Cuddly
2008-02-20, 02:40 AM
40hd Great Red Wyrm.
Metabreath Feats:
Heighten Breath Weapon
Maximize Breath Weapon
Clinging Breath Weapon
Enlarge Breath Weapon
Tempest Breath
Metabreath spells:
Breath Weapon Admixture
Deafening Breath
Items:
Metamagic rod Quicken, Greater
How it works:
Metabreath feats explicitly stack, by adding to the delay of using the breath weapon.
Heighten spell: add a round to the delay, increase the DC by one. As you can see, this gets absurd, quickly. For a ten minute delay, you get +100 to the DC.
Clinging breath:
Add 1 round, your breath weapon hangs out and deals 1/2 the damage it did last round. Allows saves.
Maximize breath:
240 damage from that great red wyrm. Add a few rounds.
Enlarge Breath Weapon:
Add a round, add 20 feat.
Tempest breath weapon:
Creatures hit by a colossal creature's breath weapon are hit by tornado force winds. Add a round
Spells:
Energy admixture adds 24d10 of another elemental damage type to the breath weapon.
Deafening Breath weapon adds 24d10 sonic damage and permanently deafens anyone who fails a fortitude save.
Putting it together:
To affect a 10,000 mile diameter circle with a breath weapon, it would take (5280 ft/mile x 10,000 miles -70ft)/20 feet = number of applications of enlarge breath = number of rounds
= 91 days and some odd hours delay.
Add maximize, tempest, clinging (say, a minutes wort) and heighten (+100 DC), and every 92 days you can blast a 78.5 million square mile area with tornado force winds and 1400+ damage over 6 or so rounds (1/3 fire, sonic, and any other element of your choosing typed damage), and a virtually unbeatable save.
For every additional 3 months you're willing to forgo the use of your breath weapon, you can tack another 10,000 miles onto the diameter of that breath weapon.
Metabreath Feats:
Heighten Breath Weapon
Maximize Breath Weapon
Clinging Breath Weapon
Enlarge Breath Weapon
Tempest Breath
Metabreath spells:
Breath Weapon Admixture
Deafening Breath
Items:
Metamagic rod Quicken, Greater
How it works:
Metabreath feats explicitly stack, by adding to the delay of using the breath weapon.
Heighten spell: add a round to the delay, increase the DC by one. As you can see, this gets absurd, quickly. For a ten minute delay, you get +100 to the DC.
Clinging breath:
Add 1 round, your breath weapon hangs out and deals 1/2 the damage it did last round. Allows saves.
Maximize breath:
240 damage from that great red wyrm. Add a few rounds.
Enlarge Breath Weapon:
Add a round, add 20 feat.
Tempest breath weapon:
Creatures hit by a colossal creature's breath weapon are hit by tornado force winds. Add a round
Spells:
Energy admixture adds 24d10 of another elemental damage type to the breath weapon.
Deafening Breath weapon adds 24d10 sonic damage and permanently deafens anyone who fails a fortitude save.
Putting it together:
To affect a 10,000 mile diameter circle with a breath weapon, it would take (5280 ft/mile x 10,000 miles -70ft)/20 feet = number of applications of enlarge breath = number of rounds
= 91 days and some odd hours delay.
Add maximize, tempest, clinging (say, a minutes wort) and heighten (+100 DC), and every 92 days you can blast a 78.5 million square mile area with tornado force winds and 1400+ damage over 6 or so rounds (1/3 fire, sonic, and any other element of your choosing typed damage), and a virtually unbeatable save.
For every additional 3 months you're willing to forgo the use of your breath weapon, you can tack another 10,000 miles onto the diameter of that breath weapon.