Author Topic: EW2.4: Wyrm Warrior  (Read 1405 times)

sirpercival

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EW2.4: Wyrm Warrior
« on: June 22, 2017, 11:51:21 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.

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

Base
Attack

Fort

Reflex

Will

 
LevelBonusSaveSaveSaveSpecial
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

Maneuevers

Maneuvers

Stances
KnownReadiedKnown
3 31
4 32
4 42
5 42
5 42
6 42
6 52
7 52
7 53
7 53
8 53
8 63
9 63
9 63
1063
1074
1174
1174
1274
1284

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 above. 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.

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

Maneuvers: The wyrm warrior's initiator level is equal to his or her Idealist level. The wyrm warrior's maneuvers readied and granted does not increase after 20th level. The wyrm warrio does not learn additional maneuvers unless he or she selects the Martial Knowledge feat.

Ideals: The wyrm warrior's Idealist level continues to increase as he or she advances beyond 20th level. The wyrm warrior does not gain additional Ideals unless he or she selects the Expanded Philosophy feat.

Bonus Feats: The Epic Wyrm Warrior gains a Bonus Feat every 3 levels higher than 20th.
« Last Edit: June 28, 2017, 01:29:23 PM by sirpercival »

sirpercival

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Re:Wyrm Warrior
« Reply #1 on: June 28, 2017, 04:48:18 PM »
WYRM WARRIOR DISCIPLINE LIST

Chromatic Dragon Ideals
IdealDisciplineExotic Weapons
BlackOcean TempestKhopesh, Spiked Chain, Whip
BlueShocking SkyCollapsing Crescent Fan, Spinning Sword
GreenCaustic TempestElven Courtblade, Harpoon
RedPerplexing EssenceJovar
WhiteFrozen ZephyrIce Axe, Ritiik


Metallic Dragon Ideals
IdealDisciplineExotic Weapons
BrassDesert WindCrescent Knife, Spiked Chain
BronzeRaging Storm (RobbyPants)Great scimitar
CopperEndless PlayBastard sword, whip
GoldPhoenix TearClaw bracer, fullblade
SilverBitter EdgeDwarven waraxe, razor skipdisk


Gem Dragon Ideals
IdealDisciplineExotic Weapons
AmethystGentle BreezeKatana, war fan
CrystalKaleidoscopic DreamBlade knuckles, gutter-sword
EmeraldOpen TomeElven thinblade, gnome tortoise blade
ObsidianSleeping GoddessBastard sword
SapphireBladed ThoughtsGreatspear, mercurial longsword
TopazMental GripLajatang, sai


Planar Dragon Ideals
IdealDisciplineExotic Weapons
AdamantineSanguine LotusLongstaff
ArborealPiercing PointGreatspear, harpoon, razor net
AstralAnima RiverExotic special monk weapons
AxialAdamant SoulOne exotic shield of your choice, or tower shields
BattleWhite RavenAny 3
BeastInfernal MonsterScorpion Claws
ChaosMalfeasant HeartDire flail, nunchaku, spiked chain
CholeJade ViperSiangham
ConcordantRevolutionThree-section staff
ElysianStar DreamElven courtblade, elven thinblade
EtherealInfinite ShoreHeavy flail
GloomDread BladeHeavy poleaxe, scourge
HowlingRending ScreamGreathammer
OceanusCrashing WaveSpiked chain, whip, whip dagger
PyroclasticBreath of FireBagnakh*
RadiantInner LightWhip
RustSundered VeilDwarven waraxe, swordbreaker
ShadowStygian NightmareBastard sword, spiked chain
StyxBrutal CrocodileKatar
TarterianAmaranth EclipseFullblade
See Chapter 7: Ethos Items for a description of the bagnakh.

Lung Dragon Ideals
IdealDisciplineExotic Weapons
Chiang LungOcean SoulHarpoon, net
Li LungRaging Storm (ErrantX)Chakram, war fan
Lung WangFalling WaveNet, trident
Pan LungFalling Star (Crystall_Myr)Bastard sword
Shen LungFrozen HeartOrc crusher
T'ien LungRising SpiritAnkus, elven courtblade, jovar
Tun Mi LungStorm SoulLochaber axe, orc double axe


Faerunian Dragon Ideals
IdealDisciplineExotic Weapons
BrownDesolate ArbiterGreathammer
DeepMasked MoonBladed gauntlets, barbed dagger
FangChthonic SerpentKusari-gama, scorpion whip, spiked chain
MercuryFortunate AssailantElven lightblade, elven thinblade, great scimitar
MistBroken WaveTigerskull club
RattelyrHammer RhythmDouble hammer, greathammer
SongDivine MuseBull roarer*
SteelIron HeartBastard sword, dwarven waraxe, two-bladed sword
See Chapter 7: Ethos Items for a description of the bullroarer.


Ferrous Dragon Ideals
IdealDisciplineExotic Weapons
ChromiumIce EternalIce axe, iuak
CobaltOpen JawsKusari-gama, net, whip
IronGolem HeartBastard sword, fullblade
NickelViper FangBraid blade, elven thinblade
TungstenSky SerpentChain whip, nunchaku


Other Dragon Ideals
IdealDisciplineExotic Weapons
BrainstealerFar RealmBoot blade, dire flail, mancatcher
DzalmausShadow HandSai, siangham, spiked chain
EctoplasmicSpectral PalmKusari-gama, talenta sharrash
HexWitch RazorButterfly sword, sai
IncarnumWarrior's SoulBastard sword, lochaber axe
OrangeDark MessiahTalenta sharrash
PurpleCosmic ImperatorNone
SandSavage MawEagle's claw, great scimitar, spiked chain
TomeSolaris ArcanumThrombash
YellowLightning FoxBastard sword, great spear, harpoon


Eberron Ideal Templates
IdealDisciplineExotic Weapons
Child of EberronReplace with Essence of GaiaReplace with crescent scythe and greatspear.
Flame of the ForgeReplace with Mystic BrewReplace with alchemic censer
Fortune's FangReplace with Coin's EdgeReplace with great falchion and two-bladed sword
Guide of the WeakReplace with Penitent MartyrReplace with bastard sword and spiked chain
LightbringerReplace with Golden SaintReplace with mancatcher and net
LoredrakeReplace with Untamed EssenceReplace with spinning sword and sugliin
Master of the HoardReplace with Plain HistoryUnchanged
Passion's FlameReplace with Bloody HammerReplace with dire flail, goliath greathammer, and minotaur greathammer
Stalking WyrmReplace with Fox's GuileReplace with with elven courtblade and ribbon dagger
Wyrm of WarReplace with Sublime TapestryUnchanged


Other Ideal Templates
IdealDisciplineExotic Weapons
NamelessReplace with Pungeon PendragonUnchanged
RaveningReplace with Organic RepastReplace with jalzab, tri-dagger, and whip
RiddledReplace with Diamond MindReplace with bastard sword and trident
SpellhoardingReplace with Twisted VellumReplace with bladed scarf
WanderingReplace with Phantasmal OpusReplace with net, war fan, whip
XorvintaalReplace with Throne ShadowReplace with gnome quickrazor


Prestige Ideals
These Ideals are only available to characters who achieve 5th level in the King's Heart (Platinum), Queen's Head (Five-Fold), or Ruby's Claw (Ruby) prestige classes.
IdealDisciplineExotic Weapons
FivefoldVile ShaftBolas, composite greatbow, great crossbow
PlatinumSilver CraneTwo-bladed sword
RubyLooming ThunderboltBec de corbin, sasumata


Epic Ideals
IdealDisciplineExotic Weapons
ForceCelestial ImpetusNone
PrismaticSeven-Forged SwordNone
TimeMarch of AeonsNone
« Last Edit: June 30, 2017, 11:03:21 AM by sirpercival »