Verik Vancaskerkin

Geoffrey Terven's page

11 posts. Alias of Madcaster.


Full Name

Geoffrey Terven

Race

Inactive

Age

20

Alignment

NG

Languages

Common, Draconic

Strength 10
Dexterity 14
Constitution 18
Intelligence 10
Wisdom 10
Charisma 14

About Geoffrey Terven

Geoffrey Terven
NG, Male, Human, Medium, Humanoid (human), age 20, 5 ft. 9 in., 154 lbs.
Wyrmer (Breathwright) 1
Init +2; Senses: Perception +3, Low-Light, Darkvision (60 ft.)

Defense:

AC: 15 =10 +3 armor, +2 dex
Touch: 12 =10 +2 dex
Flat-footed: 13 =10 +3 armor

HP: 12 (1d8+4)

CMD: 13 =10 +0(BAB) +2(Dex) +1(Str)

Fort: +6 =2(class) +4(Con)
Ref: +3 =0(class) +2(Dex) +1(trait)
Will: +2 =2(class) +0(Wis)

Offense:

Speed: 30 ft.

CMB +1 =+0(BAB) +1(Str)

BAB: +0
Melee: +0
Ranged: +2

Special Attacks:
Breath Weapon 1d8:
15 ft. cone of fire / 30 ft. line of fire; Reflex Save DC 15 halves the damage
On failed save the target also catches on fire. The DC of the Reflex save to put out the fire is equal to the wyrmer's breath weapon DC. The wyrmer adds 1/2 her class level to the fire damage taken
each round by creatures set ablaze by her breath weapon

Spell-Like Abilities:
At will - Cure Light Wounds (heal 1d8+1 HP; A creature can only be healed by this ability once every 24 hours)

Statistics:

Str 10 (+0)
Dex 14 (+2)
Con 18 (+4) (16 +2(race))
Int 10 (+0)
Wis 10 (+0)
Cha 14 (+2)

Traits:
Deft Dodger

Feats:
1[human]: Extra Dragon Art
1[character]: Extra Dragon Art

Skills:
5 per level =4(class) +0(Int) +1(race)
+1 favored class @ lvl 1
6 total

6 Diplomacy 1 +2(cha) +3(class)
4 Heal 1 +0(wis) +3(class)
6 Intimidate 1 +2(cha) +3(class)
5 Kn. (Nature) 1 +0(int) +3(class) +1(class)
4 Perception 1 +0(wis) +3(class)
6 Sense Motive 1 +2(cha) +3(class)

ACP -1

Languages: Common, Draconic

Racial features:
+2 to any ability score
bonus feat
bonus skill point per level

Wyrmer Class Features:

Weapon and Armor Proficiency:
A wyrmer is proficient with all simple weapons and with her natural weapons. She is proficient with light armor but not with any other type of armor or shields.

Breath Weapon (Su):
At 1st level, a wyrmer gains the breath weapon of her eponym, channeling draconic energy derived from her dragon emblem. This breath weapon can be used at will as a standard action. The breath weapon deals elemental damage matching the energy type of the wyrmer's dragon emblem (see below). The breath weapon's area of effect is either a 15-foot cone or a 30-foot line, dependent upon the wyrmer's choice of dragon emblem. The breath weapon's damage is equal to 1d8 per odd-numbered class level of the wyrmer. A successful Reflex save (DC = 10 + 1/2 the wyrmer's class level + her Constitution modifier) halves the damage of the wyrmer's breath weapon. A wyrmer can always choose to be immune to the effects of her own breath weapon. Wyrmers can select the feat Ability Focus (breath weapon) to increase the DC of their breath weapons by +2.

Draconic Affinity (Ex):
The wyrmer gains a bonus equal to 1/2 her class level (minimum 1) on all Knowledge checks pertaining to dragons and on all Charisma-based skill checks made against dragons. This bonus also applies to the focus skill of the wyrmer's dragon emblem.

Dragon Arts:
At 1st level the wyrmer learns one dragon art, a mystical draconic ability that is usable at will. The wyrmer learns additional dragon arts as she gains new class levels, as per Table: Wyrmer. The wyrmer can only select her dragon arts from the list of lesser dragon arts at 1st level. Beginning at 6th, 12th and 16th level, she also gains access to the list of improved, greater and true dragon arts, respectively.
For a complete list of wyrmer dragon arts, see the Wyrmer Dragon Arts document.

Dragon Emblem (Ex):
Each wyrmer is dedicated to a specific kind of chromatic or metallic true dragon, selected at 1st level. This is called the wyrmer's dragon emblem, and once chosen it cannot be altered. The wyrmer draws upon her dragon emblem to fuel her draconic powers and it influences many of her class features, as noted specifically in each one. A wyrmer's choice of dragon emblem is not dependent upon her alignment. While it is common for a wyrmer to match the alignment of her emblem, some wyrmers have other affinities for their dragon emblem than merely moral ones.

Gold Dragon Emblem:
Alignment: LG; Breath Shape: Cone; Energy Type: Fire; Focus Skill: Knowledge (pick one (Nature))

Resilience (Ex):
At 1st level the wyrmer gains a +2 bonus on all saving throws against paralysis and magical sleep effects. She also gains energy resistance 5 against the energy type of her dragon emblem. The wyrmer's own breath weapon furthermore ignores an amount of energy resistance against its energy type possessed by any creature affected by it equal to the wyrmer's class level.
At 5th, 10th and 15th level, the wyrmer's saving throw bonus increases by +2 and her energy resistance increases by 5. At 20th level, the wyrmer becomes immune both to paralysis and magical sleep effects and the energy type of her dragon emblem. The wyrmer's own breath weapon now completely ignores all resistance against its energy type, though it is still negated by immunity to that energy type.

Tongue of Wyrms:
The wyrmer gains Draconic as a free bonus language at 1st level.

Dual Breath (Su):
Breathwrights are the undisputed masters of the dracolung, able to adjust and mold their breath weapons with a precision and speed regular wyrmers can only dream of. At 1st level when the breathwright selects her dragon emblem, she can use her breath weapon as either a cone or a line, regardless of the dragon emblem's breath shape. At 2nd level when the breathwright gains the dracolung ability, her breath weapon is enhanced both in cone and line form. At 6th, 10th, 14th and 18th level, the breathwright likewise attains two new enhancements, one for her breath weapon in cone form and one for her breath weapon in line form.
This ability replaces the saving throw bonus granted by the resilience class feature, draconic weapon and scales.

Dragon Arts Known:

Augmented Breath Weapon (Su):
Targets that fail their Reflex saves to halve the wyrmer's breath weapon damage also incur an additional effect, depending upon its energy type. The wyrmer must expend a swift action as part of using her breath weapon to add this augmented effect. None of the abilities listed below stack with themselves to extend the duration of their effects.
Acid: The target takes 1d6 points of additional acid damage for a number of rounds after having been affected by the breath weapon equal to 1/2 the wyrmer's class level.
Cold: The target gains the staggered condition for 1d4 rounds.
Electricity: The target becomes stunned for 1 round unless it succeeds on a Fortitude save.
Fire: The target catches on fire. The DC of the Reflex save to put out the fire is equal to the wyrmer's breath weapon DC. The wyrmer adds 1/2 her class level to the fire damage taken each round by creatures set ablaze by her breath weapon

Draconic Senses, Lesser (Ex):
The wyrmer gains low-light vision and darkvision out to a range of 60 feet. If the wyrmer already possesses darkvision, its range is instead increased by 60 feet.

Touch of Vitality (Sp):
The wyrmer can heal the wounds of living creatures by touch. The wyrmer's touch of vitality functions as per cure light wounds. This improves to cure moderate wounds at 4th level, cure serious wounds at 6th level and cure critical wounds at 8th level. Using this ability requires a standard action, or alternatively a swift action if the wyrmer is targeting herself. It has no effect on undead. A creature can only be healed by this ability once every 24 hours

Gear/Possessions:

Dagger (1d4, 19-20/x2, 10 ft., P or S, 1 lb.) 2 gp
Dagger, cold iron (1d4, 19-20/x2, 10 ft., P or S, 1 lb.) 4 gp
Crossbow, light (1d8, 19-20/x2, 80 ft., P, 4 lbs.) 35 gp
Crossbow bolts (10) (1 lb.) 1 gp
Crossbow bolts, cold iron (10) (1 lb.) 2 gp

Hide shirt (AC+3, MDB, +4, ACP-1, ASF 15%, 18 lbs.) 20 gp
Traveler's outfit (5 lbs.)

Carrying Capacity: Light 0-33 lb. Medium 34-66 lb. Heavy 67-100 lb.
Current Load Carried 31 lb.

Money: 6 GP