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Enran
2015-08-11, 03:09 PM
As the title says... Basically, I'm updating gem dragons to 3.5 via the method here (http://community.wizards.com/group/wiki/updatinggemdragonsto35), for use in... Pretty much any current and future game where psionic dragons would be more appropriate than the arcane equivalent. However, while dragons with regular spellcasting are iconic and common and thus it's pretty easy to find people online talking about which spells are good for them, I really have no resources to help me figure out which Powers would most benefit a giant flying crystalline lizard with elemental breath. I'd prefer to avoid stuff like time manipulation cheese (action economy shouldn't be a concern, minions ought to be abundantly available to any dragon worth their salt) and, well, anything you could call "cheese" in any case, but I want some effective options at my disposal. What would you guys say are some of the better overall options for dragon powers? Preferably sticking to the Psion list, but feats and other such options make branching out into other lists for key Powers possible.

DrMartin
2015-08-11, 03:37 PM
well the first thing that comes to mind is crystal body - now not only you are a crystal dragon that is actually made of crystal, but shivering touch ceases to be your achille's heel

Biffoniacus_Furiou
2015-08-11, 04:04 PM
All of the gem dragons were updated in the official 3.5 Update Booklet (http://archive.wizards.com/default.asp?x=dnd/dnd/20030718a), since that's free to download, here they are:


Dragon, Amethyst: Dragon; Young adult 5/magic; Mature adult
10/magic; Very old 15/magic; Wyrm 20/magic; LA Wyrmling: +4, very
young: +4, young: +5; Refer to Monster Manual entry on true dragons
for introductory material. Gem dragons have psionics, planar travel, and
fire resistance 15, and otherwise conform to the Monster Manual.
Increase Challenge Rating at each age category by +1. Amethyst
Telekinesis (Sp): In addition to the effects described, an amethyst great
wyrm can use the combat maneuver application of telekinesis, using its
Hit Dice as its caster level. Skills: These skills are available to amethyst
dragons at 1 skill point per rank: Bluff, Hide, and Move Silently. These
are in addition to the skills noted in the Monster Manual as class skills
for all dragons.
Dragon, Crystal: Dragon; Young adult 5/magic; Mature adult
10/magic; Very old 15/magic; Wyrm 20/magic; LA Wyrmling: +5, very
young: +5, young: +5, juvenile: +6; Refer to Monster Manual entry on
true dragons for introductory material. Gem dragons have psionics, planar
travel, and fire resistance 15, and otherwise conform to the Monster
Manual. Increase Challenge Rating at each age category by +1. Skills:
These skills are available to crystal dragons at 1 skill point per rank:
Gather Information, Jump, and Swim. These are in addition to the skills
noted in the Monster Manual as class skills for all dragons.
Dragon, Emerald: Dragon; Young adult 5/magic; Mature adult
10/magic; Very old 15/magic; Wyrm 20/magic; LA wyrmling: +4, very
young: +4, young: +6; Refer to Monster Manual entry on true dragons
for introductory material. Gem dragons have psionics, planar travel, and
fire resistance 15, and otherwise conform to the Monster Manual.
Increase Challenge Rating at each age category by +1. Skills: These
skills are available to emerald dragons at 1 skill point per rank: Gather
Information, Hide, and Swim. These are in addition to the skills noted in
the Monster Manual as class skills for all dragons.
Dragon, Sapphire: Dragon; Young adult 5/magic; Mature adult
10/magic; Very old 15/magic; Wyrm 20/magic; LA wyrmling: +2, very
young: +3, young: +4, juvenile: +4; Refer to Monster Manual entry on
true dragons for introductory material. Gem dragons have psionics, planar
travel, and fire resistance 15, and otherwise conform to the Monster
Manual. Increase Challenge Rating at each age category by +1. Skills:
These skills are available to sapphire dragons at 1 skill point per rank:
Climb, Jump, and Move Silently. These are in addition to the skills noted
in the Monster Manual as class skills for all dragons. (This replaces the
free ranks in Climb.)
Dragon, Topaz: Dragon; Young adult 5/magic; Mature adult 10/magic;
Very old 15/magic; Wyrm 20/magic; LA wyrmling: +4, very young: +4,
young: +5; Refer to Monster Manual entry on true dragons for introductory
material. Gem dragons have psionics, planar travel, and fire resistance
15, and otherwise conform to the Monster Manual. Increase
Challenge Rating at each age category by +1. Skills: These skills are
available to topaz dragons at 1 skill point per rank: Hide, Survival, and
Swim. These are in addition to the skills noted in the Monster Manual as
class skills for all dragons. (This replaces the free ranks in Swim.)

Basically you just need to fix their DR, give the lower age categories a LA, give each of them Fire Resistance 15 at all age categories, give each age category +1 CR for each one, and fix their class skills, in addition to updating them to the current rules for psionic manifesters.

unseenmage
2015-08-11, 09:48 PM
All of the gem dragons were updated in the official 3.5 Update Booklet (http://archive.wizards.com/default.asp?x=dnd/dnd/20030718a), since that's free to download, here they are:



Basically you just need to fix their DR, give the lower age categories a LA, give each of them Fire Resistance 15 at all age categories, give each age category +1 CR for each one, and fix their class skills, in addition to updating them to the current rules for psionic manifesters.

The lower age categories each got a Level Adjustment in the Draconomicon IIRC. Page numbers and relevant info can be found int he playable races link in my sig.

Fun fact, the only true dragon playable at level one is from the Dragonlance books and it's basically a bloated frog dragon-thing. Cool but sad at the same time.

Rubik
2015-08-11, 10:50 PM
Expansion and Compression are always useful. Psionic Minor Creation, especially if you use Linked Power to reduce manifesting time. Metamorphosis, as well. Psychic Reformation to pop powers and feats in and out, again using Linked Power. Swarm of Crystals; unless its foes have immunity or resistance to slashing or lots of hardness, there's no way to avoid taking damage from it. Anything that enhances claw attacks, such as Claws of Energy, Claws of the Vampire, and Hammer. Energy Conversion, both to protect from elemental weaknesses and as a source of offensive power. Wall of Energy to shape the battlefield and charge up Energy Conversion. Wall of Ectoplasm to restrict enemy movement. And layered Ectoplasmic Shamblers to cause irresistible damage. Enough of those stacked on each other can cause some major headaches.

WhamBamSam
2015-08-12, 12:31 AM
If you're doing a fair amount of breath weapon optimization, then Gemstone Breath might be worth it for a wider variety of breath options.

All the action economy powers, Hustle, Schism, Fission, etc are good ideas, since the dragon probably needs the help with ~4 PCs to juggle.

DrMartin
2015-08-12, 01:03 AM
... Linked Power to reduce manifesting time.


Psychic Reformation to pop powers and feats in and out, again using Linked Power...


...Linked Power....


Linked Power


Linked Power

Friends don't let friends take linked power. It's always linked power's fault. sometimes anticipatory strike's too, but mostly, linked power

Biffoniacus_Furiou
2015-08-12, 06:44 AM
I would suggest checking this Psion Handbook (http://brilliantgameologists.com/boards/index.php?topic=10238.0) for useful feats, powers, and items.

Every dragon that gets spellcasting/manifesting should get Practiced Spellcaster or Practiced Manifester as appropriate. Persistent Power (3.0 Psionics Handbook, but still valid per DMG p4) is a superb choice if it has the manifester level and powerpoints to use it.

Each dragon's disciplines are Amethyst (Kineticist), Crystal (Telepath), Emerald (Seer), Sapphire (Nomad), and Topaz (Egoist).

Here are some powers that I would always pick for every crystal dragon:

1st:
Crystal Shard or Energy Ray, for a basic ranged attack.
Inertial Armor and Force Screen, for obvious reasons.
Vigor, temporary hp is good and you can share it with your psicrystal.
Precognition, Defensive and Offensive, if it has the manifester level to augment them to a swift action or has persistent or has linked power.
Entangling Ectoplasm, Psionic Grease, and Synchronicity get honorable mentions.

2nd:
Share Pain, because it can be used on your own psicrystal so you take half damage from all sources, and the psicrystal's hardness 8 reduces every instance of damage it takes from Share Pain by as much.
Energy Adaptation, Specified is a better choice than the 4th level version.
Energy Stun, Ego Whip, and Amethyst Burst get honorable mentions, otherwise the 2nd level list is almost completely open to personal preference and discipline powers.
Energy Missile (Kineticist) is worth spending a feat on Expanded Knowledge for. It can target and destroy opponents' weapons, armor, shields, wands, spell component pouches, and divine focuses.

3rd:
Dispel Psionics, and consider that the check is 1d20 + your manifester level, maximum +10, augmented for an additional +2 to the check per powerpoint spent, so a 10th level manifester who spends 10 powerpoints gets 1d20+10 for manifester level, with an extra +10 to the check for augmentation.
Time Hop, target opponents who aren't carrying spell component pouches or divine focuses and they'll most likely be out of the fight for several rounds. Can also be used on bridges, doors, etc.
Touchsight and/or Mental Barrier if it has persistent power.
Body Adjustment and Body Purification for obvious reasons.

4th:
Freedom of Movement, Psionic is not optional, it's a requirement. Everything else depends on the style you're going for.
Schism (Telepath) is worth spending a feat on Expanded Knowledge for. It basically gets you an extra set of actions every round that can only be used to manifest powers and regain psionic focus.

5th:
True Seeing, Psionic is not optional, it's a requirement. Everything else is up to style.

6th:
Temporal Acceleration, for activating buffs if it gets caught off guard, escaping, making walls, etc. It's Time Stop as a 6th level power.
Disintegrate, Psionic for a powerful ranged attack and a powerful utility effect.

7th:
Mind Blank, Personal is not optional, it's a requirement.
Moment of Prescience, Psionic can be used on initiative checks, so always take it.

8th:
True Metabolism gets you Fast Healing 10 for a minute per level, so expect it to outlast the fight. Always use Temporal Acceleration to activate this on the first round.
Bend Reality is too good to not mention.

9th:
Entirely up to style, but Timeless Body gets an honorable mention because it can Temporal Acceleration > move into position, Timeless Body, and then full attack every round until it runs out of power points. Opponents could only ready an attack/spell for when its turn starts and the Timeless Body ends, and hit it once just before it uses Temporal Acceleration again.