Zantriss


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
Race Adjustments:
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.