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Seira's stuff.

Started by Anastasia, September 19, 2007, 03:22:15 PM

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Anastasia

I'm so creative with topic titles.

Feat:

Draconic Blood

You have draconic blood or influence in your bloodline. By having this feat you inexorably tie your fate into that of a dragon's bloodline. This allows Seira to take half dragon template levels. However, this does not come without it's possible destiny and risks. Taking this feat embraces forces and a destiny that may be difficult to avoid and hostile.

---

Half Dragon

Hit Die

d8

Requirements

Draconic Blood feat.

---

Level   BAB   Fort save   Ref Save   Will Save   Special

1st   +1   +2      +0      +0      Str +2, Int +2, resistance (lesser), natural armor +2, darkvision 60 ft., low-light                               vision

2nd   +2   +3      +0      +0      Str +2, Con +2, resistance (greater), 2 claws, bite, natural armor +1, breath weapon 3d8, immunities (lesser)


3rd   +3   +3      +1      +1      Str +4, Cha +2, immunities (greater), wings, natural armor +1, breath weapon 6d8, dragon type


Class Skills:

Intimidate, Appraisal, Knowledge: Arcana, Knowledge: History, Knowledge: Geography, Knowledge: Nature.

Skill points:

2+int mod(Plus normal Balmuria bonus)

Class Features:

The Half Dragon gains no new weapon or armor proficiencies.

Ability Score Changes: The indicated ability score increases or decreases by the amount noted.

Resistances (Ex): A half-dragon has energy resistance 10 to one type of energy. In this case it is fire, as Seira is tied to red dragons. At 2nd level, this resistance increases to 20. At 3rd level, the half-dragon becomes completely immune to the indicated energy type (see Immunities, below).

Natural Armor Improvements: At every level of the prestige class, the half-dragon's natural armor bonus increases by the indicated amount. A character that does not normally have a natural armor bonus (such as a human) is considered to have an initial natural armor bonus of +0 for the purpose of this ability. Thus, a human's natural armor bonus would increase to +2 at 1st level, to +3 at 2nd level, and finally to +4 at 3rd level.

Darkvision (Ex): At 1st level the half-dragon gains darkvision to a 60-foot range.

Low-Light Vision (Ex): At 1st level, the half-dragon gains low-light vision.

Claws: At 2nd level, the half-dragon gains two claw attacks if she didn't already have them. For the base damage of the half-dragon's claw attacks, use the appropriate value from the table below if the base creature did not previously have claw attacks. If she did, use either the value from the table or the base creature's claw damage, whichever is better. The half-dragon's claws are natural attacks.

Bite: At 2nd level, the half-dragon gains a bite attack if she didn't already have one. For the base damage of the half-dragon's bite attack, use the appropriate value from the table below if the base creature did not previously have a bite attack. If she did, use either the value from the table or the base creature's bite damage, whichever is better. The half-dragon's bite is a natural attack.

Seira's claw and bite would be 1d4 and 1d6, respectively.

Breath Weapon (Su): At 2nd level, a half-dragon gains a breath weapon similar to that of the dragon that provided the benefits of the template. The breath weapon is usable once per day and allows a Reflex save (DC 10 + 1/2 half-dragon's racial HD + half-dragon's Constitution modifier) for half damage. The shape and size of the breath weapon are given below.

Red: 30-foot cone of fire

Immunities (Ex): At 2nd level, the half-dragon becomes immune to sleep and paralysis. When she reaches 3rd level, her template-based energy resistance (see Resistances, above) is replaced by total immunity to that energy type.

Wings (Ex): At 3rd level, a Large or larger half-dragon grows fully functional wings and may use them to fly at up to twice her land speed (maximum 120 feet) with average maneuverability. A Medium or smaller half-dragon either does not grow wings or grows nonfunctional vestigial ones.

Dragon Type: At 3rd level, the half-dragon completes her metamorphosis, and her type changes to dragon. She becomes vulnerable to spells and effects that work on creatures of the dragon type but is immune to effects that target her original type. For example, a half-human/half-dragon would be subject to the extra damage from a dragon bane sword, but she is immune to hold person because that spell affects only humanoids.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Corwin

#1
Copy/pasta~

Dragon-Pact Wizard

The class exists to provide those who have made a pact with a dragon the arcane means of drawing upon that pact to bring themselves closer to becoming draconic themselves.

To qualify, a character
-must have at least three draconic feats.
-must speak Draconic
-must be able to cast lesser dragon ally

Special: The character must have made a pact with a dragon.


Hit Die: d6.

Class Skills
The Dragon-Pact Wizard's class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha).
Skill Points at Each Level: 2 + Int modifier.

Level|BAB|Fort|Ref|Will|Special|Spells per Day/Spells Known
1st|+0|+0|+0|+2|Draconic Enlightenment, Draconic Claw|+1 level of existing spellcasting class
2nd|+1|+0|+0|+3|Claw of Energy|+1 level of existing spellcasting class
3rd|+2|+1|+1|+3|Arcane Claw|+1 level of existing spellcasting class
4th|+3|+1|+1|+4|Arcane Shielding|+1 level of existing spellcasting class
5th|+3|+1|+1|+4|-|+1 level of existing spellcasting class
6th|+4|+2|+2|+5|Hold Ray|+1 level of existing spellcasting class
7th|+5|+2|+2|+5|-|+1 level of existing spellcasting class
8th|+6|+2|+2|+6|Arcane Resistance|+1 level of existing spellcasting class
9th|+6|+3|+3|+6|-|+1 level of existing spellcasting class
10th|+7|+3|+3|+7|Draconic Ascension|+1 level of existing spellcasting class


Draconic Enlightenment (Ex): A character's dragon-pact wizard levels stack with draconic levels for the purposes of determining draconic HD and any class-bases bonuses. For example, a 3rd-level dragon/1st-level dragon-pact wizard's HD for determining the saving throw for her breath weapon is as if she were a 4th level dragon.

Draconic Claw: The dragon's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Claw of Energy (Su): A Dragon-Pact Wizard may choose to manifest her draconic energy in her natural weapons. This energy matches the energy type of the dragon she has made a pact with and deals an extra 1d6 damage. If the dragon lacks an energy affinity, she defaults to fire. Using this power counts as expending a draconic breath attempt and follows the same rules as breath weapons do. Using this power counts as a free action and lasts for 1 round.

Arcane Claw (Su): Beginning at 3rd level, a Dragon-Pact Wizard can expend a breath weapon use to cast and deliver a touch spell with a natural weapon. Using this power counts as expending a draconic breath attempt and follows the same rules as breath weapons do. If the dragon is able of using this power in a given round, she can only use it once, and it counts as a free action.

Arcane Shielding (Sp): At fourth level, the Dragon-Pact Wizard may cast Fire Shield 1/day as a spell like ability. Fire based dragons use the warm shield, cold based dragons use the cool shield. Other dragon types may choose between the two.

Hold Ray (Ex): At 6th level or higher, a Dragon-Pact Wizard can cast any spell that procudes a ray effect as a touch spell instead. The spell's range is reduced to touch, and its Effect entry is replaced with "Target: Creature touched." She can deliver the spell with either a touch attack or a normal attack with a natural weapon, and she can hold the charge as with a normal touch spell. A Dragon-Pact wizard can combine this ability with Arcane Claw to deliver a ray-effect spell as par the condition on the use of Arcane Claw.

Arcane Resistance (Ex): At 8th level, a Dragon-Pact Wizard gains spell resistance equal to 10 + the total of her draconic HD. Note that due to Draconic Enlightenment, class levels from this class stack with draconic HD.

Draconic Ascension: At 10th level, the Dragon-Pact Wizard no longer takes penalties for aging and cannot be magically aged. Any such penalties already taken stay in place. Bonuses still accrue, and the Dragon-Pact Wizard still dies when her time is up.
<Steph> I might have made a terrible mistake

Corwin

#2
Stuff in the abandoned red dragon's lair:

Ancient teakwood drawer: 810 GP.
Pile of gold coins at it's feet: 142 GP.
Scales: 25 GP.
Book collection on the cycles of Mechanus: 2,045 GP.
Tapestry showing the cycle of life, death and rebirth in the Outer Planes: 1,935 GP.
Pile of copper coins: 200 GP.
Small glass statue of a lemure: 50 GP.
A bar of a rare metal called electrum, a blend of gold and silver: 250 GP.
A chessboard made of darkwood and mithril(The pieces are missing): 839 GP.
A tankard engraved with the face of a Leonal: 750 GP.


Stuff from the silver dragon lair in Pallanth:

A royal gown and jewelry: 200gp
A set of green dragon's scales, in which a tale of the glorious battle between Shilvertalan and Auhtan the Green is written in draconic: 1,500gp.



Stuff from Command Base #4:

Brass Dragon's Scale: 832 GP, Strange Gold Coin: 100 GP


From Silence:

Ten coins tied together, each one covered with tiny, tiny words. If read, it tells the life story of the reader up to this point: 4,301 GP. Interestingly, the coins do not seem magical at all and do not scan as magic.


From Seira's trip to Brightwater:

A cask of ageless wine: 391 GP.
A tiny bottle of diamond dust: 494 GP.
A mace made of granite: 98 GP.
Silver thread: 23 GP.
A fist sized chunk of feldspar that smells of sweet flowers: 560 GP.
A bolt of fine silk: 1,000 GP.
Silver signet ring of Lliira: 209 GP.
A saddle for a gryphon, inlaid with rose quartz: 483 GP.
A glass eye that has images of the multiverse's makeup within: 800 GP.
A crimson rose from Shendilvari, pressed between wax paper and preserved: 45 GP.
A bag full of quartered silver pieces: 140 GP.
A storybook of ancient Efreeti fairy tales in Ignan: 1,490 GP.
Broken bits of ivory in an old wooden lockbox: 748 GP.
An old copper coin, big as a wagon wheel and thin as your gums: 492 GP.


From Sa'grim's hideout:

Several casks of copper and silver coins from Kesse, Evrai, Sanaxt, the dwarven lands and a few you don't know, as well as small coins from the various small kingdoms and statelets hanging onto the various nations here: 545 GP in total here.
5 gold coins, mostly from Sanaxt and Kesse, 5gp's worth.
2 coins made of a dull brown stone with bright veins of  silver running through them. Each one is very big but flat and hard. Each one has a stamp of five mountains ablaze on both sides: These are Tags from the western dwarven lands. They have a value of 10 GP per Tag, but they're worthless outside of the dwarven lands. 20gp's worth.
A bag of marbles made of crystal: 890 GP.
A painting of a great rising pillar of flame, engulfing all. Seira can identify this as likely being an image of the form of Kossuth she saw in the realm of fire: 4,929 GP.
A sock stuffed full of long, sharp white teeth. They aren't human, Seira can tell that much with a glance: The teeth of dire wolves, polished and preserved. 400 GP.
12 dead roses, the rosebuds coated in what looks to be  silver: This looks not to be silver, but the purified blood of a lycanthrope slain by silver poisoning. 2,313 GP.
A longspear with the names of various saints engraved into the haft. None of the immediately mean anything to Seira: The saints are dwarven saints, mostly of Kossuth and Kelemvor. It's worth 2,000 GP in this region and worthless in the Baronies or lands removed from this one. [IN USE BY AGATHAIEL]


From Gurlan's hoard:

Miniature scale airship, cunningly designed: 1,393 GP.
A necklace of white feathers, said to be from a valkyrie's wings: 2,000 GP.


From Gerelethen's lair:

A set of marbles, with each marble having the design of an outer plane inside as a pattern: 4,300 GP.
Heroes vs the Dragon: One of the paintings is of a vast blue dragon. It looms over a city, only a few heroes opposing it. A blonde woman atop battlements, a bald warrior in plate armor and a half elf.... A signature on it reads 'Kel'. 14,000 GP.
Seats made of angel's feathers~

Inside of the first box is a pile of copper coins. Each coin is different, hundreds and hundreds of realms mortal and immortal shown. The second box is full of silver coins of the same, the third gold. The fourth is platinum, electrum, steel, and other odd metal coins:

Copper coins: 83 GP.
Silver coins: 3,29 GP.
Gold coins: 1,600 GP.
Exotic coins: 4,800 GP.


Shar's looter deigned to leave the following:

A smooth, round onyx gemstone: 435 GP.
An iron bracelet set with a single tiny band of gold in the center: 103 GP.



The exchange of gifts from Earth:

Crystal table: 10,900 GP.
Dragon-diamond crown: 14,400 GP.
<Steph> I might have made a terrible mistake

Corwin

Lagann MK I

Metalline Orb of Spirit and Control

This is an intelligent magical item. On being touched, it attempts to use telepathy to wrest control of the toucher's body. This results in opposed intelligence checks, with a losing toucher being temporarily overwhelmed. It's modifier for such checks is +7. If the orb is sufficiently tamed by whatever means (Negotiation, fear, bribery, whatever) It possesses the following powers. However, it is not to be forgotten that it is a somewhat hostile intelligence, and by all indications not sane.

Telepathy, 20 ft range. (Su)

This functions as a limited telepathy that allow communication between the orb and the holder. This functions automatically on touch, certain normal precautions such as protection from evil do not prevent this power from functioning. This is used to send commands to the orb; however, it also is is also aware of audible words spoken in it's range.

Metallic Attraction. (Su)

This spell can attract metallic objects as per a Telekinesis spell's violent thrust ability, except that the objects unfailingly come towards the orb.  It has a weight limit of 25 pounds and a range of 40 feet. This will garner all loose metals without a save, things held by a creature allow the creature a will save of a strength check to hold on, whichever is higher. The DC for this ability is 20.  No opposed intelligence check is required.

Metal crafting. (Su)

This orb may construct impromptu crafts of metal on the spot. Items created this way are of average craftsmanship, often oddly shaped but functional. Armor and weapons made in this way are normal, non masterwork affairs. However, while the orb has a genuine flair for creationism far beyond this, it invariably gets worked up when using this power. Intelligence checks are required in those cases.

Metallic spell resistance. (Su)

Against spells designed to target metals (Heat Metal, for example), the bearer of the orb possesses spell resistance 21. This spell resistance applies even if the spell in question does not normally allow spell resistance.

Designs (Su)

The orb's awareness possesses knowledge of myriad diagrams for metal designs of all sorts. With a successful intelligence check against the orb, the holder can attempt to find a diagram of their choice. In practical terms, this grants a +3 bonus to craft checks regarding this item, or can pull of designs entirely from the blue.

Detect Metal (Su)

The orb can invoke detect metal within a 60 foot radius. The type and rough quantity of metal is known and relayed back to the controller.

(http://www.soulriders.org/forum/index.php?topic=100062.msg1006669#msg1006669)
<Steph> I might have made a terrible mistake

Corwin

Lagann MK II

-Flanking (mastered during the escape from the Sharrans)

Lagann can use his Telekinesis to do a flanking maneuver with his master. His weapon travels at the speed of that Telekinesis power. He cannot use that Telekinesis power for any other purpose at that time.


-Full Metal Form (learned from the ROOM OF GEARS at Gnomish Control Base 4)

Lagann can use his Telekinesis ability to maintain and operate a mechanical body much like an Inevitable's. He cannot use that Telekinesis power for any other purpose at that time.
<Steph> I might have made a terrible mistake

Corwin

#5
Lagann as a Familiar

Requires: Item Familiar feat


Table: Item Familiar Abilities

HD    Ability
1st    Invest spell slots; familiar basics; full metal form
7th    Sapience; senses; communication; flanking
10th    Special ability
14th    Special ability
18th    Special ability
21st+   One additional special ability per three character levels above 20th


-Invest Spell Slots

Lagann's master may choose to invest a single spell slot in his familiar and gain a bonus spell slot in return. The single spell slot must be of the highest spell level he can cast, and the bonus spell slot is always two levels lower than the slot invested in the item. As the caster gains (or loses) levels, the spell slot invested in the item changes so that it is always of the highest spell level he can cast, and the bonus spell slot also changes accordingly, remaining two levels lower than that.

If the master does not have a spell slot two levels lower than the highest spell level he can cast (if he can cast only 0- and 1st-level spells), he cannot use this option.



-Familiar Basics

-Hit Dice
For the purpose of effects related to number of Hit Dice, use the master's character level or the familiar's normal HD total, whichever is higher.

-Hit Points
The familiar has one-half the master's total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.

-Attacks
Use the master's base attack bonus, as calculated from all his classes. Use the familiar's Intelligence modifier, to get the familiar's melee attack bonus with his Telekinesis ability.

Damage equals that of the weapon Lagann is controlling with his Telekinesis or holds with an appendage (only one weapon can be manipulated at a time).

-Saving Throws
For each saving throw, use the master's (as calculated from all his classes). The familiar uses its own ability modifiers to saves, and it doesn't share any of the other bonuses that the master might have on saves.

-Skills
For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master's skill ranks, whichever are better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability to use.


-Sapience

Lagann becomes easier to handle. His intelligence score corresponds to 25 (+7), while his charisma and wisdom are 12 (+1). Lagann also gains an Ego score.


-Senses

Lagann can see and hear in a 40-foot radius as if it were a creature. It does not normally make Spot or Listen checks separately from its master, but its master gains the benefit of the Alertness feat while wielding the item.


-Communication

Lagann communicates with the master telepathically. For every positive point in his intelligence bonus, Lagann learns a new language the master knows as well.






Special Ability

-Armor, Shield, or Weapon Special Ability

Any single item Lagann can affect with his innate form of Telekinesis gains an ability equivalent to a +1 bonus. A character may select this special ability multiple times, each time enabling his familiar to gain a different ability equivalent to a +1 bonus. An item he can no longer direct for whatever reason, such as due to range limitations, loses that bonus until the conditions that have broken the link have been corrected. Redirecting that bonus to a different item is a task that takes 24 hours.


-Lower Megamagic Cost

If imbued with a magical ability by its master, Lagann can reduce the level adjustment of a single metamagic feat its master knows by 1. This ability can be selected again; it then applies to a different metamagic feat the master knows. This cannot lower the level adjustment below +1.

prereq: Lagann was invested with spell slots.


-Invest More Spells

Lagann's master can invest more spell slots into Lagann. Each time this power is taken, an amount of spell slots equal to or lesser than the highest level spell slot invested in Lagann can be used. If the combined amount of spell slots is of lvl2 or higher, the normal benefits of spell slot investiture apply (an extra spell slot of two levels lower becomes available).

As the caster gains (or loses) levels, the combination of spell slots invested in the item changes so that it is always equal to the highest spell level he can cast, and the bonus spell slot also changes accordingly, remaining two levels lower than that.

prereq: Lagann was invested with spell slots.


-Sapience Breakthrough

Lagann's mental state stabilizes. He acts according to his intellect score, and gets to add +4 to a mental ability of the master's choice, and +2 to the other two.


-Increased Telekinesis Range

All the values regarding Lagann's innate Telekinesis ability double (range, speed, etc). He can still only wield a single weapon, and the DC to resist his manipulation of metals remains unchanged.


-Greater Power

An item familiar empowered with this special ability gains any single greater power listed on the Intelligent Item Greater Powers table. The item uses this power as described, at the master's command. A character may select this special ability multiple times, each time applying it to a different greater power.

prereq: Lagann must have one lesser power for every single greater power. The master must still spend the proper amount of gold. This process takes 24 hours.


-Lesser Power

An item familiar empowered with this special ability gains any single lesser power listed on the Intelligent Item Lesser Powers table. The item uses this power as described, at the master's command. A character may select this special ability multiple times, each time applying it to a different lesser power.

prereq: The master must still spend the proper amount of gold. This process takes 24 hours.


-Spell Use

An item familiar empowered with this ability may cast any spell invested in it as a standard action (or longer, as defined by the spell's duration) as long as it does not have an expensive material component or an XP component. The item familiar need not provide any verbal or somatic components, and it need not provide any material components that cost less than 1 gp. The item familiar must meet the ability score prerequisites for the spell but casts the spell at the master's level.  It can cast the spell as if it were a sorcerer of the master's character level. The item familiar uses its own ability scores to determine spell save DCs but can cast its spells only on its master's order. The master may use a free action on his turn to issue these orders, or he may give a number of contingency orders (such as "If I fall unconscious, cast cure minor wounds on me") equal to one more than his Charisma modifier (minimum one).

prereq: Lagann was invested with spell slots.
<Steph> I might have made a terrible mistake

Corwin

#6
10/07/2010

Hit Dice: 131hp (Medium Construct, 20HD)
AC: 32 (+0 size, +0 dex, +22 natural)
BAB: 15
Init: 0
Speed: 40ft

Full Attack (Resort, mental): +28/+23/+18, 3d8+4/3d8+4/3d8+4 (Resort/Resort/Resort)
Full Attack (Resort, melee): +29/+24/+19, 3d8+10/3d8+10/3d8+10 (Resort/Resort/Resort)
Full Attack (Natural Weapons): +30/+30, 2d8+15/2d8+15 (2 slams)

Special Abilities: Invest Spell Slots (lvl9 Domain slot sacrificed), Spell Use (Lagann can cast spells from the slots invested in him as Standard actions or longer), Sapience Breakthrough, Invest More Spells (lvl1, lvl8 Domain slots sacrificed), Invest More Spells (lvl4, lvl5 Domain slots sacrificed)

Special Qualities: See Invisibility (CL20, Permanency), Greater Magic Fang (+5, Permanency), Construct traits, damage reduction 15/adamantine, darkvision 60ft, low-light vision.

Saves: Fort +6, Ref +6, Will +8
Abilities: STR 31 (10), DEX 11 (0), CON 0 (X), WIS 14 (2), INT 29 (9), CHA 14 (2)
Languages: Common, Draconic, Celestial, Gnome, Abyssal, Infernal, Ignan, Dwarven, Elven

Skills: Appraise (23) +32, Craft/Armorsmithing (23) +32, Craft/Weaponsmithing (23) +32, Craft/Metalworks (23) +32, Knowledge/Arcana (23) +32, Knowledge/Architecture and Engineering (23) +32, Knowledge/History (23) +32, Listen (23) +25, Open Lock (23) +23, Profession/Smith (23) +25, Spot (23) +25

Items:
Ring of Teleport 1/day [18,000gp] : Elle's prototype! [worn]
Ring of Minor Spell-Storing [18,000gp] : Spell stored listed in memorized spells section [worn]

Lagann's equipment (sentient orbs, what of the lab/factory could be relocated, etc) [8,125gp]



http://www.d20srd.org/srd/typesSubtypes.htm#constructType

Spoiler: ShowHide
Features
A construct has the following features.

•10-sided Hit Dice.
•Base attack bonus equal to ¾ total Hit Dice (as cleric).
•No good saving throws.
•Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if the construct has an Intelligence score. However, most constructs are mindless and gain no skill points or feats.
Traits
A construct possesses the following traits (unless otherwise noted in a creature's entry).

Construct Size Bonus
Hit Points
Fine —
Diminutive —
Tiny —
Small 10
Medium 20
Large 30
Huge 40
Gargantuan 60
Colossal 80

•No Constitution score.
•Low-light vision.
•Darkvision out to 60 feet.
•Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
•Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
•Cannot heal damage on their own, but often can be repaired by exposing them to a certain kind of effect (see the creature's description for details) or through the use of the Craft Construct feat. A construct with the fast healing special quality still benefits from that quality.
•Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
•Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
•Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
•Since it was never alive, a construct cannot be raised or resurrected.
•Because its body is a mass of unliving matter, a construct is hard to destroy. It gains bonus hit points based on size, as shown on the table.
•Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
•Proficient with no armor.
•Constructs do not eat, sleep, or breathe.


http://www.d20srd.org/srd/monsters/golem.htm#ironGolem
<Steph> I might have made a terrible mistake

Corwin

<Steph> I might have made a terrible mistake

Corwin

A post dedicated to Amaryl's as-yet minor hoard! So far made from things I get her, but one can hope for the future!



From Sa'grim's hideout:

A statue of a maiden sleeping against a unicorn, carved of light colored wood: 2,305 GP.
<Steph> I might have made a terrible mistake

Corwin

Since several changes took place for various reasons near the same time in RL, it's easier to just list them all here.

Draconic transformation bestowed flight in humanoid form (same as with Improved Dragon Wings from RotD p100), wing attacks in humanoid form, draconic breath (same as with Dragon Breath RotD p98), SLAs (Locate Object 5/day).

Dragon Breath was swapped out for Draconic Aura: Energy/Fire (Dragon Magic p16-17).
Improved Dragon Wings was swapped out for Dragonfire Stirke (Dragon Magic p18).

Sacred Strike was swapped out for Quicken Spell to meet prerequisites for Improved Metamagic.

Epic Destiny caused Travel Devotion to become unavailable and to be swapped out with Improved Initiative.
<Steph> I might have made a terrible mistake

Corwin

Copy-pasta the second


Requirements

Skills: Spellcraft 13 ranks, Knowledge/Arcana 13 ranks
Feats: Empower Spell, Widen Spell
Spellcasting: Ability to cast 8th level arcane spells


Class Skills

Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge/any (Int), Profession (Wis), Spellcraft (Int)
Skill Points at Each Level: 2 + Int modifier


Class Features

Weapon and Armor Proficiency: War Wizards gain no proficiency with any weapon or armor.
Spells per Day: When a character gains a new level of War Wizard, she gains new spells per day as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class.
Spontaneous Widen Spell: The War Wizard may cast a spell as if it were under the effects of the Widen Spell feat. She does not need to prepare this in advance, and it does not increase the casting time or use a higher spell slot. The War Wizard can use this ability a number of times per day equal to 1 + the modifier for her main casting ability (Intelligence or Charisma, as appropriate).
Epic Metamagic Feat: At 2nd level, the War Wizard gains a bonus epic metamagic feat of her choice that she meets the requirements for.
Enhanced Spell Area: Any time a War Wizard of 3rd level casts a spell modified by the Widen Spell feat, any numeric measurements of the spell's area increase by 200% rather than 100%. Thus, a widened fireball spell would have a 60ft radius spread instead of a 40ft radius spread.
Sudden Enhance: The War Wizard is treated as having the Sudden Enhance feat, even if she does not have the normal prerequisites for that feat.
War Spell: Once per day, a 5th level War Wizard can call on a spell cast with the Widen Spell or Spontaneous Widen Spell benefit, and increase the spell's area exponentially. The radius of this spell increases by 1000%.

The War Wizard

Class
Level    BAB      Special                                      Spells per Day
1st      +0      Spontaneous Widen Spell                 +1 level of existing class
2nd      +1      Epic Metamagic Feat                      +1 level of existing class
3rd      +1       Enhanced Spell Area                       +1 level of existing class
4tht      +2      Sudden Enhance                           +1 level of existing class
5th      +2       War Spell                                     +1 level of existing class
<Steph> I might have made a terrible mistake