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DracoDei
2009-01-06, 11:57 PM
Aquatic Counterparts to my Wing Dragons. (and edited with that file as the starting point). Remember, I haven't finished making that transition, let alone decided what, if any, things to further alter to give them a more unique identity.

Fin Dragon
Fin Dragons by Age

{table]Age|Size|Hit Dice (hp)|Str|Dex*|Con|Int|Wis|Cha*|Base Attack/Grapple|Attack|Fort Save|Ref Save|Will Save|Breath Weapon ("DC")**|Frightful Presence
Wyrmling |T| 3d12 (19) |10|14|10| 8|10|12| +3/-5 |+7 |+3 |+5 |+3 | 4("16")| -|
Very Young |S| 6d12 (39) |12|16|11| 9|10|14| +6/+3 |+10|+5 |+8 |+5 | 9("18")| -|
Young |M| 9d12+9 (67) |14|17|12|10|11|15| +9/+11|+12|+7 |+9 |+6 | 27("20")| -|
Juvenile |M|12d12+24 (102)|16|19|14|12| 12|17|+12/+15|+16|+10|+12|+9 | 27("22")| -|
Young Adult |L|15d12+30 (127)|17|20|15|13| 13|18|+15/+22|+19|+11|+14|+10| 61("25")|22|
Adult |L|18d12+54 (171)|18|22|17|14|14|20|+18/+26|+23|+14|+17|+13| 61("26")|25|
Mature Adult |H|21d12+84 (220)|19|23|19|15|16|21|+21/+33|+25|+16|+18|+15|116("29")|26|
Old |H|24d12+120 (276)|20|25|20|16|17|23|+24/+37|+29|+19|+21|+17|116("31")|31|
Very Old |H|27d12+135 (310)|21|27|21|18|18|25|+27/+41|+33|+20|+23|+19|116("34")|32|
Ancient |H|30d12+180 (375)|22|29|23|19|19|27|+30/+44|+37|+23|+26|+21|116("36")|35|
Wyrm |G|33d12+231 (445)|23|30|24|20|20|28|+33/+51|+39|+25|+28|+23|197("39")|37|
Great Wyrm |G|36d12+252 (486)|24|32|25|21|22|30|+36/+55|+43|+27|+31|+26|197("41")|40|
[/table]
* See 'Pride in Grace'
** The number listed where damage is normally listed is the number of 5' cubes the Fin Dragon can expel per round. This Breath Weapon doesn't involve a save, however use these DC's for things that refer to a Breath weapon save.


Fin Dragon Abilities by Age

{table]Age| Speed |Initiative| Armor Class |Special Abilities |Caster Level1|SR
Wyrmling |20 ft, fly 100 ft(Good), Swim 100|+2 |15(+2 size, +1 Natural, +2 Dex), 14 touch, 13 Flat-Footed |Echolocation, Evasive Maneuvers, Ink Immunity, Improved Draconic Senses, Pride in Grace(OPTIONAL RULE), Bonus Feats(Swim by Attack, Faster Healing(From 'Masters of the Wild'), Weapon Finesse), Prestidigitation, Aquatic, Amphibious| - | -
Very Young |20 ft, fly 100 ft(Good), Swim 100|+3 |18(+1 size, +4 Natural, +3 Dex), 14 touch, 15 Flat-Footed |Sneak Attack +1d6, Evasion, Limited Snatch, Heroic Idiocy, Bonus Feat: (Expertise), Know Direction, Weather Master | - | -
Young |20 ft, fly 150 ft(Average), Swim 150|+3 |20(+7 Natural, +3 Dex) , 13 touch, 20 Flat-Footed |Uncanny Dodge | - | -
Juvenile |20 ft, fly 150 ft(Average), Swim 150|+4 |23(-1 size, +10 Natural, +4 Dex), 13 touch, 23 Flat-Footed |Sneak Attack +2d6, Control Currents, Expeditious Movement, Fast Healing 1/10 | - | -
Young Adult |20 ft, fly 150 ft(Average), Swim 150|+5 |27(-1 size, +13 Natural, +5 Dex), 14 touch, 27 Flat-Footed |DR 5/magic, Improved Uncanny Dodge, Control Weather (cast as a druid), Freedom of the Waves, On your Tail, Walk Among Them, Reactive Casting| 1 | 15
Adult |20 ft, fly 150 ft(Average), Swim 200|+6 |30(-2 size, +16 Natural, +6 Dex), 14 touch, 30 Flat-Footed |Sneak Attack +3d6, Improved Evasion, Bonus Feat: Greater Weapon Focus[dropped Object] | 3 | 17
Mature Adult|20 ft, fly 150 ft(Average), Swim 200|+6 |33(-2 size, +19 Natural, +6 Dex), 14 touch, 31 Flat-Footed |DR 10/magic, Breath of Dreams, Cats Grace | 5 | 18
Old |20 ft, fly 150 ft(Average), Swim 200|+7 |37(-2 size, +22 Natural, +7 Dex), 15 touch, 35 Flat-Footed |Sneak Attack +4d6, True Haste | 7 | 19
Very Old |20 ft, fly 150 ft(Average), Swim 200|+8 |41(-2 size, +25 Natural, +8 Dex), 16 touch, 39 Flat-Footed |DR 15/magic, Defensive Roll | 9 | 21
Ancient |20 ft, fly 150 ft(Average), Swim 200|+9 |45(-2 size, +28 Natural, +9 Dex), 17 touch, 45 Flat-Footed |Sneak Attack +5d6, True Seeing | 11 | 22
Wyrm |20 ft, fly 200 ft(Poor), Swim 250|+10 |47(-4 size, +31 Natural, +10 Dex), 16 touch, 47 Flat-Footed|DR 20/magic, Swiming Skill Mastery | 13 | 23
Great Wyrm |20 ft, fly 200 ft(Poor), Swim 250|+11 |51(-4 size, +34 Natural, +11 Dex), 17 touch, 51 Flat-Footed|Sneak Attack +6d6, Time Stop, Dream Swim | 15 | 24
[/table]
1 Can also cast spells from the Water, and Travel domains as arcane spells.

Dragon(Aquatic, Water)
Environment: Any water deep enough for the individual to swim in or near such
Organization: Wyrmling, very young, young, juvenile, and young adult: with parents or foster parents as solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Rating: Wyrmling 6?; very young 7?; young 8?; juvenile 10?; young adult 11?; adult 12?; mature adult 14?; old 16?; very old 17?; ancient 18?; wyrm 19?; great wyrm 21??
Treasure: Triple Standard
Alignment: Always Neutral Good
Advancement: Wyrmling 4-5 HD; very young 7-8 HD; young 10-11 HD; juvenile 13-14 HD; young adult 16-17 HD; adult 19-20 HD; mature adult 22-23 HD; old 25-26 HD; very old 28-29 HD; ancient 31-32 HD; wyrm 34-35 HD; great wyrm 37+ HD
Level Adjustment: Wyrmling +?; very young +?; young +?; juvenile +?; young adult+?; adult +?; mature adult +??; old +??; very old +??; ancient +??; wyrm +??; great wyrm +??
Favored Class: Rogue

Fin Dragons are kind-hearted acrobats. They love an impromptu challenge, but rarely take such things really seriously. In a friendly challenge, they are scrupulously fair and are enraged by cheating. They lay out the rules with as much care as their somewhat limited mental resources allow. Although they don't actually like to gamble (except with their lives, but NOT for their lives, if you see the difference) they can usually be talked into a wager if they truly feel the odds are in their favor. Against a true enemy though, anything goes.
Right at hatching a Fin Dragon has a body and neck that are a brilliant, eye catching orange. The rest of its scales and its wings are deepest black. All of this is generally irrelevant since they can change the coloration of their scales at will. Their wings are even more versatile, able to alter their proportions and shape in a minor degree of shape-changing that takes the flying skills from merely better than most dragons, into the realm of the truly amazing. There bodies are sleek, without any horns, whiskers, etc to break the streamlining, save for fins on the tail. Their legs are also short, making them slower on the ground than most other dragons (at GMs discretion this may also reduce the reach of their claw attacks).

Fin Dragons are monogamous and the chance that one whose draconic mate dies will never take another is fairly high. What is unusual is that the first mate of a Fin Dragon is often not another Fin Dragon. This is due to a cultural idealization of romance, and true lifetime love combined with their racial weakness of poor judgment((Will be changing this last phrase if I decide to increase their Wisdom)). The legends that they were produced by magically altering Wing Dragons, and that the wife of the first Wing Dragon started out her life as a human provides fuel to this. Many Fin Dragon parents and mentors will encourage youngsters to take 'training mates' from among humans or other similarly short-lived intelligent races. The Fin Dragons are faithful to these spouses, although there are two caveats to this. The first is quite simply that the dragon make no bones about the transitory nature of the union (it is only until the non-dragon's natural death after all), and may seek to find a permanent mate and become engaged without the slightest shame, and indeed will probably seek relationship advice from the 'training spouse' just as it would from any other friend. Some spouses take rather better to this than others. The second is that the Fin Dragon may forgo extensive magical curative measures and/or *raise dead* to prolong the spouse's life. Easy come, easy go.

Fin Dragon lairs are often found where the flying is interesting. Complex wind currents, areas frequented by violent storms, or narrow canyons that they can challenge themselves to navigate at high speed are all attractive to them. The mightiest of them often live on permanent floating platforms, above even the cloud lairs of silver dragons. Strangely enough, many of them do not have territories that they lay claim to. They wear their hoards in the form of complex (but often silent) jewelry strung together with silk sashes or the like. These itinerant Fin Dragons forgo hunting, so that none can claim they are taking away from those whose territory they might cross in their wanderings, instead earning their daily food by putting on performances for locals (especially nobles), both of trick flying and of sky painting. Many carry saddles, festooned with so many straps and buckles that a rider's legs would have to be snapped in multiple places for them to fall off... to those who dare, and who can pay their price they will give wild rides that will remain in the rider's mind forever. Soaring to where the sky turns pale and the houses they pass over seem mere specks to the rider for long enough for the rider to truly experience the tranquility... then suddenly diving full speed, only to pull up seemingly perilously short of the ground and go slaloming through a forest at speed. Barrel rolls, loops, wing-overs, and other acrobatic maneuvers are generally included at some point or another in the ride. Anyone who can both not vomit (Fortitude save against the Breath Weapon DC), and not scream in pure terror (Will save against same DC) on such a ride earns their respect as a near-equal. Note that harm to a rider under such circumstances is considered a failure of skill, although heart attacks and similar stress-induced ailments are exceptions.

The draconic community considers Fin Dragons to be pesty annoyances (however useful they may be in the particular situations that call for their talents). Most have long since given up trying to chase the itinerant ones off, since they simply end up having circles flown around them while being chuckled at in a somewhat maniacal fashion. Evil dragons plot against them to bring them to ruin or direct combat. Good dragons however, especially chaotic ones, find that they have there uses, even in day to day life, and have made virtue of the unavoidable by making pacts with the Fin Dragons (free access, but no hunting in their territory, and buzzing of peasants kept within reasonable limits), in return the Fin Dragons serve as the news sources and letter and package carriers of the draconic community.

Combat
Style:
Fin Dragons look on combat as simply another place to test and glory in their skills and earn the adulation of others. They make use of tactics to the best of their abilities, but are not afraid to go against superior odds. Against lesser opponents they often aim for the most perfect victory. To defeat 20 bandits who have more guts than skill is a nothing, merely taking out the trash... to defeat them without them so much as touching you, knocking them out without doing the least permanent injury, and to have the last one unconscious while still (momentarily) standing before the first one fully collapses to the ground? Now THAT takes a MASTER. Younger Fin Dragons may hold back on their abilities against weak foes, eschewing for instance the use of the breath-weapon. Their elders however can find perfection of form even in the killing of a rabbit, using every tool in their arsenal (... excepting any resources that are not rapidly renewable and might be needed for any unexpected troubles). All the same, even the most mature are somewhat reckless in their natures, knowing that no victory against a worthy foe is without glory, or at least something to learn from (if they succeed more by luck than skill in a given situation). On the other hand to go down to defeat is the only way, in the end to prove just WHERE the limits of one's skill is. For this reason they go relatively gladly when the need arises, even to certain death.
Tactics:
Fin Dragon tend to surround themselves in a cloud of ink, often disguising it as natural silt clouds if they need to close range from afar. Upon bringing the ink into contact with an opponent they will turn it optic black and then attempt to use flyby attacks to deal sneak attack damage, combining Tumbling and Silent Flight (for a -5 penalty to each) to ensure that counterattacks are limited and ineffective. If they can't move their clouds fast enough to keep up with a mobile opponent they will generally use the same tactics, or resort to taunts to draw the opponent into terrain that favors the Fin Dragon or tire out less hardy foes. They will generally pursue a fleeing foe, knowing that their superior speed means that even if it IS an attempt to draw them out of position, it is unlikely to succeed.



Echolocation (Ex): A fin dragon may use active echolocation to gain Blindsight with a range of 100 feet per age category, however this is a DC 5 sound to hear (with normal modifiers for range and to get an exact location).


Evasive Maneuvers (Ex): A Fin Dragon may use the tumble skill while swimming, substituting their swim speed for their ground movement rate in calculating how far they may move.

Ink Immunity (Su): Fin Dragons can see through any type of gas, liquid, or particulate matter as if it were clear. This includes magical inks and effects, including its own breath weapon. (none of which stops them from seeing things they can see through with perfect clarity, but they can also see through it, and if that doesn't make sense, just keep repeating "It's Magic!" to yourself until it does). Note that if the predominant material limits the quality of vision, but the substance(s) suspended in it do not. Thus they could see through mud, provided it was over half water by volume, as well as they could see through water, but could not see through lava just because it had impurities in it.

Improved Draconic Senses (Ex): A dragon sees six times as well as a human in shadowy illumination and three times as well in normal light. It also has darkvision out to 180 feet, and blindsense that can pinpoint creatures within a distance of 90 feet. In the case of blindsense remember that opponents the dragon can't actually see still have total concealment against the dragon.

Pride in Grace (Ex): (Due to its complexity and the rareness that it will ever come up in most campaigns this rule is highly optional.)

This is not actually ability, rather it is a weakness. So much of a Fin Dragon's sense of self is wrapped up in its acrobatic ability that long lasting damage to their dexterity can eventually cause them to lose confidence and zest for life to a small but noticeable degree. Like almost any creature when a Fin Dragon is born it has a certain difference between its dexterity and its charisma. This amount might be positive, negative or zero. For a standard 'by the book' Fin Dragon this difference is zero. If a Fin Dragon's dexterity is ever permanently lower than this difference compared to the Fin Dragon's current permanent charisma then it must make a Will save every month. The DC of the save is 10 times the number of points that the dragon is low in the aforementioned calculation. If this save is failed the dragon loses a point of charisma until such time as the original deficit is recovered to the point where the original difference would not be violated by recovery of one or more points of charisma. At this point is recovers 1 point of charisma per month until the original difference is re-instated.
Example: Riptide is rolled up as a newly hatched wyrmling. The 3d6 for dexterity come up to a total of 13. To this is added the racial adjustment of +4 for a score of 17. The 3d6+4 for charisma come up to a total of 16. It seems Tornado is destined to be even more hyperactive and endearing than most of his brethren. His dexterity is 1 point higher than his charisma. This difference will be used as the standard throughout Tornado's life. Upon reaching the very young age category these scores increase by +2 each. So now we have Dexterity 19 and Charisma 18. If an enemy poisons Tornado, causing 2 points of permanent Dexterity drain (down to 17) then Tornado must make a DC 20 will save one month later if he doesn't get the effects of the poison reversed by that time. A failure reduces his charisma by one point (down to 17), and means that the DC drops to 10 for future months. A second failure would reduce Tornados charisma another point (leaving his with Dexterity 17 and Charisma 16, which is the "natural" difference between the two, meaning he has stabilized and needs to make no more saving throws). A year later, he finally manages to get a cleric to cast Restoration on him returning his Dexterity to 19. One month after this happy event he gains back a point of Charisma as his self-confidence surges with his return to his full potential of deftness of motion. A month after that, he is back to his original scores of Dexterity 19 and Charisma 18.


Evasion (Ex): If a very young or older Fin Dragon makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. Evasion can be used only if a Fin Dragon is wearing light armor or no armor. A helpless Fin Dragon does not gain the benefit of evasion.

Heroic Idiocy (Ex): Fin Dragons of at least very young age category are too foolhardy and self confident to be intimidated, especially when they are in their element. They gain a bonus equal to their age category versus fear effects, when fully immersed in liquid, not touching any solid object larger than themselves and in combat this bonus is doubled.

Master of Currents (Ex): For purposes of current effects Fin Dragons of at least very young age category are not counted as one size class smaller while not one the bottom or similarly holding onto a fixed object. They are immune to damage high pressures and pressure changes (for instance they never risk the bends even when teleported against their will from the bottom of deep ocean to the top of a high mountain, however they suffer from continuing low pressures as normal) and natural environmental cold (except those tinged with strong spiritual energies). Thus they would be fine on a planet where the temperature regularly dips to -40 degrees Farenthight but a hypothetical elemental plane of frost would give them trouble.

Uncanny Dodge (Ex): A Fin Dragon of young or older age category can react to danger before its senses would normally allow it to do so. It retains its Dexterity bonus to AC (if any) even if it is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a Fin Dragon already has uncanny dodge from a class it automatically gains improved uncanny dodge instead.

Expeditious Movement (Sp): A Fin Dragon of at least Old status may produce an effect similar to Expeditious Retreat except that if they cast it on themselves it affects ALL of their movement rates (not just land-speed) and instead of a flat bonus it doubles the movement rate. This ability is usable 3 times per day.

Improved Uncanny Dodge (Ex): A Fin Dragon of young adult status or older can no longer be flanked. This defense denies another Fin Dragon or a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels (or other class(es) that grant Uncanny Dodge) + Fin Dragon hit dice than the target does. If a Fin Dragon already has uncanny dodge from a class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue(or other such class) level + Fin Dragon hit dice required to flank the dragon.

Freedom of the Waves (Su): For a total time per day of 1 round per Hit Die, a Fin Dragon with this ability can act normally regardless of magical effects that impede movement as if they were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).

On your Tail (Sp[Su?] ): Fin Dragons may expend spell slots to follow transportation and other effects to keep up with enemies or friends using teleportation and some other effects. This must be done within one round of the casting of the effect by the target being followed and requires using a spell slot equal to (or greater than) that of the spell or effect (including psionic powers) being copied, but can still do it even if no spell slots remain. If no spell slots of high enough level remain but still can cast for that day then expend two highest-level spell slots. If a spell or effect has multiple levels (for multiple classes) always use the lowest one. For spells that involve instantaneous relocation (as opposed to changing form or ONLY melding into objects) the Fin Dragon always arrives in the same relative position to where the creature being followed arrived as they were to the target when it transported unless this area contains a solid object and the spell being copied does not allow arrival within a solid object (For an example of spells or effects that in fact REQUIRES such an arrival, see Tree Stride and Teleport via Plants). In case of arrival within a solid object for a spell that doesn't normally allow such the dragon appears in the nearest open space, taking 1d6 for each 10' so displaced. For spells with a non-instantaneous duration the spell ends during the first turn for the Fin Dragon after the parallel effect ended for the target (or earlier if the Fin Dragon chooses and the spell can be ended at such a point). A Fin Dragon may expend 5 rounds of its Freedom of the Clouds ability overcome Dimensional Anchor or a similar effect to use On Your Tail for the duration of one such following.
Examples of spells that can be followed using this include but are not limited to:

Astral Projection
Banishment
Binding (in which case any effect that frees the target creature also frees the Fin Dragon)
Blink (can do at any point in its duration, not just when the spell is initially cast)
Dimension Door
Ethereal Jaunt
Etherealness
Gaseous Form
Gate
Imprisonment (any effect that frees the target creature also frees the Fin Dragon)
Looking Glass (No Scrying, teleportation effect only. From "Master's of the Wild" p.90)
Meld Into Stone
Passwall
Phase Door
Plane Shift
Prismatic Sphere (to follow a creature teleported by it)
Prismatic Spray (to follow a creature teleported by it)
Prismatic Wall (to follow a creature teleported by it)
Refuge
Shadow Walk
Teleport(functions like Teleport, Greater)
Teleportation Circle (functions like Teleport, Greater)
Teleport, Greater
Transport Via Plants
Tree Stride(but only to remain in a particular tree, or to follow target. Following can be done flawlessly provided the dragon never delays more than 1 round behind the target's movement.)
Temporal Stasis? (in which case any effect that frees the target creature also frees the Fin Dragon)
Vanish(roll 1% chance of disintegration separately from object, dragon not subject to separate dispel magic, but may chose to follow object back if it is returned by that method as per the usual rule for this ability.)
Word of Recall.


Swim Among Them (Su): As per "Alternate form" ability except as follows. A young adult or older Fin Dragon can assume any the form of a generic member of a race with racial intelligence 3 or greater that is has had frequent contact with for at least one year which has a size class equal to or less than the Fin Dragon's natural form OR a half-Fin Dragon version of any such race as a standard action twice per day. The Fin Dragon retains its own dexterity score in alternate forms. If it decreases 2 or more size categories when using this ability to turn into a half-Fin Dragon then its maneuverability in that form improves by one step (usually to perfect). The dragon can remain in this alternate form until it chooses to assume a new one or return to its natural form. The form and half-dragon form for each race are each unique to the particular Fin Dragon, and may never be altered in appearance as a result of this ability (further magic may modify them normally however).

Reactive Casting (Ex bonus to Sp and Su abilities): Fin Dragons are the essence of speed and quick reactions to unpredictable circumstances. As such when using metamagic feats for spell casting abilities that do not have to have the slots filled beforehand, they do NOT require a full round action unless the base time is a full round action. This means, for instance, that they could cast an empowered quickened ray of frost as a 6th level spell as a free action (assuming of course that they had those feats, knew that spell, and had a 6th level spell available to cast it from). Note ESPECIALLY that this means that the Quicken Spell feat is an effective option for them, including for their innate sorcerous abilities.

Breath of Dreams (Ex extension of Su ability): The Fin Dragon may now maintain the size and position of any of its ink clouds even in its sleep as if it was awake stationary. Complex patterns may require concentration checks at the GM's discretion.

True Haste (Sp): As per Haste except that no bonus to base movement rate is given, but if the creature forgoes the extra attack granted, or does not attack in a given round it gains an additional move action (which may ONLY be used for movement), and it is single target only, with a range of touch. A Fin Dragon may use this ability 3 times per day.

Defensive Roll (Ex): A Fin Dragon of very old or older status can roll with a potentially lethal blow to take less damage from it than it otherwise would. Once per day, when it would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the Fin Dragon can attempt to roll with the damage. To use this ability, the Fin Dragon must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, it takes only half damage from the blow; if it fails, it takes full damage. It must be aware of the attack and able to react to it in order to execute its defensive roll-if it is denied its Dexterity bonus to AC, it can't use this ability. Since this effect would not normally allow a creature to make a Reflex save for half damage, the Fin Dragon's evasion ability does not apply to the defensive roll.

Swimming Skill Mastery (Ex): While swimming, floating, or drifting, with the following skills the a Wyrm or older Fin Dragon may take 10 on any of the following checks even if stress and distractions would normally prevent it from doing so: Balance, Tumble, and Move Silently. This ability also applies to checks to avoid becoming lost, but for those the dragon doesn't have to be swimming or floating.

Dream Swim (Ex): A Fin Dragon of Great Wyrm status may attempt to swim even in its sleep. This must be basically straight and level. Tumble (for heading) and Balance(For pitch) rolls are necessary with DC's dependant on weather conditions. Windless conditions would be DC 45 for each.

Other Spell-like Abilities: At Will - Prestidigitation(All Age Categories); 3/day - Know Direction(Very Young and older) , Control Currents (Juvenile and older) , Cat's Grace(Mature Adult and older) ; 1/day Control Weather(with casting parameters as if the Fin Dragon was a Druid. This SLA is gained at Young Adult), True Seeing(Ancient and older), Time Stop(Great Wyrm)

Skills: The class skills for a Fin Dragon are: Balance, Bluff, Concentration, Craft(Sky Painting), Diplomacy, Escape Artist, [Heal?], Hide, Knowledge (Any), Listen, Move Silently, Scry, Spot, Search, and Tumble. They receive a bonus equal to their age category on any check made to avoid becoming lost. While flying or falling Fin Dragons have the Balance, Move Silently, and Tumble skills for free at 1 rank per Hit Die. Note that, for the purposes of reducing damage, the moment of impact during a crash or fall counts as flying or falling. There color changing scales allow them a bonus to Hide checks in any particular environment equal to 3+Age Category + Intelligence modifier. This only applies to on specific environment/color scheme at a time. If the background against which the dragon is attempting to hide changes they lose this bonus until they reenter the old environment or take a move equivalent action to change their scale colors. If the dragon takes at least ten minutes to study a specific spot it plans to hide in and then spends at least two minutes to change her scales to perfectly match that exact local then this bonus changes to 2 + Hit Dice + Intelligence modifier while hiding their. At any given time the Dragon can remember 1 + Age Category + Intelligence modifier such scale patterns. These can also be used to memorize other similar complex scale patterns. If used as part of a disguise check this (together with their polymorphic wings) gives a +5 modifier to attempt to disguise as any other dragon (specific individual or general type).

Breath Weapon (Su): The breath weapon of the Fin Dragon is harmless magical Ink. It is unique and peculiar among dragons. Of primary interest to sages is that, strictly speaking, it really is absolutely harmless. Many an awe struck merfolk peasant gazing at a Fin Dragon's 'Water painting' would believe this. Anyone who has ever fought a Fin Dragon would agree with every technical point but declare the conclusion of 'harmless' to be complete ivory tower nonsense. Also unusual is that they may utilize it every round instead of every 1d4 rounds. It is non-toxic, completely odorless, and its magical properties preclude it being concentrated enough to displace breathable air measurably. However the Fin Dragon can exercise an amazing amount of control over it. The color can be altered as a free action to anything from completely transparent (which doesn't mean that the visibility improves if the area also contains another type of ink, smoke, or dust), to a black mist sufficient to turn high noon into pitch dark (and worse yet a pitch dark that darkvision can't see through), to any shade, color, and opacity you can imagine. It can also be made to glow in any color and any intensity the Fin Dragon wishes, up to and including illuminating everything within it and for 20 feet around it as a light spell. A darkness spell that overcomes the light effect does not destroy the ink, but merely prevents the ink from glowing within its area of effect and turns the area dark as it normally would. At any one time a Fin Dragon may maintain a cloud or clouds of totally opaque ink equal to the amount it could expel in 10 rounds, provided it is within 1 mile per age category. Any excess dissipates, however the Fin Dragon may choose which parts to have dissipate. Once per round, as a move action, part of a move action, or as part of expelling its breath weapon, a Fin Dragon may manipulate its ink changing the color, glow, etc of each part. It may move as many cubes at it likes, but each may move no more than 10' x the Fin Dragons age category. Note that for purposes of Sky Painting the Barnstormer is in NO way restricted to 5' cubes... they can make doll-sized ink sculptures if they so chose... 5' cubes are merely as simplification for combat purposes.

Lore
{table=head]DC | Lore
17 | This creature is definitely a True Dragon, normally one can tell a True Dragon's species by such clues as wing-shape, head-shape, and coloration. In this particular case the wings and coloration are nothing you have heard of before, and the head-shape lacks many noticeable features. This reveals any STANDARD True Dragon traits.
22 | This is a Fin Dragon. They can change their coloration at will for decorative purposes or camouflage and their breathweapon is a non-toxic ink that can be of almost any color. They are fond of putting on flight demonstrations for payment, and can do pictures in the water made out of their breath weapon that remain hours at a time.
27 | Fin Dragons can telekinetically manipulate their ink and they generally use an intensely black form of it for battlefield obscurement, they are deft swimmers, and prefer to strike with a rogues precision, approaching their target on silent wings and then continuing past them to be out of range before effective counterstrike is possible. To close from long range they may attempt to disguise themselves within their breath weapon to appear as a cloud or patch of dense ink. They can see through their own breathweapon as well as clouds, smoke, or mist, even magically created ones.
32 | This reveals everything in this creature entry including personality, role in draconic societies, and abilities (SLA's Unblinking, etc).[/table]

Half-Fin Dragons
Fin dragons, with their habit of 'training spouses' are only slightly less likely than wing dragons to be parent to half-dragons that are part of society. Certain of the chromatic dragons might come close except that they usually eat the victim shortly after the rape. Fin dragons do not abandon their spouses or immature offspring. They are not much for aiding their half-dragon children after they are moved out and on their own though.


As per usual except as follows:
AC: Natural Armor bonus improves by +2.
Statistics adjustments: STR +2, DEX +8, CON +2, INT +0, WIS +0, CHR +2
Special Qualities: As per usual for a half-dragon, and they also have the 'Evasive Manuvars' quality. Have ink Immunity for their racial bonus immunity.
Special Attacks: Breath weapon: Can expel 27 5' cubes 3 times per day (DC is 20 if it ever matters).
Feats: As per usual for a half-dragon, but also receive a limited version of Weapon Finesse that only applies to natural weapons as a bonus feat.


Notes: BW volume equal to volume of cone BW averaged since the Fin Dragon breaths every round and the rest every 2.5 rounds on average.

Bhu
2009-01-07, 04:24 AM
Sweet I always luv new dragons!

Zeta Kai
2009-01-07, 06:54 AM
Having recently made a new dragon type myself (post pending), I must say that I applaud your effort. I know how difficult it is to do these at all well, & yours seems to be quite thorough. Great job.

DracoDei
2009-01-22, 03:05 PM
Have made a few edits and have notes for more on paper. Bumping to keep this from falling any further back than it already may have.

Bhu
2009-01-23, 05:44 AM
I'm liking it so far

Debihuman
2009-01-24, 10:49 AM
A new dragon....COOL!

Debby