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WYRM WARRIOR A wyrm warrior's martial techniques bring him closer to the draconic ideal.
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 paladin.
Starting Age: As paladin.
Class SkillsThe 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 | HD: d10 |
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Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
| | | Base Attack Bonus | +1 | +2 | +3 | +4 | +5 | +6 | /+1 | +7 | /+2 | +8 | /+3 | +9 | /+4 | +10 | /+5 | +11 | /+6 | /+1 | +12 | /+7 | /+2 | +13 | /+8 | /+3 | +14 | /+9 | /+4 | +15 | /+10 | /+5 | +16 | /+11 | /+6 | /+1 | +17 | /+12 | /+7 | /+2 | +18 | /+13 | /+8 | /+3 | +19 | /+14 | /+9 | /+4 | +20 | /+15 | /+10 | /+5 |
| | | Fort Save | +2 | +3 | +3 | +4 | +4 | +5 | +5 | +6 | +6 | +7 | +7 | +8 | +8 | +9 | +9 | +10 | +10 | +11 | +11 | +12 |
| | | Reflex Save | +0 | +0 | +1 | +1 | +1 | +2 | +2 | +2 | +3 | +3 | +3 | +4 | +4 | +4 | +5 | +5 | +5 | +6 | +6 | +6 |
| | | Will Save | +2 | +3 | +3 | +4 | +4 | +5 | +5 | +6 | +6 | +7 | +7 | +8 | +8 | +9 | +9 | +10 | +10 | +11 | +11 | +12 |
| | | Ideals Known | 3 | 4 | 4 | 4 | 5 | 5 | 5 | 6 | 6 | 6 | 7 | 7 | 7 | 8 | 8 | 8 | 9 | 9 | 9 | 10 |
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Special | Blade, Dragontouched, ideal power I, primary ideals | Scales | Breath d6 | Draconic recovery | Ideal power II | Wings | Breath 2d4 | Rapid re-expression | Ideal power III | Dual ideal | Breath 2d6 | Quick re-expression | Ideal power IV | Presence | Breath 2d8 | Speedy re-expression | Ideal power V | Draconic patron | Breath 2d10 | Ideal apotheosis, ideal triad |
| | | Maneuvers Known | 3 | 4 | 4 | 5 | 5 | 6 | 6 | 7 | 7 | 7 | 8 | 8 | 9 | 9 | 10 | 10 | 11 | 11 | 12 | 12 |
| | | Maneuvers Readied | 3 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 5 | 5 | 6 | 6 | 6 | 6 | 7 | 7 | 7 | 7 | 8 |
| | | Stances Known | 1 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 |
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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 above table. 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.
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.
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 class level and features). He begins with three ideals at 1st level (his Primary Ideals, see below), and learns an additional ideal at 2nd level and every three levels after. Full descriptions of the Ideals are given below.
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). At 1st level, a wyrm warrior 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). Additionally, which Ideal the wyrm warrior expresses determines the associated energy type for his Blade, Skin, 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, which is the sum of his levels in all classes which grant the ability to express Ideals. A wyrm warrior gains a total number of daily uses of Ideal powers equal to his Charisma modifier plus his Idealist level. (All Ideal powers which require spending one of these uses say so in the power description.)
Beginning at 5th level, 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.
Primary ideals: The first three ideals that a wyrm warrior learns 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 discipline granted by 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.
PLAYING A WYRM WARRIOR Brief description on how to play the class you are designing.
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WYRM WARRIOR IN THE WORLD"A quote of somebody else talking about your class!"-name of quote originator
A brief description of how your class is persevered in the world and how he interacts with the world.
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WYRM WARRIOR IN THE GAME This is a good place to provide a quick note on how your class will effect game play statistically.
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EPIC WYRM WARRIOR 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