Level
| KXP
| Wizard 123 456 789 ABC DE
| TH
|
1
| 0
| 2½- --- --- --
| +1
| 2
| 4
| 31½ --- --- --
| +2
| 3
| 8
| 421 --- --- --
| +3
|
4
| 16
| 532 ½-- --- --
| +4
| 5
| 32
| 643 1½- --- --
| +5
| 6
| 64
| 754 21- --- --
| +6
|
7
| 96
| 865 32½ --- --
| +7
| 8
| 144
| 976 43½ --- --
| +8
| 9
| 216
| A87 541 ½-- --
| +9
|
10
| 400
| A98 652 1-- --
| +10
| 11
| 600
| AA9 763 2½- --
| +11
| 12
| 1000
| AAA 874 3½- --
| +12
|
13
| 1400
| AAA 985 4½- --
| +13
| 14
| 1800
| AAA A96 51½ --
| +14
| 15
| 2200
| AAA AA7 621 --
| +15
|
16
| 2600
| AAA AA8 732 --
| +16
| 17
| 3000
| AAA AA9 843 --
| +17
| 18
| 3400
| AAA AAA 954 ½-
| +18
|
19
| 3800
| AAA AAA A65 ½-
| +19
| 20
| 4200
| AAA AAA A76 1-
| +20
| 21
| 4600
| AAA AAA A87 1-
| +21
|
22
| 5000
| AAA AAA A98 2-
| +22
| 23
| 5400
| AAA AAA AA9 2-
| +23
| 24
| 5800
| AAA AAA AAA 3-
| +24
|
25
| 6200
| BBB BBB BBB 3-
| +25
| 26
| 6600
| BBB BBB BBB 4-
| +26
| 27
| 7000
| CCC CCC CCC 4½
| +27
|
28
| 7400
| CCC CCC CCC 5½
| +28
| 29
| 7800
| DDD DDD DDD 5½
| +29
| 30
| 8200
| DDD DDD DDD 51
| +30
|
31
| 8600
| DDD DDD DDD 61
| +31
| 32
| 9000
| EEE EEE EEE 61
| +32
| 33
| 9400
| EEE EEE EEE 71
| +33
|
34
| 9800
| FFF FFF FFF 71
| +34
| 35
| 10200
| FFF FFF FFF 81
| +35
| 36
| 10600
| FFF FFF FFF 821
| +36
|
37
| 21200
| FFF FFF FFF 822
| +37
| 38
| 31800
| FFF FFF FFF 832
| +38
| 39
| 42400
| FFF FFF FFF 833
| +39
|
45
| 106000
| FFF FFF FFF 866
| +45
| 54
| 201400
| FFF FFF FFF A99 1
| +54
| 63
| 296800
| FFF FFF FFF AA9 9
| +63
|
72
| 392200
| FFF FFF FFF CCB B1
| +72
|
|
Str
| Dex
| Con
| Int
| Wis
| Chr
| Cml
| AT
| hp
| TH
| Div
|
+3
| +3
| +4
| +6
| -4
| +3
| +2
| +4
| +10
| +2
| ÷1
|
|
| Requisites:
| Str 10, Dex 10, Con 12, Int 18, Chr 10,
|
| Race Slots 1, Class Slots 2
| Alignment:
| any G
| HD/level:
| & d5
| Weapon Prof.:
| 1+level/4
| To Hit Table:
| Mon
| Save Table:
| Wiz+1
| Reference:
| DM
| Groups:
| Wizard, Monster, Archetype
| Complexity:
| CF=3
|
|
| Saving Throws:
|
| PPD:
| level+4
| RSW:
| level+7
| PP:
| level+5
| BW:
| level+3
| Spell:
| level+6
| Fort:
| level+0
| Reflex:
| level+1
| Will:
| level+1
|
|
|
Considered a "Pocket Dragon" race.
| Level 1 ¶: Get one instance of each of the Psi15 Minor Alterations, as follows. You get 1 extra Psi15 pick per even level.
|
Add Breath Weapon [1st]
| Breath weapon is 3/d. Choose a normal (E=1) element. Breath = 50% of current hp total.
|
Add Breath Weapon [2nd]
| Breath weapon is once per 3 rounds. Choose a normal (E=1) element. Breath = (CL+1)d(CL*2+2).
| Add Resistance
| Resist one normal (E=1) element, this can be taken twice for an E=2, thrice for an E=3, etc.
| Add Scales
| Natural AT source = +CL
|
Add Tail
| Tail does 1d(CL*2) damage
| Add Wings
| Flight at (CL+1)*3" rate
| Alter Resistances
| Alter two resistances (or one immunity) to be of different element(s) (Pick an E factor = original)
|
Improve Breath Freq.
| Can use breath 4/d or once per 2 rounds (Pick again: 5/d or every r.) (Pick 3rd time: 6/d or per 5 s.)
| Improve Breath Element
| Add 1 to the E factor of your breath weapon element. (Choose a new element when you pick this.)
| Increase Bite Damage
| (+1)d(+2) with bite attacks
|
Increase Breath Damage
| +10% of current hp total to breath dmg [or (+1)d(+2) breath dmg if using set breath dice]
| Increase Claw Damage
| (+2)d(+0) with claw/hand attacks
| Increase Tail Damage
| (+0)d(+4) with tail attacks
|
Versatile Breath Element
| Your can alternatively use a second element, with E factor equal or less than your normal breath.
|
Level 1: Pink Bow: 0, 1/t: Alter the breath weapon you breathe to an element of the same E or less, until you use this ability again. You are immune to that element, until you use this ability again.
| Level 1: Each level, pick one spell. That spell requires only ½ of a spell to cast. This isn't cumulative with school specialization.
| Level 1: MR adjustment is -5*level% instead of +60-5*level%.
| Level 1: Can specialize in 1 school for free. Can specialize in another school, but then must pick an opposite.
| Level 3: All of your spells that offer a saving throw now require 2 saving throws, if either is failed, the target is treated as having not saved.
|
|