (Su): You can unsettle foes with your mere presence. This ability takes effect automatically whenever you attack, charge, or fly overhead. Creatures within a radius of 10 feet times your Charisma modifier are subject to the effect if they have Hit Dice equal to or less than your Idealist level.

An affected creature can resist the effects by manual a Will save (DC 10 + 1/2 Idealist level + Charisma modifier). A successful saving throw makes a creature immune to your frightful presence for 24 hours. Creatures with 4 Hit Dice or fewer become panicked for 2d6 rounds if they fail their saving throws, while creatures with 5 or more Hit Dice become shaken for 2d6 rounds on a failed save. Evil dragons (and Idealists expressing the Platinum Dragon Ideal) ignore the effects of your frightful presence.

If you already have Frightful Presence from another source, you instead use the better version, and increase the DC by +2. [Ancient]
Dominate Dragon (Su): Once per day, you may use dominate monster as a spell-like ability, against dragons and Idealists only. The save DC for this effect is 10 + 1/2 Idealist level + your Charisma modifier. [Wyrm]


Dragonmage Spell List
1st - Detect Good
2nd - Death Knell
3rd - Dragonskin
4th - Shadow of the Dark Queen
5th - Chromatic Ray
6th - Cloak of Hate
7th - Dragon Ally (evil dragons only)
8th - Aspect of the Chromatic Dragon
9th - Soul Bind


Wyrm Warrior
Discipline: Vile Shaft (http://www.giantitp.com/forums/showpost.php?p=14367412&postcount=429)
Exotic Weapons: Bolas, composite greatbow, great crossbow


PLAYING A QUEEN'S HEAD
Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

CLASS NAME IN THE WORLD
A quote of somebody else talking about your class!

A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

CLASS NAME IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

ShadowFireLance
2013-01-13, 02:03 PM
Be my guest! If you don't mind me editing them (like I did for everyone else's), I'll compile them into posts and link them in the ToC.

Once all the published Ideals are done, I'll link to a spreadsheet I have with all the spells and disciplines for the published Ideals, so you can try to avoid overlap. (I warn you - it'll be hard, at the very least for the Dragonmage, though if you find caches of homebrew spells that can help.)

Oh, Sure, You can edit it.

Oh I most Certainally will, I have many a Dragon that is quite Unique, And This board has many a Spell.
:smallcool:

oh yeah.
http://www.giantitp.com/forums/showpost.php?p=9432044&postcount=58
http://www.giantitp.com/forums/showpost.php?p=9669869&postcount=559
Are the Dragons Im going to do.

sirpercival
2013-01-13, 02:29 PM
Oh, Sure, You can edit it.

Oh I most Certainally will, I have many a Dragon that is quite Unique, And This board has many a Spell.
:smallcool:

oh yeah.
http://www.giantitp.com/forums/showpost.php?p=9432044&postcount=58
http://www.giantitp.com/forums/showpost.php?p=9669869&postcount=559
Are the Dragons Im going to do.

Sounds good! Note that those are both Epic dragons -- so I would suggest waiting until at least one of my Epic Ideals is up. Which should be soon.

sirpercival
2013-01-14, 03:57 PM
Racial sub levels are up. I'll be finishing up the non-epic Ideals soon... the epic ones will be coming as well, now that I've posted the beginnings of my Epic Spellcasting variant.

One thing I'm considering is whether to make Xorvintaal into an Ideal template kind of like the Sovereign Archetypes; I could add the psychoses as well, maybe. Xorvintaal has a bunch of its own abilities, though, enough for a full-fledged Ideal.

Any suggestions on a discipline for Xorvintaal? (It'll need one either way.) If Throne Shadow was complete, I would use that, but it isn't.

FireInTheSky
2013-01-15, 10:58 PM
Feat suggestion: increased uses of Rapid/Quick/Speedy Re-expression. Currently, you can only re-express 1/day (unless I missed something somewhere).


EDIT: Also, what about either a Feat or ACF that lets you have Feat Sets that change depending on your current ideal?

Garryl
2013-01-17, 04:14 PM
Wandering Dragon template has two 3rd level spells listed.

Riddled Dragon template gives a +6 enhancement bonus to Int as the Wyrmling ability. This seems excessive to give right off the bat, especially since you can get a Wyrmling ideal power for only a feat, which makes this a very good (perhaps too good) deal at low levels for Int-based classes.

The idealist PrCs should clarify that they count as idealist classes for progressing idealist-level-based abilities.

Do the first levels of the PrCs (where you lose a caster/initiator level) count as 1/2 a level for your IL (as normal for non-martial adept PrCs) or full (as normal for martial adept PrCs)? If you apply their IL advancement to a class other than one of your initiator classes (either a caster class or a separate initiator class), do you get 1/2 or full IL for that initiator class?

I'm less than impressed with King's Heart. You give up a ton of options in exchange for a good set of armor (+2 over full plate or +4 over Greater Mage Armor) and a very specific version of Dual Ideal (which you'd have anyways if you'd gone with any single-classed idealist base class). The text actually says the armor bonus is actually one higher than the table indicates (6+level instead of 6+1/level after 1st). Swapping out ideal powers doesn't really mean too much since you'll know all of the ideals you can swap among anyways (what with your list dropping to only 5 options), although having your preferred pick can optimize things a bit. Compare to Queen's Head, though, where instead of picking and choosing, you just get all 5 of them. Technically, you can skip straight to the Platinum Dragon ideal powers with Congruence, though, even before 5th level, as it is defined as a metallic dragon ideal by Restricted Ideals.

sirpercival
2013-01-17, 05:13 PM
Wandering Dragon template has two 3rd level spells listed. Fixed; thank you.


Riddled Dragon template gives a +6 enhancement bonus to Int as the Wyrmling ability. This seems excessive to give right off the bat, especially since you can get a Wyrmling ideal power for only a feat, which makes this a very good (perhaps too good) deal at low levels for Int-based classes. Changed it to +2 + IdL/5; is that better?


The idealist PrCs should clarify that they count as idealist classes for progressing idealist-level-based abilities. Done.


Do the first levels of the PrCs (where you lose a caster/initiator level) count as 1/2 a level for your IL (as normal for non-martial adept PrCs) or full (as normal for martial adept PrCs)? If you apply their IL advancement to a class other than one of your initiator classes (either a caster class or a separate initiator class), do you get 1/2 or full IL for that initiator class? You get 1/2 IL for the non-progressing level. The IL advancement can't be applied to a non-initiating class by definition (at least, that was the intent).


I'm less than impressed with King's Heart. You give up a ton of options in exchange for a good set of armor (+2 over full plate or +4 over Greater Mage Armor) and a very specific version of Dual Ideal (which you'd have anyways if you'd gone with any single-classed idealist base class). The text actually says the armor bonus is actually one higher than the table indicates (6+level instead of 6+1/level after 1st). Swapping out ideal powers doesn't really mean too much since you'll know all of the ideals you can swap among anyways (what with your list dropping to only 5 options), although having your preferred pick can optimize things a bit. Compare to Queen's Head, though, where instead of picking and choosing, you just get all 5 of them. Technically, you can skip straight to the Platinum Dragon ideal powers with Congruence, though, even before 5th level, as it is defined as a metallic dragon ideal by Restricted Ideals. Fixed the "Congruence = Platinum blargh" problem and the text =/= table problem. As for the lackluster-ness... I was worried about that. Any suggestions? Should Queen's Head be scaled back?

Garryl
2013-01-17, 07:39 PM
Changed it to +2 + IdL/5; is that better?


I'd prefer even-numbered ability score bonuses, but nonetheless yes.



You get 1/2 IL for the non-progressing level. The IL advancement can't be applied to a non-initiating class by definition (at least, that was the intent).


No, I meant, say you're a Swordsage/Wyrm Warrior/King's Heart. You apply your 4 +IL levels to Wyrm Warrior. How much of an increase to your Swordsage IL do you get from the class levels?

Better clarify that, with the exception of the 4 levels at which it stacks fully, these PrCs do not count as initiator PrCs for IL.



Fixed the "Congruence = Platinum blargh" problem and the text =/= table problem. As for the lackluster-ness... I was worried about that. Any suggestions? Should Queen's Head be scaled back?

Queen's Head should probably not give you 6 total ideals. At the same time, the inability to learn and use ideals outside of your very narrow list is just crippling for versatility (on both classes). By the time you can even enter, you've learned all 5 of the normal ideals, so every subsequent idealist level feels wasteful in that department. So do something about both issues.

Restricted Ideals should just prevent the usage of opposed ideals, rather than anything outside the narrow class focus. Use class features (like Congruence and Queen's Crowns) to encourage the usage of the preferred ideals. Could you imagine that kind of restriction in any other subsystem? Like a undead-fighting caster PrC that forced you to use only positive energy-based spells? Taking PrC levels should make you stronger than not having the extra level. Take a page from the Binder PrCs that give you bonuses with the vestige they're focused around, rather than impeding the use of everything else.

sirpercival
2013-01-18, 08:05 AM
I'd prefer even-numbered ability score bonuses, but nonetheless yes. Meh, keeping it always even is more annoying to word. :D


No, I meant, say you're a Swordsage/Wyrm Warrior/King's Heart. You apply your 4 +IL levels to Wyrm Warrior. How much of an increase to your Swordsage IL do you get from the class levels?

Better clarify that, with the exception of the 4 levels at which it stacks fully, these PrCs do not count as initiator PrCs for IL. I believe that you only ever have one initiator level (unlike for caster classes). So if you're a SS/WW/KH, you have a single initiator level which is SS levels + WW levels + 4.5/5 KH levels.


Queen's Head should probably not give you 6 total ideals. At the same time, the inability to learn and use ideals outside of your very narrow list is just crippling for versatility (on both classes). By the time you can even enter, you've learned all 5 of the normal ideals, so every subsequent idealist level feels wasteful in that department. So do something about both issues. Well, you don't have to learn all of them, just 3 of them. You can have learned other things. And it doesn't stop you from learning new ones (and getting, for example, different disciplines or spells), just from expressing them. But I see what you're saying. Any suggestions for variations to Queen's Crowns that makes it less borked?


Restricted Ideals should just prevent the usage of opposed ideals, rather than anything outside the narrow class focus. Use class features (like Congruence and Queen's Crowns) to encourage the usage of the preferred ideals. Could you imagine that kind of restriction in any other subsystem? Like a undead-fighting caster PrC that forced you to use only positive energy-based spells? Taking PrC levels should make you stronger than not having the extra level. Take a page from the Binder PrCs that give you bonuses with the vestige they're focused around, rather than impeding the use of everything else. Fair enough. I can make that change.

Garryl
2013-01-18, 10:57 AM
Meh, keeping it always even is more annoying to word. :D


You gain a +2 enhancement bonus to your Intelligence score. This improves by +2 for every 10 idealist levels, to a maximum of +6 at level 20.

... although personally I'd have it scale up to +6 by level 12 or thereabouts. This is a class feature, so it should be as good as the basic magic item you can afford.



I believe that you only ever have one initiator level (unlike for caster classes). So if you're a SS/WW/KH, you have a single initiator level which is SS levels + WW levels + 4.5/5 KH levels.


That is not the case. IL is tracked separately for each class. IL for a given class is equal to class level + 1/2 levels in other classes (even other martial adept classes) + levels in martial adept PrCs. The example in the book (page 39 of ToB) even shows a Crusader 7/Swordsage 5 having IL 9 for Crusader and IL 8 for Swordsage.



Well, you don't have to learn all of them, just 3 of them. You can have learned other things. And it doesn't stop you from learning new ones (and getting, for example, different disciplines or spells), just from expressing them. But I see what you're saying. Any suggestions for variations to Queen's Crowns that makes it less borked?


What can you do with an ideal without expressing it? Increase your spell, skill, and martial discipline list, sure, but you lose out on the important parts, expressing the ideal for class features and ideal powers.

sirpercival
2013-01-18, 11:11 AM
You gain a +2 enhancement bonus to your Intelligence score. This improves by +2 for every 10 idealist levels, to a maximum of +6 at level 20.

... although personally I'd have it scale up to +6 by level 12 or thereabouts. This is a class feature, so it should be as good as the basic magic item you can afford. showoff...


That is not the case. IL is tracked separately for each class. IL for a given class is equal to class level + 1/2 levels in other classes (even other martial adept classes) + levels in martial adept PrCs. The example in the book (page 39 of ToB) even shows a Crusader 7/Swordsage 5 having IL 9 for Crusader and IL 8 for Swordsage. Oh. Well, then: (a) I was completely wrong; (b) you would get IL for both classes, but only maneuvers & stances for WW.


What can you do with an ideal without expressing it? Increase your spell, skill, and martial discipline list, sure, but you lose out on the important parts, expressing the ideal for class features and ideal powers. Yup. Which is why I'm asking how to fix :) I trust you, Garryl... help me! lol.

Garryl
2013-01-18, 02:04 PM
Yup. Which is why I'm asking how to fix :) I trust you, Garryl... help me! lol.

I just told you how to fix it.
a) Only stop the usage of opposed ideals (chromatic/metallic), not damn near everything.
b) Make the class features encourage the use of the preferred ideals (metallic/chromatic).

King's Heart

Draconic Ideals: King's Heart counts as an Idealist class for the purposes of calculating your Idealist level and all abilities therein.

Restricted Ideals: Upon entering this prestige class, you voluntarily give up the ability to learn or express the Ideals of Bahamut's foes, the chromatic dragons (Black, Blue, Green, Red, and White Dragons) and the evil dragon god Tiamat (Five-Fold Dragon). If you already know some of these restricted ideals, you do not lose the knowledge of them, but you cannot express them.

Congruence: No change. It works well for encouraging metallic ideals as you can mix and match abilities to create the perfect set.

Sheath of Platinum: Should say it can be enchanted like masterwork armor, not normal armor. Give some small bonus when expressing a metallic ideal (for example, attackers take energy damage, or gain DR 5/-, or gain some resistances that stack with Scales, etc.).

Probably want to add in a class feature or two at levels 1-4. Level 1 in particular is weak (you have a negative and two small positives in exchange for a dead level on your casting/initiating progression).



Queen's Head

Draconic Ideals: Queen's Head counts as an Idealist class for the purposes of calculating your Idealist level and all abilities therein.

Restricted Ideals: Upon entering this prestige class, you voluntarily give up the ability to learn or express the Ideals of Tiamat's foes, the metallic dragons (Brass, Bronze, Copper, Gold, and Silver Dragons) and the good dragon god Bahamut (Platinum Dragon). If you already know some of these restricted ideals, you do not lose the knowledge of them, but you cannot express them.

Queen's Crowns (Su): Whenever you express a Chromatic Dragon Ideal, you may choose to create a spectral head corresponding to the dragon of another Chromatic Dragon Ideal that you know and can express. For each such head, you a +2 bonus on Spot, Search and Listen checks. Whenever you make a full attack action, you may have each additional head make a bite attack, with reach equal to your normal reach and dealing 1d6 damage of the ideal's energy type (for a Medium creature), but these extra attacks must each be aimed at different targets and cannot be aimed at any target you attack as part of the full attack. These spectral heads remain in existence until you stop expressing the Chromatic Dragon Ideal.

You can have up to one spectral head per class level, to a maximum of 4 at level 4. You cannot have more than one head of the same ideal, nor can you have a head corresponding to an ideal you are already expressing. If you start expressing the ideal corresponding to a spectral head you already possess, that head ceases to exist until you stop expressing its corresponding ideal.

By spending a use of your ideal powers as a free action, you can temporarily exchange your expressed Chromatic Dragon Ideal for that of one of the spectral heads. For 1 round, you lose the ideal powers of your expressed ideal and gain those of the exchanged ideal in its place.

Variegated Mind: Should only apply while you have at least one spectral head from Queen's Crowns.

The other class features are good.



Now that that is over with, I have some issues with the Scalethief class. It's like a Monk without the class features at levels 1-3. After that, you have a short duration Wild Shape, but you lose all your equipment (no time to take things off, transform, and put them back on). You wind up as an inferior version of a dragon several CRs below you. Later on, you can just summon said inferior dragon (although it does get spellcasting, which is kinda nice). You don't have any other shticks from your class features. Also, for some reason the capstone totally shatters your ability to use your Wyrmspirit in the meaningful ways you used to.

You get a few class features focused on the use of ideals, but not much, and no more than the Wyrm Warrior (just a few levels earlier). You get this in exchange for giving up an entire subsystem and a bunch of other common idealist features (Scales, Breath). You don't even get the thief-like abilities you'd expect from a class with "thief" in its name (like Trapfinding and a Sneak Attack equivalent).

If I'm missing something about how the class plays, please let me know.

sirpercival
2013-01-18, 10:00 PM
I just told you how to fix it.
a) Only stop the usage of opposed ideals (chromatic/metallic), not damn near everything.
b) Make the class features encourage the use of the preferred ideals (metallic/chromatic).

King's Heart

Draconic Ideals: King's Heart counts as an Idealist class for the purposes of calculating your Idealist level and all abilities therein.

Restricted Ideals: Upon entering this prestige class, you voluntarily give up the ability to learn or express the Ideals of Bahamut's foes, the chromatic dragons (Black, Blue, Green, Red, and White Dragons) and the evil dragon god Tiamat (Five-Fold Dragon). If you already know some of these restricted ideals, you do not lose the knowledge of them, but you cannot express them.

Congruence: No change. It works well for encouraging metallic ideals as you can mix and match abilities to create the perfect set.

Sheath of Platinum: Should say it can be enchanted like masterwork armor, not normal armor. Give some small bonus when expressing a metallic ideal (for example, attackers take energy damage, or gain DR 5/-, or gain some resistances that stack with Scales, etc.).

Probably want to add in a class feature or two at levels 1-4. Level 1 in particular is weak (you have a negative and two small positives in exchange for a dead level on your casting/initiating progression).



Queen's Head

Draconic Ideals: Queen's Head counts as an Idealist class for the purposes of calculating your Idealist level and all abilities therein.

Restricted Ideals: Upon entering this prestige class, you voluntarily give up the ability to learn or express the Ideals of Tiamat's foes, the metallic dragons (Brass, Bronze, Copper, Gold, and Silver Dragons) and the good dragon god Bahamut (Platinum Dragon). If you already know some of these restricted ideals, you do not lose the knowledge of them, but you cannot express them.

Queen's Crowns (Su): Whenever you express a Chromatic Dragon Ideal, you may choose to create a spectral head corresponding to the dragon of another Chromatic Dragon Ideal that you know and can express. For each such head, you a +2 bonus on Spot, Search and Listen checks. Whenever you make a full attack action, you may have each additional head make a bite attack, with reach equal to your normal reach and dealing 1d6 damage of the ideal's energy type (for a Medium creature), but these extra attacks must each be aimed at different targets and cannot be aimed at any target you attack as part of the full attack. These spectral heads remain in existence until you stop expressing the Chromatic Dragon Ideal.

You can have up to one spectral head per class level, to a maximum of 4 at level 4. You cannot have more than one head of the same ideal, nor can you have a head corresponding to an ideal you are already expressing. If you start expressing the ideal corresponding to a spectral head you already possess, that head ceases to exist until you stop expressing its corresponding ideal.

By spending a use of your ideal powers as a free action, you can temporarily exchange your expressed Chromatic Dragon Ideal for that of one of the spectral heads. For 1 round, you lose the ideal powers of your expressed ideal and gain those of the exchanged ideal in its place.

Variegated Mind: Should only apply while you have at least one spectral head from Queen's Crowns.

The other class features are good.

You are a saint. I shall fix, and use as guidelines for the Sardior PrC. Speaking of which, are there any other PrC ideas that you have? I know I'm going to make an Idealist/War-Frenzy prc (now that Agita's released the Dragon totem), but other than that I don't know.


Now that that is over with, I have some issues with the Scalethief class. It's like a Monk without the class features at levels 1-3. After that, you have a short duration Wild Shape, but you lose all your equipment (no time to take things off, transform, and put them back on). You wind up as an inferior version of a dragon several CRs below you. Later on, you can just summon said inferior dragon (although it does get spellcasting, which is kinda nice). You don't have any other shticks from your class features. Also, for some reason the capstone totally shatters your ability to use your Wyrmspirit in the meaningful ways you used to.

You get a few class features focused on the use of ideals, but not much, and no more than the Wyrm Warrior (just a few levels earlier). You get this in exchange for giving up an entire subsystem and a bunch of other common idealist features (Scales, Breath). You don't even get the thief-like abilities you'd expect from a class with "thief" in its name (like Trapfinding and a Sneak Attack equivalent).

If I'm missing something about how the class plays, please let me know. Never had anyone play it, so I don't know. I also got almost no feedback on it before now, so I really appreciate this.

So. It clearly needs to be beefed up. I had wanted to include a subsystem, but couldn't find anything that had anywhere near the support (published or homebrew) to be able to handle 50+ Ideals in a useful way. Can you think of anything?

If not, possible fixes (any and all):
~Move up scaletheft feature and/or make it more powerful, maybe basing it off of Shapeshift Druid instead of worrying about specific dragon types
~How does the capstone shatter usefulness? Either way, beef up the wyrmspirit (maybe by making it summonable earlier, or just making its base abilities more powerful)
~Make it possible to use equipment with scaletheft
~More, and interesting, class features

Thoughts?

Garryl
2013-01-18, 10:17 PM
You are a saint. I shall fix, and use as guidelines for the Sardior PrC. Speaking of which, are there any other PrC ideas that you have? I know I'm going to make an Idealist/War-Frenzy prc (now that Agita's released the Dragon totem), but other than that I don't know.


Well, your base classes have set a sort of weird precedent where you expect the second subsystem of the dual class PrC to be on the same base class as the idealist class, so dual progression PrCs are in a really weird place. There goes my normal set of suggestions.

(Speaking of which, remind me to make an idealist/activator class when I'm done with PoC. Dragonmech?)

Standard PrCs concepts include an assassin-type class, a hyper-specialist class, a rapid progression class, and a high-level-only pinnacle abilities class.



Never had anyone play it, so I don't know. I also got almost no feedback on it before now, so I really appreciate this.

So. It clearly needs to be beefed up. I had wanted to include a subsystem, but couldn't find anything that had anywhere near the support (published or homebrew) to be able to handle 50+ Ideals in a useful way. Can you think of anything?

If not, possible fixes (any and all):
~Move up scaletheft feature and/or make it more powerful, maybe basing it off of Shapeshift Druid instead of worrying about specific dragon types
~How does the capstone shatter usefulness? Either way, beef up the wyrmspirit (maybe by making it summonable earlier, or just making its base abilities more powerful)
~Make it possible to use equipment with scaletheft
~More, and interesting, class features

Thoughts?

Well, the capstone prevents you from using the wyrmspirit as a super scout (like you even suggest in the 2nd level ability) and makes its death way too painful to risk in combat. In one level, you go from having a secret weapon to having a liability. Want to make your companion not get killed and go away for a year and take up to 1/5 of a level with it? Well, that will cost precious ideal power uses and actions. You also lose the ability to pick your wyrmspirit's dragon type after seeing your opposition but before scalethieving or corporealizing it. Say you wander across a fire elemental? Level 19: "Go, White Dragon!" Level 20: "Sigh, the guides do say never to pick the damn fire starter. Okay Red, try not to faint, we're a long way from the Dragonmon center and I'm out of Revives." I am being hyperbolic here, but the idea I'm trying to get across is still valid.

Do a Pokemon class (er, Dragonmon, er, you know what I mean)! Do it now! I don't care if it's a PrC or you have to rewrite the Scalethief, just do it do it do it!

sirpercival
2013-01-18, 11:12 PM
KH & QH are updated. How do the new CFs for KH look? (I like acronyms, apparently.)


Well, your base classes have set a sort of weird precedent where you expect the second subsystem of the dual class PrC to be on the same base class as the idealist class, so dual progression PrCs are in a really weird place. There goes my normal set of suggestions. Lol. yeah...


(Speaking of which, remind me to make an idealist/activator class when I'm done with PoC. Dragonmech?) That sounds absolutely tremendous. Dragonstar!


Standard PrCs concepts include an assassin-type class, a hyper-specialist class, a rapid progression class, and a high-level-only pinnacle abilities class.
The hyper-specialist was on the docket already. KH, QH, and RC were kinda supposed to be the high-level-only ones, though I dunno if they actually ended up that way. The assassin-type class sounds cool, especially depending on how the Scalethief rewrite works out.

Rapid-progression meaning, for non-Idealists to get into the biz?


Well, the capstone prevents you from using the wyrmspirit as a super scout (like you even suggest in the 2nd level ability) and makes its death way too painful to risk in combat. In one level, you go from having a secret weapon to having a liability. Want to make your companion not get killed and go away for a year and take up to 1/5 of a level with it? Well, that will cost precious ideal power uses and actions. You also lose the ability to pick your wyrmspirit's dragon type after seeing your opposition but before scalethieving or corporealizing it. Say you wander across a fire elemental? Level 19: "Go, White Dragon!" Level 20: "Sigh, the guides do say never to pick the damn fire starter. Okay Red, try not to faint, we're a long way from the Dragonmon center and I'm out of Revives." I am being hyperbolic here, but the idea I'm trying to get across is still valid. Ugh. OK, I'll fix it definitely.


Do a Pokemon class (er, Dragonmon, er, you know what I mean)! Do it now! I don't care if it's a PrC or you have to rewrite the Scalethief, just do it do it do it! Lol! OK, then here's the plan: Scalethief is going to become a non-spellcasting Idealist druid.
Scaletheft will begin at level 1, and will be modeled after Shapeshift Druid. The various "age categories" will be names for the various forms you get; the forms will be varied somewhat by the Ideals you express. Your equipment will be useful.
Wyrmspirit will be more like an animal companion, but keeping its coolness and incorporeality throughout. It will never become permanently corporeal.
You will be able to produce dragons Pokιmon-style.


How does that sound?

Garryl
2013-01-18, 11:25 PM
It sounds like you're spending too much time talking about it and not enough time writing the stuff of dreams that will make me the happiest pretty princess EVAR!!!!1!!1!!!

Edit: You can probably remove the "Can't know any {opposed ideals}" requirements from KH/QH. Restricted Ideals takes care of being unable to use them, and there may be good reasons to taking some (say, for discipline/spell access) but not wanting to use them.

Edit 2: Yeah, rapid progression like Ur-Priest or Sublime Chord. Basically, anything that lets you get more than 10 levels worth of progression in 10 or fewer class levels. They're usually good for either a quick but restricted entry (Ur-Priest if it wasn't just Cleric++) or catchup for if you break away from the full subsystem classes (Sublime Chord, wherein it elevates the Bard's 2/3 caster up to full caster, although still more limited and a couple character levels behind a proper full caster).

Edit 3: QH and KH are entered at level 7, so they're only mid-level classes. High level means a class you can only enter at level 12+ that's designed around top end abilities (like Archmage or a Heirophant that gave actual casting progression).

Edit 4: Over-the-top quote for the eventual Dragonmech (Dragonstar?) PoC/EotW class: "Wings of steel and atomic fangs! I am the breath of creation and the roar of destruction!"

Edit 5: Oh, edit button. You are my bestest buddy now.

sirpercival
2013-01-19, 05:45 PM
It sounds like you're spending too much time talking about it and not enough time writing the stuff of dreams that will make me the happiest pretty princess EVAR!!!!1!!1!!!

OK, it is done. You can now play a dragon with a ghostly dragon companion who can summon dragons.

Garryl
2013-01-19, 07:15 PM
OK, it is done. You can now play a dragon with a ghostly dragon companion who can summon dragons.

Whee!

Ideals still mentions the Claws feature, which you no longer have (that aspect being melded into Scaletheft).

Why give fixed resistances instead of Cha mod (like other classes' Scales class features)? You already give Con mod natural armor. With the way Ideal resistances work, keeping it on a lower scale (ability score mod) works a bit better.

Still don't see why you're preventing the use of most magic items with Scaletheft. The levels at which you grant slot access make it okay (though not ideal) for a single-classed Scalethief, although a multiclassed one will be hurting. Plus, it just seems odd to take away such a core character element and then sloooooowly give it back over 19 levels.

Transfer Wyrm (under Wyrmspirit) talks about giving an ability bonus to Str/Con/Cha. Did you mean insight or enhancement or something?

Varied Projection should be restricted to ideals you know and can express (not just those you know).

With Wyrmpact, did you intend for the body to be healable (even if below -10 hp) while in the wyrmspirit's body? I read that intent into it the first few times I read the ability. On re-rereading it, I don't actually see anything that lets you, but some clarification would be appreciated.

Don't see any other problems. Nice work. Now you just need to adjust the wording in the PrCs and rewrite the sub levels.

Edit: Yeah, it definitely still needs some tweaking to properly align itself with the rest of the system. Several ideals deal specifically with the Breath class feature (which this doesn't have). The lack of a Scales class feature further differentiates it. The way the abilities are currently set up, things just don't work. Plus, the scaling on the breath weapon means that at low levels, you have a bigger breath weapon than the other idealist classes, but the others actually do more damage than you at the high levels since theirs scales to d10s.

The chassis (specifically, 3/4 BAB, d6 hit die, good Ref and poor Fort, 6+ skills for all skills as class skills) doesn't mesh with the primary class feature and combat style (turn into a dragon and claw someone's face off). 3/4 BAB and d6 HD would be fine if the class was focused more around the summons and supporting them (like Pathfinder's Summoner class). Also, you're not doing anything thiefy, so the name (Scalethief) just isn't appropriate. Dragoncaller? And then rename Scaletheft to Dragonshape or something?

I have a couple of concerns (more related to the system as a whole) about the number of ideal power uses. Specifically, the other idealist classes don't use their ideal powers for primary class features, but the Scalethief does. As a result, either they have way too many uses, or the Scalethief has far too few. Possibly both. Currently, a Scalethief who wants to summon dragons a lot (and it's probably the most powerful feature) has to reserve all of his level-based ideal power uses (4 encounters at level/2/2 uses per encounter). That may very well be a perfectly appropriate cost given their power, I don't know.



Now, before you start implementing all of these changes, please do a sanity check and make sure I'm not just asking for MOAR POWAR for the class I want to play. I don't really know the metrics for melee combatants (my homebrew balancing act is usually just to leave plusses and other number things out of the abilities), so I can't evaluate if we're already in a good place for a melee beast just from Scaletheft.

sirpercival
2013-01-20, 09:27 AM
Whee!

Ideals still mentions the Claws feature, which you no longer have (that aspect being melded into Scaletheft).Fixed.


Why give fixed resistances instead of Cha mod (like other classes' Scales class features)? You already give Con mod natural armor. With the way Ideal resistances work, keeping it on a lower scale (ability score mod) works a bit better. Switched to Cha mod resistances.


Still don't see why you're preventing the use of most magic items with Scaletheft. The levels at which you grant slot access make it okay (though not ideal) for a single-classed Scalethief, although a multiclassed one will be hurting. Plus, it just seems odd to take away such a core character element and then sloooooowly give it back over 19 levels. It's kind of supposed to be a power-mitigator... does it not work?


Transfer Wyrm (under Wyrmspirit) talks about giving an ability bonus to Str/Con/Cha. Did you mean insight or enhancement or something?

Varied Projection should be restricted to ideals you know and can express (not just those you know).

With Wyrmpact, did you intend for the body to be healable (even if below -10 hp) while in the wyrmspirit's body? I read that intent into it the first few times I read the ability. On re-rereading it, I don't actually see anything that lets you, but some clarification would be appreciated. Fixed on all counts.


Don't see any other problems. Nice work. Now you just need to adjust the wording in the PrCs and rewrite the sub levels. Blargh, I forgot about that. Yeah.


Edit: Yeah, it definitely still needs some tweaking to properly align itself with the rest of the system. Several ideals deal specifically with the Breath class feature (which this doesn't have). The lack of a Scales class feature further differentiates it. The way the abilities are currently set up, things just don't work. Plus, the scaling on the breath weapon means that at low levels, you have a bigger breath weapon than the other idealist classes, but the others actually do more damage than you at the high levels since theirs scales to d10s. Noted that Scaletheft pieces count as Breath and Scales as appropriate, so that should help. Also adjusted the scaling on the breath weapon, maybe that's better?


The chassis (specifically, 3/4 BAB, d6 hit die, good Ref and poor Fort, 6+ skills for all skills as class skills) doesn't mesh with the primary class feature and combat style (turn into a dragon and claw someone's face off). 3/4 BAB and d6 HD would be fine if the class was focused more around the summons and supporting them (like Pathfinder's Summoner class). Also, you're not doing anything thiefy, so the name (Scalethief) just isn't appropriate. Dragoncaller? And then rename Scaletheft to Dragonshape or something? I shall cogitate on this. It's "scaletheft" because you're stealing the shapes of the dragons you emulate... is that too shaky?


I have a couple of concerns (more related to the system as a whole) about the number of ideal power uses. Specifically, the other idealist classes don't use their ideal powers for primary class features, but the Scalethief does. As a result, either they have way too many uses, or the Scalethief has far too few. Possibly both. Currently, a Scalethief who wants to summon dragons a lot (and it's probably the most powerful feature) has to reserve all of his level-based ideal power uses (4 encounters at level/2/2 uses per encounter). That may very well be a perfectly appropriate cost given their power, I don't know. This actually was entirely intentional. The dragon projections are quite powerful, and because the dragons get their own ideal power uses, you can still produce the effects of your ideal powers even if you only spend uses on making projections. It's actually more efficient that way...


Now, before you start implementing all of these changes, please do a sanity check and make sure I'm not just asking for MOAR POWAR for the class I want to play. I don't really know the metrics for melee combatants (my homebrew balancing act is usually just to leave plusses and other number things out of the abilities), so I can't evaluate if we're already in a good place for a melee beast just from Scaletheft. Well, I didn't intend in the beginning for the scalethief to be a melee brute. That was supposed to be the Wyrm Warrior's bailiwick, with ST being the skillful class. I'm not sure what to do with this, now...

Garryl
2013-01-20, 12:51 PM
It's kind of supposed to be a power-mitigator... does it not work?


If you want to mitigate power, just don't give as much power. Balancing becomes really finicky when you start taking things away. Some characters will wind up weaker when transformed than in natural form as a result, while others won't even notice the restriction.



Noted that Scaletheft pieces count as Breath and Scales as appropriate, so that should help. Also adjusted the scaling on the breath weapon, maybe that's better?


Don't forget to adjust the breaths of the dragon projections.



I shall cogitate on this. It's "scaletheft" because you're stealing the shapes of the dragons you emulate... is that too shaky?


Very shaky. You're not stealing anything, just copying. Stealing implies the loss of something by the party being stolen from. Plus, as I said before, you don't do anything thiefy, at least, no more so than an NPC Expert.



This actually was entirely intentional. The dragon projections are quite powerful, and because the dragons get their own ideal power uses, you can still produce the effects of your ideal powers even if you only spend uses on making projections. It's actually more efficient that way...

Well, I didn't intend in the beginning for the scalethief to be a melee brute. That was supposed to be the Wyrm Warrior's bailiwick, with ST being the skillful class. I'm not sure what to do with this, now...

Maybe split it into two classes, as I could have sworn I'd mentioned somewhere but now can't find. One as a summoner with abilities that support the dragon projections (could even be a Dragonmage ACF). One as a shapeshifter beatstick (could even be an ACF for the Wyrm Warrior).

Jm2c
2013-01-20, 02:15 PM
On risk of adding more problems to think about: Right now, the Wyrm Warrior doesn't have the usual maneuver re-learning mechanic that other initiator classes have, instead replacing a known maneuver with a new maneuver from that ideal's discipline whenever you learn a new ideal. However, when you do so, you won't meet the prerequisites for most such maneuvers. This seems liable to leave the Wyrm Warrior behind in terms of initiating when compared to other initiators.

Garryl
2013-01-20, 04:23 PM
Dragon Projections' alignments say see Ideal Manifestation. Ideal Manifestation says nothing about alignment.

sirpercival
2013-01-20, 05:01 PM
On risk of adding more problems to think about: Right now, the Wyrm Warrior doesn't have the usual maneuver re-learning mechanic that other initiator classes have, instead replacing a known maneuver with a new maneuver from that ideal's discipline whenever you learn a new ideal. However, when you do so, you won't meet the prerequisites for most such maneuvers. This seems liable to leave the Wyrm Warrior behind in terms of initiating when compared to other initiators. Garryl, do you have any ideas on how to fix this?


Dragon Projections' alignments say see Ideal Manifestation. Ideal Manifestation says nothing about alignment.

Oops. Thanks for pointing that out.

Garryl
2013-01-20, 06:17 PM
Give the standard exchange every 2 levels. If you feel like adding more, add in an exchange of maneuvers to the new discipline when you learn a new ideal, as long as the new maneuvers are of equal or lower level. The two things are essentially on different tracks, and the way idealist classes work, you can even get a new discipline without taking more WW levels. Don't worry about not getting high level maneuvers from the new disciplines, it's the same for other martial adepts (particularly Warblades, with 5 disciplines and the fewest maneuvers known). You take the high end stuff from your primary disciplines, then cherry pick a bit from the ones you get later.

Note that DonQuixote's Anchorite has a similar issue due to gaining circles as it gains levels while still using ToB mechanics for learning new formulae (and the prerequisites thereof). I'd recommend collaborating with him on this issue if possible, if nothing else so that you might get a consistent solution between different pieces of homebrew. I like consistency.

sirpercival
2013-01-23, 09:11 AM
OK, updates:

~Wyrm Warrior now trades maneuvers at even levels like any other martial adept (in addition to the Ideal swap).
~Scalethief and Scaletheft have been renamed to Scaleshaper and Scaleshift, respectively, and the Scaleshaper's HD is now a d8.
~Sub levels, epic ideals, and prc's have been updated to use the rewrite for Scaleshaper.

sirpercival
2013-01-25, 11:01 AM
RUBY'S CLAW

Quote of Some Kind by a member of the class!

A Ruby's Claw has chosen to follow the neutral, educated path of Sardior, the Ruby Ideal.

BECOMING A RUBY'S CLAW
How you would normally become a member of this prestige class.

ENTRY REQUIREMENTS
Alignment: Any Neutral
Ideals: Must know and be able to express three Gem Dragon Ieals (Amethyst, Crystal, Emerald, Obsidian, Sapphire, or Topaz). Feats that grant single ideal powers do not count towards this prerequisite, but epic feats granting access to whole ideals do.
Idealist Level: 7.

Class Skills
The Ruby's Claw's class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Psicraft (Int), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Psionic Device (Cha).
Skills Points at Each Level: 4 + Int

Hit Dice: d8

{table=head]Level|BAB|Fort|Ref|Will|Special|Class Features
1st |+0|+2|+0|+2|Draconic Ideals, Mental Conversion, Raise Thane (1), Restricted Ideals|—
2nd |+1|+3|+0|+3|Aspects of Thought, Raise Thane (2)|+1 level of existing class
3rd |+2|+3|+1|+3|Blanketing Night, Raise Thane (3)|+1 level of existing class
4th |+3|+4|+1|+4|Raise Thane (4), Whispers|+1 level of existing class
5th |+3|+4|+1|+4|Raise Thane (5), Ruby Clarity|+1 level of existing class[/table]

Weapon Proficiencies: A Ruby's Claw gains no new weapon or shield proficiencies.

Class Features: At each level of Ruby's Claw after the first, you gain increased progression with a class feature you already have. You can choose to advance Spellcasting, Maneuvers, or Scaleshaping with each level. If you choose Spellcasting, you gain an increased caster level, spells known, and spells per day as if you had gained a level in a single spellcasting class you belonged to before entering this prestige class (if you had more than one spellcasting class, you may only progress one such class with each level of Ruby's Claw).

If you choose Maneuvers, you gain an increased initiator level, maneuvers known and readied, and stances known as if you had gained a level in an initiating class you belonged to before entering this prestige class (if you had more than one initiating class, you may only progress one such class with each level of Ruby's Claw).

If you choose Scaleshaping, you add each indicated level of Ruby's Claw to your Scaleshaper levels to determine the effectiveness of your Scaleshift, Wyrmspirit, and Project Dragon abilities.

In any case, however, you do not gain any other benefit a character of that class would have gained.

Draconic Ideals: Ruby's Claw counts as an Idealist class for the purposes of calculating your Idealist level and all abilities therein.

Mental Conversion (Su): Becoming a font of Sardior's knowledge grants you the ability to replicate magic with psionics. Any spell-like abilities granted to you by your ideal powers become psi-like abilities, granting you the [Psionic] subtype as normal.

Raise Thane (Su): Reflecting Sardior's ability to transform gem dragons into his Thane servants, you learn to grant aspects of your personality to your allies. As a full-round action which provokes attacks of opportunity, you can designate a single ally (other than yourself) to become your Thane, which grants that ally the benefits of expressing a Gem Dragon Ideal (Amethyst, Crystal, Emerald, Obsidian, Sapphire, or Topaz) you know -- primarily the ideal powers, as well as the damage and resistance if the target ally has the appropriate class feature. The Thane gains uses of its ideal powers equal to its Charisma modifier (minimum 1, maximum equal to your class level), and an effective Idealist level equal to half your Idealist level. If the Thane is already an Idealist, the Ideal you grant replaces one of the Thane's already-expressed Ideals, but it uses its own Idealist level and ideal power uses.

Once a Thane has been raised, it remains so for 24 hours or until you or it perish. You cannot remove Thanehood once it has been bestowed, but a raised creature returns to normal after 24 hours. At 1st level, you can only have a single Thane at a time, but at higher levels you can raise additional Thanes, as shown on the table above. Each Thane you raise must express a different Gem Dragon Ideal. If you attempt to raise a new Thane when you are already at your current maximum, the attempt fails.

Restricted Ideals: Upon entering this prestige class, you voluntarily give up the ability to learn or express the Ideals of Sardior's rivals, the chromatic dragons (Black, Blue, Green, Red, and White Dragons), the metallic dragons (Brass, Bronze, Copper, Gold, and Silver Dragon), or the other dragon gods (Bahamut and Tiamat). If you already know some of these restricted ideals, you do not lose the knowledge of them, but you cannot express them.

Aspects of Thought (Su): Beginning at 2nd level, you have learned (like Sardior) how to integrate the various facets of your personality. Whenever you are expressing a Gem Dragon Ideal, you gain an insight bonus to Will saves equal to your Idealist level divided by 3 (rounded down, minimum 1).

Blanketing Night (Ex): Upon reaching 3rd level, you have embraced the night just as your patron has. You can see through mundane and magical darkness as easily as you see in the light.

Whispers (Su): The Ruby Dragon speaks in silence, and you hear. At 4th level, whenever a creature within 5 feet per Idealist level casts a divination spell or spell-like ability, or manifests a clairsentience power or psi-like ability, you may gain the benefit of that effect as well as an immediate action. You must successfully identify the spell or power with a Spellcraft or Psicraft check, and it must be of a level no higher than your Charisma modifier. If the effect is one that involves questions and answers, you gain knowledge of both, but may not ask your own questions.

Ruby Clarity: Upon reaching 5th level, you learn the Ruby Dragon Ideal (described below), which grants you the same benefits as learning any other Ideal. You continuously express the Ruby Dragon Ideal in addition to any other Ideal you express, as per the Dual Ideal class feature.

Ruby Dragon Ideal
Source: Mind's Eye Article 01-24-2003 (http://wizards.com/default.asp?x=dnd/psm/20030124a)

Damage: Fire
Resistance: Any one of acid, cold, electricity, or fire resistance; change energy type as a swift action.
Skills: Bluff, Use Psionic Device

Ideal Powers:
Command Animals (Su): By spending a use of your ideal powers, you can command snakes or other reptiles as a cleric commands undead. [Wyrmling]
Breath of Force (Su): You can spend a use of your ideal powers to turn your breath weapon into a beam of pure force. The damage from this breath weapon is untyped and carries the [Force] descriptor; you may deal nonlethal damage if you choose. [Juvenile]
Breath of Light (Su): You can spend a use of your ideal powers to turn your breath weapon into a lance of brilliant light. In addition to taking normal (untyped) damage, any creature which fails its Reflex save is also blinded for 1 round per 2 dice of damage that your breath weapon dealt. [Adult]
Dispel Psionics (Ps): You may spend a use of your ideal powers to use dispel psionics as a psi-like ability. [Ancient]
Psionic Mastery (Ps): You can spend uses of your ideal powers to produce psionic effects. As a psi-like ability, you can replicate the effect of any clairsentience power by spending a number of ideal power uses equal to the power's level. Activating this ability requires the same action type which manifesting the power would normally require. You cannot use this ability to replicate powers which carry XP costs. [Wyrm]


Dragonmage Spell List
1st - Ancient Knowledge
2nd - Mindburn
3rd - Dream Lock
4th - Dweomer of Transference
5th - Psychic Turmoil
6th - Eyes of the Oracle
7th - Psychic Turmoil, Greater
8th - Illusion Purge
9th - Srinshee's Spell Shift


Wyrm Warrior
Discipline: Looming Thunderbolt (http://www.giantitp.com/forums/showthread.php?t=269111)
Exotic Weapons: Bec de corbin, sasumata


PLAYING A RUBY'S CLAW
Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

CLASS NAME IN THE WORLD
A quote of somebody else talking about your class!

A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

CLASS NAME IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

Garryl
2013-01-25, 01:53 PM
Yay for gem dragons. Go psionics, go!

Why the enforced non-transparency for psi-likes?

Raise Thane is certainly better than the other PrCs' ideal-shifting abilities, or utterly useless.
a) You are your own ally. Use it on yourself. Bam! Extra expressed ideal and Cha mod extra ideal power uses. Obviously not intended. Can be comboed with a level 15 Scalethief's Wyrmpact and some fast healing for infinite ideal power uses.
b) Use it on others. This would be awesome (probably too awesome), as it's very nice buffing with bonus ideal power uses to boot. I say "would" because it doesn't actually give them an effective idealist level, so they don't get any abilities unless they are already idealists, in which case you've just given away an 8th or 16th level class feature or what would probably be an epic feat (Dual, Triple, or a theoretical epic Quadruple ideal) to one buddy per class level.

... Then Aspects of Thought adds on on top to blow both Congruence and Queen's Crowns out of the water.

I worry that the Wyrm ability of Ruby is just too versatile. That's a wide power list you can mimic.



Unrelated, but Platinum, Five-Fold, and Ruby ideals should be referring to changing the energy type, not element (elements are fire, air, water, earth, energy types are acid, cold, electricity, fire, and sonic) in their resistances and Five-Fold's breath weapon. Five-Fold's breath weapon is a bit ambiguous about how it interacts with resistances. I can repost my amalgam damage rules if you'd like, this kind of effect is what I wrote them for.

sirpercival
2013-01-25, 02:44 PM
Yay for gem dragons. Go psionics, go!

Why the enforced non-transparency for psi-likes? I dunno...? I mean, there's no other benefit for having them be a psi-like, right?


Raise Thane is certainly better than the other PrCs' ideal-shifting abilities, or utterly useless.
a) You are your own ally. Use it on yourself. Bam! Extra expressed ideal and Cha mod extra ideal power uses. Obviously not intended. Can be comboed with a level 15 Scalethief's Wyrmpact and some fast healing for infinite ideal power uses.
b) Use it on others. This would be awesome (probably too awesome), as it's very nice buffing with bonus ideal power uses to boot. I say "would" because it doesn't actually give them an effective idealist level, so they don't get any abilities unless they are already idealists, in which case you've just given away an 8th or 16th level class feature or what would probably be an epic feat (Dual, Triple, or a theoretical epic Quadruple ideal) to one buddy per class level. OK, you can no longer use Raise Thane on yourself, it grants an effective Idealist level, and I included rules for using it on an Idealist.


... Then Aspects of Thought adds on on top to blow both Congruence and Queen's Crowns out of the water. Any suggestions for how to bring it back in line? I could make it a full-round action...


I worry that the Wyrm ability of Ruby is just too versatile. That's a wide power list you can mimic. Changed to just clairsentience powers. Better?




Unrelated, but Platinum, Five-Fold, and Ruby ideals should be referring to changing the energy type, not element (elements are fire, air, water, earth, energy types are acid, cold, electricity, fire, and sonic) in their resistances and Five-Fold's breath weapon. Five-Fold's breath weapon is a bit ambiguous about how it interacts with resistances. I can repost my amalgam damage rules if you'd like, this kind of effect is what I wrote them for. Resistance stuff is fixed. I'll see if I can reword the 5F breath weapon... repost amalgam stuff, and if it works better then I'll use it.

Garryl
2013-01-25, 03:56 PM
Here's amalgam damage. I don't have a permanent place for it yet.


Amalgam Damage Types:
These are special damage types. They function as a combination of other damage types. If a creature has a weakness against any of the component damage types, that weakness applies to the entire amalgam damage type. If it has a weakness against more than one of them, only the greatest weakness applies. If a creature has damage reduction (which applies regardless of whether the source is otherwise an energy attack, spell, power, supernatural ability, spell-like ability, or psi-like ability, but otherwise functions normally), energy resistance, immunity, the ability to heal from damage taken, or similar damage reducing abilities that would apply to one or more component damage types, only the least effective such ability applies against the amalgam damage, or none if none of them would apply to one or more of the component damage types. All other effects apply as though the amalgam damage was the most damaging of its component damage types with respect to that ability.

For example, if a Half-Red Dragon Troll with 10 points of cold resistance from a resist energy spell were struck for 20 points of frostfire damage, it would suffer 10 points of damage, bypassing its regeneration. As an amalgam of cold and fire, frostfire would bypass the troll's immunity to fire as cold damage, being reduced by 10 points due to energy resistance, and would bypass its regeneration as fire damage.

Any combination of damage types can be considered amalgam damage. The sample amalgam damage types listed below are only shorthands for common combinations. Amalgam damage can even include more than two damage types (such as a fire, cold, electricity, sonic, magical bludgeoning, good-aligned slashing, and negative energy amalgam damage).



Sample Amalgam Damage types

Concussive: Concussive damage is a combination of sonic damage and magical bludgeoning damage. The bludgeoning component is affected by damage reduction even if it comes from a non-extraordinary source (but the sonic component still isn't as it is energy damage; see above about damage reduction and amalgam damage).

Endothermic: Endothermic damage is a combination of acid and cold damage.

Exothermic: Exothermic damage is a combination of acid and fire damage.

Firestorm: Firestorm damage is a combination of electricity and fire damage.

Frostfire: Frostfire damage is a combination of cold and fire damage.

Galvanic: Galvanic damage is a combination of acid and electricity damage.

Hailstorm: Hailstorm damage is a combination of cold damage and magical bludgeoning damage. The bludgeoning component is affected by damage reduction even if it comes from a non-extraordinary source (but the cold component still isn't as it is energy damage; see above about damage reduction and amalgam damage).

Icicle: Icicle damage is a combination of cold damage and magical piercing damage. The piercing component is affected by damage reduction even if it comes from a non-extraordinary source (but the cold component still isn't as it is energy damage; see above about damage reduction and amalgam damage).

Magma: Magma damage is a combination of fire damage and magical bludgeoning damage. The bludgeoning component is affected by damage reduction even if it comes from a non-extraordinary source (but the fire component still isn't as it is energy damage; see above about damage reduction and amalgam damage).

Mindfire: Mindfire damage is a combination of fire damage and untyped damage. The untyped component is considered to be from a mind-affecting effect and is thus prevented by immunity to mind-affecting effects, even if the effect that caused the mindfire damage is not mind-affecting.

Necrotic: Necrotic damage is a combination of acid damage and negative energy damage. The negative energy component is similar to that of an inflict spell in that it is considered an effect from the Necromancy school and heals undead (but the acid component will still usually cause it to deal damage instead of healing).

Radiant: Radiant damage is a combination of fire damage and positive energy damage. The positive energy component is similar to that of a cure spell in that it heals living creatures as an effect from the healing subschool and damages undead (but the fire component will still usually cause it to deal damage instead of healing).

Thunderstorm: Thunderstorm damage is a combination of electricity and sonic damage.

Uttercold: Uttercold damage is a combination of cold damage and negative energy damage. The negative energy component is similar to that of an inflict spell in that it is considered an effect from the Necromancy school and heals undead (but the cold component will still usually cause it to deal damage instead of healing).



Name Damage Types Notes
Concussive Sonic Magical Bludgeoning Bludgeonging component is affected by DR
Endothermic Acid Cold --
Exothermic Acid Fire --
Firestorm Electricity Fire --
Frostfire Cold Fire --
Galvanic Acid Electricity --
Hailstorm Cold Magical Bludgeoning Bludgeonging component is affected by DR
Icicle Cold Magical Piercing Piercing component is affected by DR
Magma Fire Magical Bludgeoning Bludgeonging component is affected by DR
Mindfire Fire Untyped Mind-Affecting --
Necrotic Acid Negative Energy Negative Energy component is a Necromancy effect
Radiant Fire Positive Energy Positive Energy component is a Healing subschool effect
Thunderstorm Electricity Sonic --
Uttercold Cold Negative Energy Negative Energy component is a Necromancy effect


Thaning should still get a nerfing. You're throwing out 5 extra expressed ideals into the world on top of granting free ideal power uses. It's not quite as powerful as if you were giving them to yourself, but it is a very good buffing effect and is potentially even stronger by putting it on a character who hasn't used some of his class feature "budget" on acquiring buffs.

I would not have both Raise Thane and Aspects of Thought. They serve the same purpose (making multiple gem dragon ideals available), much like Congruence and Queen's Crowns. Both is just overkill.

Having psi-likes does make you a psionic creature, and thus able to take psionic feats (I think PLAs also let you maintain a psionic focus without PP, though I'm unsure about that). I don't like that weird sort of non-transparency for some things because it makes everything else in the game inconsistent with the way it's normally thought about. Suddenly, you need to go back to all the rulebooks you're using and check really closely about whether it said "spells and effects" or "spells, powers, and other effects". It's something you normally only need to check if you're playing a game specifically with non-transparency.

sirpercival
2013-01-25, 04:00 PM
Here's amalgam damage. I don't have a permanent place for it yet. Cool! I rewrote the 5F damage stuff, hopefully it's more intuitive.


Thaning should still get a nerfing. You're throwing out 5 extra expressed ideals into the world on top of granting free ideal power uses. It's not quite as powerful as if you were giving them to yourself, but it is a very good buffing effect and is potentially even stronger by putting it on a character who hasn't used some of his class feature "budget" on acquiring buffs. Any suggestions? I could cap the ideal uses at 1/RC level... I could also reduce the IL to 1/2 your IL...


I would not have both Raise Thane and Aspects of Thought. They serve the same purpose (making multiple gem dragon ideals available), much like Congruence and Queen's Crowns. Both is just overkill. Alright, I'll change AoT to a different ability.


Having psi-likes does make you a psionic creature, and thus able to take psionic feats (I think PLAs also let you maintain a psionic focus without PP, though I'm unsure about that). I don't like that weird sort of non-transparency for some things because it makes everything else in the game inconsistent with the way it's normally thought about. Suddenly, you need to go back to all the rulebooks you're using and check really closely about whether it said "spells and effects" or "spells, powers, and other effects". It's something you normally only need to check if you're playing a game specifically with non-transparency. OK, you've convinced me. I wasn't married to that ability anyway. I'll take that part out.

sirpercival
2013-08-18, 12:57 AM
TRUE DEVOTEE

Quote of Some Kind by a member of the class!

A True Devotee understands that the purest path to draconic enlightenment is through dedication to a single Ideal.

BECOMING A TRUE DEVOTEE
How you would normally become a member of this prestige class.

ENTRY REQUIREMENTS
Feat: Favored Ideal
Ideals: Must know and be able to express an Ideal. Feats that grant single ideal powers do not count towards this prerequisite, but epic feats granting access to whole ideals do.
Special: Must be able to use the Adult ideal powers of the Favored Ideal.

Class Skills
The True Devotee's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Martial Lore (Int), Perform (Cha), Profession (Wis), Spellcraft, and Use Magic Device (Cha), as well as the skills associated with their Favored Ideal.
Skills Points at Each Level: 6 + Int

Hit Dice: d12

{table=head]Level|BAB|Fort|Ref|Will|Special|Class Features
1st |+1|+2|+2|+2|Draconic Ideals, Draconic Senses, Personal Ideal, Scaleshift|—
2nd |+2|+3|+3|+3|Frightful Presence|+1 level of existing class
3rd |+3|+3|+3|+3|Damage Reduction, Draconic Immunities|+1 level of existing class
4th |+4|+4|+4|+4|Ideal Enhancement, Spell Resistance|+1 level of existing class
5th |+5|+4|+4|+4|True metamorphosis|+1 level of existing class[/table]

Weapon Proficiencies: A True Devotee gains no new weapon or shield proficiencies.

Class Features: At each level of True Devotee after the first, you gain increased progression with a class feature you already have. You can choose to advance Spellcasting, Maneuvers, or Scaleshaping with each level. If you choose Spellcasting, you gain an increased caster level, spells known, and spells per day as if you had gained a level in a single spellcasting class you belonged to before entering this prestige class (if you had more than one spellcasting class, you may only progress one such class with each level of True Devotee).

If you choose Maneuvers, you gain an increased initiator level, maneuvers known and readied, and stances known as if you had gained a level in an initiating class you belonged to before entering this prestige class (if you had more than one initiating class, you may only progress one such class with each level of True Devotee).

If you choose Scaleshaping, you add each indicated level of True Devotee to your Scaleshaper levels to determine the effectiveness of your Wyrmspirit and Project Dragon abilities, but not your Scaleshift ability (instead, see Scaleshift, below).

In any case, however, you do not gain any other benefit a character of that class would have gained.

Draconic Ideals: True Devotee counts as an Idealist class for the purposes of calculating your Idealist level and all abilities therein.

Draconic Senses (Ex): The first step on your road to transformation begins with your awareness. Upon entering this class, whenever you are scaleshifted, you gain darkvision 120 feet, can see four times as well as a human in shadowy illumination, and twice as well in normal light. At the same time, you gain blindsense out to a distance of 5 feet times your Charisma modifier, though creatures you cannot actually see still have total concealment against you.

Personal Ideal: Upon entering this prestige class, you dedicate yourself fully to your Favored Ideal, and it becomes your Personal Ideal. You always express your Personal Ideal, though you may express other Ideals as well if you have the ability to express more than one Ideal. You may only scaleshift into the form associated with your Personal Ideal. Additionally, as long as you express your Personal Ideal, your type changes to Dragon, with the Augmented subtype.

Scaleshift (Su): If you do not have the Scaleshift class feature, you gain the Scaleshift ability of a 5th-level Scaleshaper. In addition, your levels in True Devotee stack with your (effective) Scaleshaper level to determine your Scaleshift ability.

Frightful Presence (Ex): At 2nd level, whenever you scaleshift, you gain Frightful Presence, as the true dragon (http://www.d20srd.org/srd/monsters/dragonTrue.htm) ability. Your effective age category is equal to the age category of your Scaleshift form.

Damage Reduction (Ex): Beginning at 3rd level, whenever you scaleshift, you gain damage reduction /magic equal to your Idealist level.

Draconic Immunities (Ex): When you are 3rd level or higher, whenever you scaleshift, you become immune to sleep and paralysis effects, as well as immunity to the energy type associated with your Scales ability and your Personal Ideal. If your Personal Ideal grants resistance to two energy types, choose one to become immune to; if it does not grant resistance to an energy type, you are immune to fire.

Ideal Enhancement (Ex): Upon reaching 4th level, your dedication to your Personal Ideal increases your personal and mental attributes. Whenever you scaleshift, any bonuses to your ability scores granted by your form increase by +2.

Spell Resistance (Ex): Beginning at 4th level, you gain spell resistance at all times equal to the amount granted by your best available scaleshift form, which you can raise or lower as a free action (even when it isn't your turn).

True Metamorphosis (Ex): When you achieve 5th level, you have reached the pinnacle of Idealism, and have transformed into the very creature you idolize. You assume your scaleshifted Favored Ideal form at all times, and it becomes your true form (for the purposes of interaction with effects such as true seeing), though you can return to your original form as if scaleshifting. Whenever you are in your dragon from, you count as a True Dragon of the same type as your Favored Ideal. Your type fully changes to Dragon (Augmented); recalculate any racial hit dice as d12s.


PLAYING A TRUE DEVOTEE
Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

CLASS NAME IN THE WORLD
A quote of somebody else talking about your class!

A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

CLASS NAME IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
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AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
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Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
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Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions