A Monster for Every Season: Summer 2
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  1. - Top - End - #1
    Orc in the Playground
    Join Date
    Jul 2005
    Location
    Portland, OR
    Gender
    Male

    Default Dragons in the Playground (3.5 true dragon savage progressions)

    I went through and rebalanced / fleshed out the 10 core dragons so that they’d be playable from level 1 as LA + 0 characters without any exotic cheese or class levels, and so that their draconic goodies come into play early enough for players to enjoy them. These dragons cannot take class levels, and are largely for folks who want a dragon that’s more than just a footnote in some other build.

    I feel a few improvements are necessary since, in spite of having stat bonuses, natural armor, and the best possible HD (d12, full BAB, all good saves), a normal 20 RHD dragon varies between CR 10 and 14; figure in LA, and you’ve got an “ECL 20” character that has ~14 HD and a CR of ~7. I don’t wish to place too much emphasis on an imperfect CR system, but I believe the overall point – that dragon characters are underwhelming for their HD and ECL – is valid.

    Compared to normal dragons:
    • Damage reduction is improved by starting it 3 age categories sooner.
    • Frightful presence and SR also start 3 age categories sooner, but are otherwise unchanged (i.e., a SR of 20 is SR 14, 16, and 18 over the 3 preceding age categories)
    • SLAs, which previously started at 20HD or later, have been moved forward and expanded upon, with the uses/day modified for increased flexibility and ease of book keeping.
    • Each dragon has a +4 racial bonus to two skills, a racial ‘trait,’ and a capstone ability at 20 HD related to mobility.
    • Their casting has been improved significantly, as they now gain 2 caster levels for every one of the 12 SRD age categories (with 1 CL moved forward to their 1st HD, but still just 24 CL's total). This improves metallics and reds by 5 caster levels; 7 for greens and blues, 9 for blacks, and 11 for whites, so that all dragons cast either 5th or 6th level spells at 20 HD.
    • These dragons cannot take class levels.
    • If these dragons take the loredrake sovereign archetype, they add spellcraft to their list of class skills as per normal, but do not receive the additional caster levels until they have already mastered their magical abilities (obtain an effective sorcerer level of 18 or higher).


    I would love feedback on what tier you think they fit into (i.e. whether giving up 7 to 10 CL over sorcerer 20 is too small a price for their draconic goodies); how you think they stack up amongst themselves (i.e. whether white/brass/black’s +3 CL over golds compensates for significant differences in size/stats/breath weapons). Would you play as one, or let someone play as one if you were DM? Would the older dragons cut it as NPCs? etc..

    Naturally, any impressions you have regarding specific SLAs and other features (several of which I cobbled together for this project), or just whatever else that strikes you as worth a mention, is also welcome.

    edit: lowered caster levels universally by 1, and made whites 1 HD bigger so they'd only have 6th level spells at 20, same as the brass and blacks.
    Last edited by Shalist; 2014-03-10 at 05:20 PM.
    Dragons in the Playground (true dragons rebalanced and fleshed out to be playable characters without any class levels).

  2. - Top - End - #2
    Orc in the Playground
    Join Date
    Jul 2005
    Location
    Portland, OR
    Gender
    Male

    Default Crunch, references, comparisons

    This post is mostly straight RAW dragon-related mechanics and references (with a few italicized exceptions), lumped into one place for convenience. The ‘comparisons’ tabs contain tables with SRD ability bonuses/size/etc for dragon vs. dragon comparisons, a table with their original SRD SLA’s, and a final table with their modified SLA’s and abilities.

    Spoiler: 1 – 20 HD
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    GAME RULE INFORMATION
    Dragon, true

    Hit Die: D12

    Class Skills

    The following are considered class skills for all true dragons: Concentration (Con), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (any) (Int), Listen (Wis), Search (Int), Sense Motive (Cha), Spot (Wis), and Use Magic Device (Cha). Additionally, each dragon has other class skills as well, as noted in the variety descriptions.
    Skill Points at 1st Level: (6 + Int modifier) × 4.
    Skill Points at Each Additional Level: 6 + Int modifier.

    Dragons have a +2 competence bonus to the Appraise checks (or Intelligence checks made to appraise an item) (Drc pg 28).

    "When a dragon’s Intelligence score increases due to aging, it gains additional skill points for its new Intelligence score retroactively" (Drc pg 142, applies only to RHD skill points).

    Level Base Attack Bonus Fort Save Ref Save Will Save Natural armor
    1st +1 2 2 2 +0
    2nd +2 3 3 3 +1
    3rd +3 3 3 3 +2
    4th +4 4 4 4 +3
    5th +5 4 4 4 +4
    6th +6 5 5 5 +5
    7th +7 5 5 5 +6
    8th +8 6 6 6 +7
    9th +9 6 6 6 +8
    10th +10 7 7 7 +9
    11th +11 7 7 7 +10
    12th +12 8 8 8 +11
    13th +13 8 8 8 +12
    14th +14 9 9 9 +13
    15th +15 9 9 9 +14
    16th +16 10 10 10 +15
    17th +17 10 10 10 +16
    18th +18 11 11 11 +17
    19th +19 11 11 11 +18
    20th +20 12 12 12 +19


    Spoiler: 21+ HD
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    Use this progression only until the dragon reaches Great Wyrm (i.e. at 37 HD for a white dragon, or 41 HD for a gold dragon). Beyond that, use the epic rules for advancing dragons.

    Ordinarily only an old or older dragon can select epic feats (Drc pg 66). These dragons may select epic feats starting at 21 HD though.
    Level Base Attack Bonus Fort Save Ref Save Will Save Natural armor
    21st +21 12 12 12 +20
    22nd +22 13 13 13 +21
    23rd +23 13 13 13 +22
    24th +24 14 14 14 +23
    25th +25 14 14 14 +24
    26th +26 15 15 15 +25
    27th +27 15 15 15 +26
    28th +28 16 16 16 +27
    29th +29 16 16 16 +28
    30th +30 17 17 17 +29
    31th +31 17 17 17 +30
    32th +32 18 18 18 +31
    33th +33 18 18 18 +32
    34th +34 19 19 19 +33
    35th +35 19 19 19 +34
    36th +36 20 20 20 +35
    37th +37 20 20 20 +36
    38th +38 21 21 21 +37
    39th +39 21 21 21 +38
    40th +40 22 22 22 +39


    Spoiler: Comparisons for chromatic dragons
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    Spoiler: Sizes, breath weapons, and cumulative stat bonus totals for chromatic dragons
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    Note: Except for making white wyrmlings 1 HD larger, and moving some wyrmling bonuses forward into the made-up 'hatchling' age category (which doesn't affect the rest of the table at all), this is straight-SRD comparison of the different chromatic stat bonuses, sizes, and breath weapons.

    The table headings give their normal ‘starting’ HD (the HD they ‘become’ wyrmlings); after that each age category is 3 HD (i.e. an adult white is 4 + 5*3 => 19 HD, an adult red is 7 + 5*3 => 22 HD). Additionally, the size of their breath weapon dice are also included.

    Age Black (4 – 37 HD) (2d4 acid line, average 5) Blue (6 – 39 HD) (2d8 lightning line, average 9) Green (5 – 38 HD) (2d6 acid cone, average 7) Red (7 – 40 HD) (2d10 fire cone, average 11) White (4 – 37 HD)(1) (1d6 cold cone, average 3.5)
    Hatchling (1) (T) +2 con -2 int/cha (S) +2 str/con (S) +2 str/con (M) +2 str/con (T) +2 con -4 int/cha
    Wyrmling (1) +2 con -2 int/cha +2 str/con +2 str/con +6 str +4 con +2 con -4 int/cha
    Very young (2) (S) +2 str/con -2 int/cha (M) +4 str/con (M) +4 str/con (L) +10 str +4 con +2 int/wis/cha (S) +2 con/str -4 int/cha
    Young (3) (M) +4 str/con +6 str +4 con +2 int/wis/cha +6str +4 con +2 int/wis/cha +14 str +4 con +2 int/wis/cha (M) +4 con/str -4 int/cha
    Juvenile (4) +6str +4 con (L) +8 str +6 con +4 int/wis/cha (L) +8str +6 con +4 int/wis/cha +18 str +6 con +4 int/wis/cha +6 str +4 con -2 int/cha
    Young adult (5) (L) +8 str +6 con + 2 int/wis/cha +12 str +8 con +4 int/wis/cha +12str +8 con +4 int/wis/cha (H) +20 str +8 con +4 int/wis/cha (L) +8 str +6 con -2 int
    Adult (6) +12 str +8 con +2 int/wis/cha (H) +16 str +10 con +6 int/wis/cha (H) +16str +10 con +6 int/wis/cha +22 str +10 con +6 int/cha +8 wis +12 str +8 con +2 cha
    Mature adult (7) (H) +16 str +10 con +4 int/wis/cha +18 str +10 con +6 int/wis/cha +18str +10 con +6 int/wis/cha +22 str +12 con +8 int/wis/cha (H) +16 str +10 con +2 int/wis/cha
    Old (8) +18 str +10 con +4 int/wis/cha +20 str +12 con +8 int/wis/cha +20str +12 con +8 int/wis/cha (G) +24 str +14 con +10 int/wis/cha +18 str +10 con +2 int/wis/cha
    Very old (9) +20 str +12 con +6 int/wis/cha +22 str +12 con +8 int/wis/cha +22str +12 con +8 int/wis/cha +26 str +16 con +12 int/wis/cha +20 str +12 con +4 int/wis/cha
    Ancient (10) +22 str +12 con +6 int/wis/cha (G) +24 str +14 con +10 int/wis/cha (G) +24str +14 con +10 int/wis/cha +28 str +18 con +14 int/wis/cha +22 str +12 con +4 int/wis/cha
    Wyrm (11) (G) +24 str +14 con +8 int/wis/cha +26 str +16 con +10 int/wis/cha +26str +16 con +10 int/wis/cha +30 str +20 con +14 int/wis/cha (G) +24 str +14 con +4int/wis +6 cha
    Great wyrm (12) +26 str +16 con +10 int/wis/cha +28 str +16 con +12 int/wis/cha +28str +16 con +12 int/wis/cha (C) +34 str +20 con +16 int/wis/cha +26 str +16 con +8 int/wis/cha
    (1) White dragon wyrmlings increased by 1 HD over SRD; this is to limit their casting progression to 6th level spells (CL 13) at 20 HD.

    Spoiler: Original spell-like abilities for chromatic dragons.
    Show
    Again, straight from the SRD to serve as a baseline, with spell levels noted in ( ). Note that black, green, and white dragons are unable to cast spells from the clerical list as arcane spells.
    Age Black (4 – 37 HD) (no cleric) Blue (6 – 39 HD) Green (5 – 38 HD) (no cleric) Red (7 – 40 HD) White (3 – 36 HD) (no cleric)
    Hatchling (1)
    Wyrmling (1)
    Very young (2)
    Young (3)
    Juvenile (4) Darkness (2) Sound Imitation (ex) Locate Object (2) Fog Cloud (2)
    Young adult (5)
    Adult (6) Corrupt Water (1) Ventriloquism (1) Suggestion (3) Gust of Wind (2)
    Mature adult (7)
    Old (8) Plant Growth (3) Hallucinatory terrain (4) Plant Growth (3) Suggestion (3) Freezing fog (5)
    Very old (9)
    Ancient (10) Insect plague (3) Veil (6) Dominate Person (5) Find the Path (6) Wall of Ice (4)
    Wyrm (11)
    Great wyrm (12) Charm Reptiles (1) Mirage Arcana (5) Command Plants (4) Discern Location (8) Control Weather (7)

    Spoiler: Modified spell-like abilities for chromatics dragons
    Show
    There is a minor racial ability at 1 HD, and a capstone (Su) or (Ex) ability at 20 HD related to mobility. They now they have 8-10 SLA’s each (the originals are in bold), with new additions inspired heavily from their elemental subtypes, the clerical domains they can cast from as arcane spells, and their existing SLAs. With a handful of exceptions, the SLA’s are what a straight caster of that level could cast, kinda like having a custom-tailored clerical domain that’s unlocked over the course of ~40 levels.

    Rather than abilities being x/day, they draw from a common pool of daily spell-like ‘charges’ (age category + charisma modifier + 3), with each SLA using a number of charges equal to the age category it was received (so a black dragon requires 3 daily charges to use ‘plant growth,’ while a green only requires 2, as it comes more naturally to them).

    <20HD its mostly their original SLA’s, with something new here and there. The 7th age category has a defensive/restorative SLA, the 9th has an offensive SLA, and the 11th has a capstone SLA that tends to have a significant, sometimes permanent, impact on a large area.

    Three new SLA’s created for this project are ‘raise oasis’ for brass dragons, ‘blood to acid’ for blacks, and ‘eternal roots’ for greens.
    Age Black (4 – 37 HD) (no cleric) Blue (6 – 39 HD) Green (5 – 38 HD) (no cleric) Red (7 – 40 HD) White (4 – 37 HD)(1) (no cleric)
    Hatchling (1) See in darkness, corrupt water (1), charm reptiles (1) Desert acclimation, sound imitation (-), create/destroy water (1) Woodland stride, speak with plants (-) Searing breath, dragoneye rune (1) Piercing breath, track, snowsight, fog cloud (1)
    Wyrmling (1) Darkness (1) Ventriloquism (1) Suggestion (1) Locate object (1) Shape ice (1)
    Very young (2) Control water (2) Hallucinatory terrain (2) Plant growth (2) Suggestion (2) Gust of wind (2)
    Young (3) Plant growth (3) Veil (3) Dominate person (3) Find the path (3) Freezing fog (3)
    Juvenile (4) Insect plague (4) Mirage arcana (4) Command plants (4) Discern location (4) Wall of ice (4)
    Young adult (5) Damning darkness (5) Sandstorm (5) Awaken plant (5) Hindsight (5) Control weather (5)
    Adult (6) Shadow form (Su) (20 HD) Sand form (Su) (20 HD) Transport via plants (Su) (20 HD) Firestride (Su) (20 HD) Snowglide (Su) (20 HD)
    Mature adult (7) Triple mask (7) Superior invisibility (7) Unyielding roots (7) Mantle of pure spite (7) Simulacrum (7)
    Old (8)
    Very old (9) Blood to acid (9) Desert binding (9) Mind rape (9) Detonate (9) Burst of glacial wrath (9)
    Ancient (10)
    Wyrm (11) Shadow landscape (11) Despoil (11) Eternal roots (11) Erupt (11) Fimbulwinter (11)
    Great wyrm (12)
    (1) White dragon wyrmlings increased by 1 HD over SRD; this is to limit their casting progression to 6th level spells (CL 13) at 20 HD.


    Spoiler: Comparisons for metallic dragons
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    Spoiler: Sizes, breath weapons, and cumulative stat bonus totals for metallic dragons.
    Show
    Note: This is straight-SRD comparison of the different metallics stat bonuses, sizes, and breath weapons. I don’t make any changes to this, aside from moving some ‘wyrmling’ stat modifiers forward to the made-up, 1 HD+ ‘hatchling’ age category (which doesn’t affect the rest of the table at all).

    The table headings give their normal ‘starting’ HD (the HD they ‘become’ wyrmlings); after that each age category is 3 HD (i.e. a brass adult is 4 + 5*3 => 19 HD, a gold adult is 8 + 5*3 => 23 HD). Additionally, the size of their damaging breath weapon dice are also included (i.e., +2d8 / age category).
    Age Brass (4 – 37 HD) (1d6 fire line, average 3.5) Bronze (6 – 38 HD) (2d6 lightning line, average 7) Copper ( 5 – 38 HD) (2d4 acid line, average 5) Gold (8 – 41 HD) (2d10 fire cone, average 11) Silver (7 – 40 HD) (2d8 cold cone, average 9)
    Hatchling (1) (T) +2 con (S) +2 str/con +2 int/wis/cha (T) +2 con +2 int/wis/cha (M) +2 str +2 con/int/wis/cha (S) +2 int/wis/cha
    Wyrmling (1) +2 con +2 str/con +4 int/wis/cha +2 con +2 int/wis/cha +6 str +4 con +4 int/wis/cha +2 str/con +4 int/wis/cha
    Very young (2) (S) +2 str/con (M) +4 str/con +4 int/wis/cha (S) +2 str/con +2 int/wis/cha (L) +10 str +6 con +6 int/wis/cha (M) +4 str/con +4 int/wis/cha
    Young (3) (M) +4 str/con +2 int/wis/cha +6 str +4 con +6 int/wis/cha (M)+4 str/con +4 int/wis/cha +14 str +6 con +6 int/wis/cha +6 str +4 con +6 int/wis/cha
    Juvenile (4) +6 str +4 con +2 int/wis/cha (L) +8 str +6 con +8 int/wis/cha +6 str +4 con +4 int/wis/cha +18 str +8 con +8 int/wis/cha (L) +8 str +6 con +8 int/wis/cha
    Young adult (5) (L) +8 str +6 con +4 int/wis/cha +12 str +8 con +8 int/wis/cha (L) +8 str +6 con +6 int/wis/cha (H) +20 str +10 con +8 int/wis/cha +12 str +8 con +8 int/wis/cha
    Adult (6) +12 str +8 con +4 int/wis/cha (H) +16 str +10 con +10 int/wis/cha +12 str +8 con +6 int/wis/cha +22 str +10 con +10 int/wis/cha (H) +16 str +10 con +10 int/wis/cha
    Mature adult (7) (H) +16 str +10 con +6 int/wis/cha +18 str +10 con +10 int/wis/cha (H) +16 str +10 con +8 int/wis/cha +24 str +12 con +10 int/wis/cha +18 str +10 con +10 int/wis/cha
    Old (8) +18 str +10 con +6 int/wis/cha +20 str +12 con +12 int/wis/cha +18 str +10 con +8 int/wis/cha (G) +28 str +14 con +14 int/wis/cha +20 str +12 con +12 int/wis/cha
    Very old (9) +20 str +12 con +8 int/wis/cha +24 str +12 con +12 int/wis/cha +20 str +12 con +10 int/wis/cha +30 str +16 con +16 int/wis/cha +22 str +12 con +14 int/wis/cha
    Ancient (10) +22 str +12 con +8 int/wis/cha (G) +26 str +14 con +14 int/wis/cha +22 str +12 con +10 int/wis/cha +32 str +18 con +18 int/wis/cha (G) +24 str +14 con +16 int/wis/cha
    Wyrm (11) (G) +24 str +14 con +10 int/wis/cha +28 str +16 con +16 int/wis/cha (G) +24 str +14 con +12 int/wis/cha (C) +34 str +20 con +20 int/wis/cha +28 str +18 con +18 int/wis/cha
    Great wyrm (12) +26 str +16 con +10 int/wis/cha +30 str +16 con +16 int/wis/cha +26 str +16 con +12 int/wis/cha +36 str +22 con +22 int/wis/cha (C) +32 str +20 con +20 int/wis/cha

    Spoiler: Original spell-like abilities for metallic dragons.
    Show
    Again, straight from the SRD to serve as a baseline, with spell levels noted in ( ).
    Age Brass (4 – 37 HD) Bronze (6 – 38 HD) Copper ( 5 – 38 HD) Gold (8 – 41 HD) Silver (7 – 40 HD)
    Hatchling (1) Speak with animals (1) Speak with animals (1)
    Wyrmling (1)
    Very young (2)
    Young (3)
    Juvenile (4) Endure Elements (1) Bless (1) Feather fall (1)
    Young adult (5)
    Adult (6) Suggestion (3) Create food and water (3), Fog cloud (2) Stone shape (3) Luck bonus (2) Fog cloud (2)
    Mature adult (7)
    Old (8) Control winds (5) Detect thoughts (2) Transmute rock/mud mud/rock (5) Detect gems (2), geas/quest (6) Control winds (5)
    Very old (9)
    Ancient (10) Control weather (7) Control water (4) Wall of stone (5) Sunburst (8) Control weather (7)
    Wyrm (11)
    Great wyrm (12) Summon Djinni (7) Control weather (7) Move earth (6) Foresight (9) Reverse gravity (7)

    Spoiler: Modified spell-like abilities for metallic dragons
    Show
    There is a minor racial ability at 1 HD, and a capstone (Su) or (Ex) ability at 20 HD related to mobility. They now they have 8-10 SLA’s each (the originals are in bold), with the new additions inspired heavily from their elemental subtypes, the clerical domains they can cast from as arcane spells, and their existing SLAs. With a handful of exceptions, the SLA’s are what a straight caster of that level could cast, kinda like having a custom-tailored clerical domain that’s unlocked over the course of ~40 levels.

    Rather than each ability being x/day, they draw from a common pool of daily spell-like ‘charges’ (age category + charisma modifier + 3), with each SLA using a number of charges equal to the age category it was received (so a bronze dragon requires 4 daily charges to use ‘control weather,’ while a silver only requires 3, as it comes more naturally to them).

    <20HD its mostly their original SLA’s, with something new here and there. The 7th age category has a defensive/restorative SLA, the 9th has an offensive SLA, and the 11th has a capstone SLA that tends to have a significant, sometimes permanent, impact on a large area.

    Three new SLA’s created for this project are ‘raise oasis’ for brass dragons, ‘blood to acid’ for blacks, and ‘eternal roots’ for greens.
    Age Brass (4 – 37 HD) Bronze (6 – 38 HD) Copper ( 5 – 38 HD) Gold (8 – 41 HD) Silver (7 – 40 HD)
    Hatchling (1) Desert acclimation, speak with animals (-), Endure Elements (1) Wild empathy, speak with animals (-), create food and water (1) Petrification resistance, stone cunning, sound imitation (-) Uncanny foresight, bless (1) Graceful flight, fogvision, featherfall (1)
    Wyrmling (1) Tongues (1) Fog cloud (1) Stone shape (1) Luck bonus (1) Fog cloud (1)
    Very young (2) Suggestion (2) Detect thoughts (2) Transmute rock/mud mud/rock (2) Detect gems (2) Control winds (2)
    Young (3) Control winds (3) Control water (3) Wall of stone (3) Geas/quest (3) Control weather (3)
    Juvenile (4) Control weather (4) Control weather (4) Move earth (4) Sunburst (4) Freedom of Movement (4)
    Young adult (5) Summon Djinni (5) SNA VIII (5) Flesh/stone, stone/flesh (5) Foresight (5) Reverse gravity (5)
    Adult (6) Sandform (Su) (20HD) Vortex form (Su) (20 HD) Earthglide (Ex) (20HD) Tremorsense (Ex) (20 HD) Timeless step (Su) (20 HD) Whirlwind form (Su) (20 HD)
    Mature adult (7) End to strife (7) Shapechange (7) Stone body (7) Contingency (7) Mastery of the Sky (7)
    Old (8)
    Very old (9) Deadly sunstroke (9) Flashflood (9) Cast in stone (9) Sanctify the wicked (9) Implosion (9)
    Ancient (10)
    Wyrm (11) Raise oasis (11) Maelstrom (11) Earth node (11) Miracle (11) Whirlwind, greater (11)
    Great wyrm (12)


    Spoiler: Combat
    Show
    A dragon attacks with its powerful claws and bite, and can also use a breath weapon and special physical attacks, depending on its size. It prefers to fight on the wing, staying out of reach until it has worn down the enemy with ranged attacks. Older, more intelligent dragons are adept at sizing up the opposition and eliminating the most dangerous foes first (or avoiding them while picking off weaker enemies).

    The table below provides space and reach statistics for dragons of various sizes, plus the natural weapons a dragon of a certain size can employ and the damage those attacks deal.

    Bite

    Bite attacks deal the indicated damage plus the dragon’s Strength bonus. A dragon also can use its bite to snatch opponents if it has the Snatch feat.

    Claw

    Claw attacks deal the indicated damage plus ½ the dragon’s Strength bonus (round down). The dragon also can use its claws to snatch opponents if it has the Snatch feat. Claw attacks are secondary attacks, requiring a -5 penalty on the attack roll. (Many dragons choose the Multiattack feat to lessen this penalty to -2).

    Wing

    The dragon can slam opponents with its wings, even when flying. Wing attacks deal the indicated damage plus ½ the dragon’s Strength bonus (round down) and are treated as secondary attacks.

    Tail Slap

    The dragon can slap one opponent each round with its tail. A tail slap deals the indicated damage plus 1½ times the dragon’s Strength bonus (round down) and is treated as a secondary attack.

    Crush (Ex)

    This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

    A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.

    A crush attack deals the indicated damage plus 1½ times the dragon’s Strength bonus (round down).

    Tail Sweep (Ex)

    This special attack allows a dragon of at least Gargantuan size to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals the indicated damage plus 1½ times the dragon’s Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon’s breath weapon).

    Dragon Space/Reach, Attacks, and Damage
    Size Space/Reach1 1 Bite 2 Claws 2 Wings 1 Tail Slap 1 Crush 1 Tail Sweep
    Tiny 2½ ft./0 ft. (5 ft. with bite) 1d4 1d3
    Small 5 ft./5 ft. 1d6 1d4
    Medium 5 ft./5 ft. 1d8 1d6 1d4
    Large 10 ft./5 ft. (10 ft. with bite) 2d6 1d8 1d6 1d8
    Huge 15 ft./10 ft. (15 ft. with bite) 2d8 2d6 1d8 2d6 2d8
    Gargantuan 20 ft./15 ft. (20 ft. with bite) 4d6 2d8 2d6 2d8 4d6 2d6
    Colossal 30 ft./20 ft. (30 ft. with bite) 4d8 4d6 2d8 4d6 4d8 2d8
    (1)A dragon’s bite attack has reach as if the creature were one size category larger. All other attacks are made with the standard reach for the dragon’s size.

    Grappling

    Dragons do not favor grapple attacks, though their crush attack (and Snatch feat, if they know it) use normal grapple rules. A dragon can always use its breath weapon while grappling, as well as its spells and spell-like or supernatural abilities, provided it succeeds on Concentration checks.


    Spoiler: True dragon traits (mostly unaltered; exceptions in italics)
    Show
    Damage reduction and frightful presence start 3 age categories sooner, and the use of spell-like abilities has changed.

    Breath Weapon (Su)

    Using a breath weapon is a standard action. Once a dragon breathes, it can’t breathe again until 1d4 rounds later. If a dragon has more than one type of breath weapon, it still can breathe only once every 1d4 rounds. A blast from a breath weapon always starts at any intersection adjacent to the dragon and extends in a direction of the dragon’s choice, with an area as noted on the table below. If the breath weapon deals damage, creatures caught in the area can attempt Reflex saves to take half damage; the DC depends on the dragon’s age and variety, and is given in each individual entry. Saves against nondamaging breath weapons use the same DC; the kind of saving throw is noted in the variety descriptions. The save DC against a breath weapon is 10 + ½ dragon’s HD + dragon’s Con modifier.

    Breath weapons come in two basic shapes, line and cone, whose areas vary with the dragon’s size.

    Frightful Presence (Ex)

    A very young or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet × the dragon’s age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + ½ dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

    Spells

    A dragon knows and casts arcane spells as a sorcerer of the level indicated in its variety description, gaining bonus spells for a high Charisma score. Some dragons can also cast spells from the cleric list or cleric domain lists as arcane spells.

    Spell-Like Abilities

    A dragon’s spell-like abilities depend on its age and variety. It gains the abilities indicated for its age plus all previous ones. Its age category or its sorcerer caster level, whichever is higher, is the caster level for these abilities. The save DC is 10 + dragon’s Cha modifier + spell level. A dragon may use its spell-like abilities collectively (charisma modifier + age category + 3) times per day, with each ability consuming a number of daily ‘charges’ equal to the age category it was obtained, unless otherwise noted.

    Damage Reduction

    Very young and older dragons have damage reduction. Their natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
    Immunities (Ex)

    All dragons have immunity to sleep and paralysis effects. Each variety of dragon has immunity to one or two additional forms of attack no matter what its age, as given in its description.

    Spell Resistance (Ex)

    As dragons age, they become more resistant to spells and spell-like abilities, as indicated in the variety descriptions.

    Blindsense (Ex)

    Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can’t actually see still have total concealment against the dragon.

    Keen Senses (Ex)

    A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.


    Spoiler: Dragons and magic items (Drc 24; mostly flavor)
    Show
    RULES: DRAGONS AND MAGIC ITEMS
    Being both very smart and very wealthy, dragons often employ magic items.

    A younger dragon without any spellcasting ability—even if it has one or more spell-like abilities—cannot use spell completion items or spell trigger items.
    Item slot
    Examples of normal versions
    Customized for a dragon
    Spell completion Scrolls May not use divine scrolls, even if they do have clerical spells on their class list
    Spell trigger Wands May use spell trigger items from their class (sorcerer, and except for black/green/white, clerical) list and from select domains.
    Potions Potions Eats the whole thing, glass vial and all.
    Head Headband, hat, or helmet Crown, diadem, or skullcap
    Eyes Goggles, lenses Contact lenses (yes, really) or ‘cusps that fit over their eyes’
    Back Cloak, cape, or mantle Frill stud, spine cap.
    Neck Amulet, brooch, medallion, necklace Amulets, brooches, medallions, etc.
    Armor Armor Arcane spell failure still applies, they lack proficiency, and generally just don’t bother; otherwise Barding. (Be mindful of investing too much into something you’ll grow out of though :P )
    Weapons Weapons Lack fully prehensile appendages necessary to employ them.
    About body Robe Collar, epaulette
    Torso Vest, vestment, shirt Pectoral stud, belly stud
    Wrists Bracers, bracelets Bracers, bracelets
    Hands Gauntlets Fingerless gauntlets for forelimbs
    Fingers Rings Rings
    Waist Belt Hipband
    Feet Boots Fingerless gauntlets for rear limbs
    Note that this is mostly flavor; with the exception of armor (and weapons), humans and dragons can use the same equipment in the same slots.


    Spoiler: Yes, dragons still need material components
    Show
    Quote Originally Posted by Draconomicon pg 24
    As noted in the Monster Manual, creatures with innate spellcasting abilities, such as dragons, do not require material components to cast their spells. If a spell has a focus, however, a dragon or other innate spellcaster must have the focus on its person. Dragons can use the Embed Spell Focus feat to satisfy this requirement.

    Except for not needing consumable material components, dragons cast their spells in the same way other arcane spellcasters do. They are subject to arcane spell failure if they wear armor. (Their own natural armor does not impose an arcane spell failure chance.) They must provide any verbal and somatic components the spell has, and they must pay any XP cost the spell entails.
    Yup, the Draconomicon specifically states that dragons (and other spellcasting creatures) do not require any material components. However, the author was erroneously reiterating the Monster Manual…:

    Quote Originally Posted by Monster Manual I pg 315
    Sometimes a creature can cast arcane or divine spells just as a member of a spellcasting class can (and can activate magic items accordingly). Such creatures are subject to the same spellcasting rules that characters are, except as follows.

    A spellcasting creature that lacks hands or arms can provide any somatic component a spell might require by moving its body. Such a creature also does need material components for its spells. The creature can cast the spell by either touching the required component (but not if the component is in another creature’s possession) or having the required component on its person. Sometimes spellcasting creatures utilize the Eschew Materials feat to avoid fussing with noncostly components.
    Note that this is restated in newer Monster Manuals, the Rules Compendium, etc.. In any event, spellcasting creatures still require material components.


    Spoiler: Swimming near the surface or being mostly burrowed may still give improved cover.
    Show
    Black, green, white, bronze, and gold dragons have swim speeds; blue, white, and brass dragons have burrow speeds. RAW specifically mentions improved cover for swimming (see ‘attacks from land’), but it seems exceedingly appropriate, both mechanically and from an IC perspective, for a DM to extend the same benefit to burrowing creatures (particularly since blue/white/brass dragons’ descriptions specifically mention using burrow to ambush, or discretely observe, potential opponents).

    Cover
    Quote Originally Posted by Cover modifiers
    Varying Degrees of Cover
    In some cases, cover may provide a greater bonus to AC and Reflex saves. In such situations the normal cover bonuses to AC and Reflex saves can be doubled (to +8 and +4, respectively). A creature with this improved cover effectively gains improved evasion against any attack to which the Reflex save bonus applies. Furthermore, improved cover provides a +10 bonus on Hide checks.
    Underwater Combat
    Quote Originally Posted by D20SRD
    Underwater Combat

    Land-based creatures can have considerable difficulty when fighting in water. Water affects a creature’s Armor Class, attack rolls, damage, and movement. In some cases a creature’s opponents may get a bonus on attacks. The effects are summarized in the accompanying table. They apply whenever a character is swimming, walking in chest deep water, or walking along the bottom.

    Ranged Attacks Underwater

    Thrown weapons are ineffective underwater, even when launched from land. Attacks with other ranged weapons take a -2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range.

    Attacks from Land

    Characters swimming, floating, or treading water on the surface, or wading in water at least chest deep, have improved cover (+8 bonus to AC, +4 bonus on Reflex saves) from opponents on land. Landbound opponents who have freedom of movement effects ignore this cover when making melee attacks against targets in the water. A completely submerged creature has total cover against opponents on land unless those opponents have freedom of movement effects. Magical effects are unaffected except for those that require attack rolls (which are treated like any other effects) and fire effects.

    Fire

    Nonmagical fire (including alchemist’s fire) does not burn underwater. Spells or spell-like effects with the fire descriptor are ineffective underwater unless the caster makes a Spellcraft check (DC 20 + spell level). If the check succeeds, the spell creates a bubble of steam instead of its usual fiery effect, but otherwise the spell works as described. A supernatural fire effect is ineffective underwater unless its description states otherwise. The surface of a body of water blocks line of effect for any fire spell. If the caster has made a Spellcraft check to make the fire spell usable underwater, the surface still blocks the spell’s line of effect.
    Last edited by Shalist; 2014-04-10 at 06:42 PM.
    Dragons in the Playground (true dragons rebalanced and fleshed out to be playable characters without any class levels).

  3. - Top - End - #3
    Orc in the Playground
    Join Date
    Jul 2005
    Location
    Portland, OR
    Gender
    Male

    Default Chromatic dragons

    Spoiler: Black dragon
    Show
    Black dragon hatchling and another
    Adult black dragon and just back from a swim.
    Older black dragon and one more
    More blacks and more

    {table]Type: | Dragon (Water)
    Environment | Warm marshes
    Alignment | Always chaotic evil
    [/table]

    Black dragon are sometimes known as skull dragons because of their skeletal faces. Adding to the skeletal impression is the gradual deterioration of the hide around the base of the horn and the cheekbones. This deterioration increases with age and does not harm the dragon. On hatching, a black dragon’s scales are thin, small, and glossy. As the dragon ages, they become larger, thicker, and duller, helping it camouflage itself in swamps and marshes.

    Black dragons are especially fond of coins. Older dragons sometimes capture and question humanoids about stockpiles of gold, silver, and platinum coins before killing them.

    {table]HD |
    Age (1) (Size)
    |
    Speed
    |
    Special abilities
    |
    Caster level (2) (3)
    |
    Breath weapon
    | SR |
    Ability modifier

    1 | Hatchling (T) | 60 ft., fly 100 ft. (average), swim 60 ft. | Immunity to acid, waterbreathing, corrupt water (1), charm reptiles (1) | 1 | 1d4 acid (30’ line) | | +2 con -2 int/cha
    4 | Wyrmling | 60 ft., fly 100 ft. (average), swim 60 ft. | Darkness (1) | 2 | 2d4 | |
    7 | Very young (S) | 60 ft., fly 100 ft. (average), swim 60 ft. | DR 5/magic, frightful presence, control water (2) | 4 | 4d4 (40’) | 11 | +2 str
    10 | Young (M) | 60 ft., fly 150 ft. (poor), swim 60 ft. | plant growth (3) | 6 | 6d4 (60’) | 13 | +2 str/con +2 int/cha
    13 | Juvenile | 60 ft., fly 150 ft. (poor), swim 60 ft. | DR 10/magic, insect plague (4) | 8 | 8d4 | 15 | +2str
    16 | Young adult (L) | 60 ft., fly 150 ft. (poor), swim 60 ft. | Damning darkness (5) | 10 | 10d4 (80’) | 17 | +2 str/con +2 int/wis/cha
    19 | Adult | 60 ft., fly 150 ft. (poor), swim 60 ft. | DR 15/magic, shadow form (20 HD) | 12 | 12d4 | 18 | +4 str +2 con
    22 | Mature adult (H) | 60 ft., fly 150 ft. (poor), swim 60 ft. | Triple mask (7) | 14 | 14d4 (100’) | 21 | +4 str +2 con +2 int/wis/cha
    25 | Old | 60 ft., fly 150 ft. (poor), swim 60 ft. | DR 20/magic | 16 | 16d4 | 22 | +2 str
    28 | Very old | 60 ft., fly 150 ft. (poor), swim 60 ft. | Blood to acid (9) | 18 | 18d4 | 23 | +2str/con +2 int/wis/cha
    31 | Ancient | 60 ft., fly 150 ft. (poor), swim 60 ft. | DR 25/magic | 20 | 20d4 | 25 | +2 str
    34 | Wyrm (G) | 60 ft., fly 200 ft. (clumsy), swim 60 ft. | Shadow landscape (11) | 22 | 22d4 (120’) | 26 | +2 str/con +2 int/wis/cha
    37 | Great wyrm | 60 ft., fly 200 ft. (clumsy), swim 60 ft. | DR 30/magic | 24 | 24d4 | 28 | +2 str/con +2 int/wis/cha
    [/table]
    1. 'Wyrmling' is ordinarily the first age category, and aside from the exceptions specifically noted above, remains the first age category (i.e. for determining the radius of a dragon's frightful presence).
    2. Black dragons are not able to cast cleric spells as arcane spells, except from the watery death domain
    3. The caster level from the wyrmling age category is received on the level immediately prior to it; the 2 caster levels from all other age categories are received on the 2 levels preceding them.


    Combat

    Black dragons prefer to ambush their targets, using their surroundings as cover. When fighting in heavily forested swamps and marshes, they try to stay in the water or on the ground; trees and leafy canopies limit their aerial maneuverability. When outmatched, a black dragon attempts to fly out of sight, so as not to leave tracks, and hide in a deep pond or bog.

    Breath Weapon (Su)

    A black dragon has one type of breath weapon, a line of acid.

    Water Breathing (Ex)

    A black dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

    See in Darkness (Su)

    Black dragons can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

    Shadow form (Su)

    A black dragon with at least 20 RHD can turn into a shadow form per the spell of the same name once every 10 minutes, for up to 1 round for every 2 RHD it possesses.

    Spell-Like Abilities

    1 – Corrupt water, charm reptiles, Darkness, 2 - control water (wyrmling or older), 3 – plant growth (very young or older); 4 – insect plague (young or older), 5 – Damning darkness (juvenile or older), 7 – Triple mask (mature adult or older), 9 – blood to acid (very old or older), 11 – shadow landscape.

    A black dragon may use its spell-like abilities collectively (charisma modifier + age category + 3) times per day, with each ability consuming a number of daily ‘charges’ equal to the age category it was obtained, unless otherwise noted.


    Corrupt Water (Sp)

    A black dragon can stagnate 10 cubic feet of water, making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature’s possession must succeed on a Will save (DC equal to that of the dragon’s frightful presence) or become fouled. This ability is the equivalent of a 1st-level spell. Its range is equal to that of the dragon’s frightful presence.

    Charm Reptiles (Sp)

    Any black dragon can use this ability. It works as a mass charm spell that affects only reptilian animals. The dragon can communicate with any charmed reptiles as though casting a speak with animals spell. This ability is the equivalent of a 1st-level spell.

    Insect Plague (Sp)

    A young or older black dragon can use this ability as the spell of the same name, save that the black dragon may expend two extra daily spell-like charges to instead summon hellwasp swarms, though such swarms are unable control any creatures or remains by inhabiting them.

    Triple Mask (Sp)

    A mature adult or older black dragon may use this ability as the spell of the same name, save that the dragon may also use its spell-like abilities (other than triple mask) through the shadow. Additionally, he may choose to make one shadow permanent, in which case the dragon suffers a 3-charge reduction in daily use of spell-like abilities so long as the shadow remains.

    Blood to Acid (Sp)

    A very old or older black dragon may use this ability, which allows the foulness inherent to its nature to seep to the surface, giving the dragon a corruptive aura equal to 5’ / 2 RHD for 1 round / 2 RHD. All liquids within range of this aura (including plant life) gradually acidify, gaining 1d6 acid damage (submerged) per round (max 10d6, same as alchemical acid). Magic items, or items in a creature’s possession, must succeed a will save each round or become fouled, and all living creatures within range of the aura must make a fortitude save each round or be sickened. If moved beyond the aura’s influence, liquids remain foul and spoiled, though the acidity and sickened condition both fade after 5 rounds.

    Additionally, each round the dragon may target a creature within range of its
    corrupt water ability, and either instantly acidify the water around them (per water to acid), or turn their blood to acid. Any creature whose body contains significant amounts of liquid (including plants, oozes, water elementals, many types of undead, etc.) takes 20d6 acid damage initially, and 10d6 acid damage each round for 5 rounds (initial fortitude save for half); additionally, creatures with a constitution score take 2d6 constitution damage (fortitude save for half). Creatures immune to acid damage still take the constitution damage, unless they also have the water subtype. A particular creature’s bodily fluids may only be targeted once per casting.

    The dragon may choose to exclude specific, or types of, objects and creatures from the gradual acidification, though doing so requires a DC 34 concentration check each round. This is the equivalent of a 9th level spell.


    Skills

    Hide, Move Silently, and Swim are considered class skills for black dragons.

    Black dragons have a +4 racial bonus to hide and appraise checks, due to their dark coloring and skulking personalities, and their fondness for ancient coins, respectively.

    Black dragons have a +8 racial bonus to swim checks due to having a swim speed.

    If swimming in murky water, a black dragon may have a +10 cover bonus to its hide check.


    Spoiler: Blue Dragon
    Show
    Blue dragon hatchling, and another
    Adult blue dragon, another, and one with a rider
    Older blue dragon
    More blues and more

    {table]Type: | Dragon (Earth) (Air)
    Environment | Temperate deserts
    Alignment | Always lawful evil
    [/table]

    A blue dragon’s scales vary in color from an iridescent azure to a deep indigo, polished to a glossy finish by blowing desert sands. The size of its scales increases little as the dragon ages, although they do become thicker and harder. Its hide tends to hum and crackle faintly with built-up static electricity. These effects intensify when the dragon is angry or about to attack, giving off an odor of ozone and sand. Their vibrant color makes blue dragons easy to spot in barren desert surroundings. However, they often burrow into the sand so only part of their heads are exposed.

    Blue dragons love to soar in the hot desert air, usually flying in the daytime when temperatures are highest. Some nearly match the color of the desert sky and use this coloration to their advantage.

    Blue dragons lair in vast underground caverns, where they also store their treasure. Although they collect anything that looks valuable, they are most fond of gems—especially sapphires.

    {table]HD |
    Age (1) (Size)
    |
    Speed
    |
    Special abilities
    |
    Caster level (2) (3)
    |
    Breath weapon
    | SR |
    Ability modifier

    1 | Hatchling (S) | 40 ft., burrow 20 ft., fly 100 ft. (average) | Immune to electricity, sound imitation, desert acclimation, create/destroy water (1) | 1 | 1d8 elec (40’ line) | | +2 str/con
    6 | Wyrmling | 40 ft., burrow 20 ft., fly 100 ft. (average) | Ventriloquism (1) | 2 | 2d8 | |
    9 | Very young (M) | 40 ft., burrow 20 ft., fly 150 ft. (poor) | DR 5/magic, frightful presence, hallucinatory terrain (2) | 4 | 4d8 (60’) | 13 | +2 str/con
    12 | Young | 40 ft., burrow 20 ft., fly 150 ft. (poor) | Veil (3) | 6 | 6d8 | 15 | +2 str +2 int/wis/cha
    15 | Juvenile (L) | 40 ft., burrow 20 ft., fly 150 ft. (poor) | DR 10/magic, mirage arcana (4) | 8 | 8d8 (80’) | 17 | +2 str/con+2 int/wis/cha
    18 | Young adult | 40 ft., burrow 20 ft., fly 150 ft. (poor) | Sandstorm (5), Sand form (20HD) | 10 | 10d8 | 19 | +4 str +2 con
    21 | Adult (H) | 40 ft., burrow 20 ft., fly 150 ft. (poor) | DR 15/magic | 12 | 12d8 (100’) | 21 | +4 str +2 con +2 int/wis/cha
    24 | Mature adult | 40 ft., burrow 20 ft., fly 150 ft. (poor) | Superior invisibility (7) | 14 | 14d8 | 22 | +2 str
    27 | Old | 40 ft., burrow 20 ft., fly 150 ft. (poor) | DR 20/magic | 16 | 16d8 | 24 | +2 str +2con +2 int/wis/cha
    30 | Very old | 40 ft., burrow 20 ft., fly 150 ft. (poor) | Desert binding (9) | 18 | 18d8 | 25 | +2 str
    33 | Ancient (G) | 40 ft., burrow 20 ft., fly 200 ft. (clumsy) | DR 25/magic | 20 | 20d8 (120’) | 27 | +2 str/2 con +2 int/wis/cha
    36 | Wyrm | 40 ft., burrow 20 ft., fly 200 ft. (clumsy) | Despoil (11) | 22 | 22d8 | 29 | +2 str/con
    39 | Great wyrm | 40 ft., burrow 20 ft., fly 200 ft. (clumsy) | DR 30/magic | 24 | 24d8 | 31 | +2 str +2 int/wis/cha
    [/table]
    1. 'Wyrmling' is ordinarily the first age category, and aside from the exceptions specifically noted above, remains the first age category (i.e. for determining the radius of a dragon's frightful presence).
    2. Blue dragons can also cast cleric spells and those from the Air, Evil, and Law domains as arcane spells.
    3. The caster level from the wyrmling age category is received on the level immediately prior to it; the 2 caster levels from all other age categories are received on the 2 levels preceding them.


    Combat

    Typically, blue dragons attack from above or burrow beneath the sands until opponents come within 100 feet. Older dragons use their special abilities, such as hallucinatory terrain, in concert with these tactics to mask the land and improve their chances to surprise the target. Blue dragons run from a fight only if they are severely damaged, since they view retreat as cowardly.

    Breath Weapon (Su)

    A blue dragon has one type of breath weapon, a line of lightning.

    Sand form (Su)

    This ability is usable by a blue or brass dragon of at least 20 RHD, and works like the spells
    sandform and passage of the shifting sands, except as follows. It is usable once every 10 minutes and lasts for RHD/2 rounds, during which the dragon may shift between the semisolid and cloud sand forms as a swift action, or between its normal and sand forms as a standard action; furthermore, the semisolid form is the same shape as the dragon, retaining the base speeds of the dragon’s normal form, save for a 30’ bonus to the burrow speed. A blue or brass dragon in sand cloud form is able to use the desert winds to their advantage, giving them an incremental 10’ circumstance bonus to their dust cloud speed for each category of wind strength.

    Additionally, while in sand cloud form, the dragon receives partial concealment in a dust storm, and total concealment in a brownout or severe brownout.


    Sound Imitation (Ex)

    A blue dragon can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed on a Will save (DC equal to that of the dragon’s frightful presence) to detect the ruse.

    Desert acclimation (Ex)

    Blue and brass dragons are well acclimated to such harsh climates, and take -2 points (minimum 0) of damage per die of desiccation, regardless of its source. Also, while all dragons are protected from dust and debris by an inner set of eyelids, blue and brass dragons are well accustomed to making the most of their exceptional draconic senses in even the most severe of sandstorms, and suffer no penalties to their vision, or checks relating to vision, resulting from such conditions. Furthermore, sandstorms that would quickly strip the flesh from the bones of lesser creatures merely polishes their scaly hides, and they have no difficulty breathing in them. As they do not find these conditions to be particularly distracting, they are not required to make any concentration checks ordinarily resulting from them, nor do they suffer the usual penalties to dexterity-based skill checks.


    Spell-Like Abilities

    1 – Create/destroy water, ventriloquism (wyrmling or older), 2 – hallucinatory terrain (very young or older), 3 – veil (young or older), 4 – mirage arcana (juvenile or older), 5 – sandstorm (young adult or older), 7 – superior invisibility (mature adult or older), 9 – desert binding (very old or older), 11 – despoil (wyrm or older).

    A blue dragon may use its spell-like abilities collectively (charisma modifier + age category + 3) times per day, with each ability consuming a number of daily ‘charges’ equal to the age category it was obtained, unless otherwise noted.


    Create/Destroy Water (Sp)

    A blue dragon of any age can use this ability. It works like the create water spell, except that the dragon can decide to destroy water instead of creating it, which automatically spoils unattended liquids containing water. Magic items (such as potions) and items in a creature’s possession must succeed on a Will save (DC equal to that of the dragon’s frightful presence) or be ruined. This ability is the equivalent of a 1st-level spell.

    Skills

    Bluff, Hide, and Spellcraft are considered class skills for blue dragons.

    Blue dragons have a +4 racial bonus to hide and bluff, due to their strong natural instinct for misdirection and deception.

    If at least chest-deep in sand, a blue dragon may have a +10 cover bonus to its hide check.


    Spoiler: Green Dragon
    Show
    Green hatchling
    Adult green dragon and another
    Older green dragon
    More greens and more

    {table]Type: | Dragon (Earth) (Water)
    Environment | Temperate forests
    Alignment | Always lawful evil
    [/table]

    A wyrmling green dragon’s scales are thin, very small, and a deep shade of green that appears nearly black. As the dragon ages, the scales grow larger and lighter, turning shades of forest, emerald, and olive green, which helps it blend in with its wooded surroundings.


    {table]HD |
    Age (1) (Size)
    |
    Speed
    |
    Special abilities
    |
    Caster level (2) (3)
    |
    Breath weapon
    | SR |
    Ability modifier

    1 | Hatchling (S) | 40 ft., fly 100 ft. (average), swim 40 ft | Immunity to acid, water breathing, woodland stride, speak with plants (-) | 1 | 1d6 (acid gas) / (20’ cone) | | +2 str/con
    5 | Wyrmling | 40 ft., fly 100 ft. (average), swim 40 ft | Suggestion (1) | 2 | 2d6 | |
    8 | Very young (M) | 40 ft., fly 150 ft. (poor), swim 40 ft | DR 5/magic, frightful presence, plant growth (2) | 4 | 4d6 (30’) | 13 | +2 str/con
    11 | Young | 40 ft., fly 150 ft. (poor), swim 40 ft | Dominate person (3) | 6 | 6d6 | 15 | +2 str +2 int/wis/cha
    14 | Juvenile (L) | 40 ft., fly 150 ft. (poor), swim 40 ft | DR 10/magic, command plants (4) | 8 | 8d6 (40’) | 17 | +2 str/con +2 int/wis/cha
    17 | Young adult | 40 ft., fly 150 ft. (poor), swim 40 ft | Awaken plant (5) | 10 | 10d6 | 19 | +4 str +2 con
    20 | Adult (H) | 40 ft., fly 150 ft. (poor), swim 40 ft | DR 15/magic, Transport via plant | 12 | 12d6 (50’) | 21 | +4 str +2 con +2 int/wis/cha
    23 | Mature adult | 40 ft., fly 150 ft. (poor), swim 40 ft | Unyielding roots (7) | 14 | 14d6 | 22 | +2 str
    26 | Old | 40 ft., fly 150 ft. (poor), swim 40 ft | DR 20/magic | 16 | 16d6 | 24 | +2 str +2 con +2 int/wis/cha
    29 | Very old | 40 ft., fly 150 ft. (poor), swim 40 ft | Mind rape (9) | 18 | 18d6 | 25 | +2 str
    32 | Ancient (G) | 40 ft., fly 200 ft. (clumsy), swim 40 ft | DR 25/magic | 20 | 20d6 (60’) | 27 | +2 str +2 con +2 int/wis/cha
    35 | Wyrm | 40 ft., fly 200 ft. (clumsy), swim 40 ft | Eternal roots (11) | 22 | 22d6 | 28 | +2 str +2 con
    38 | Great wyrm | 40 ft., fly 200 ft. (clumsy), swim 40 ft | DR 30/magic | 24 | 24d6 | 30 | +2 str +2 int/wis/cha
    [/table]
    1. 'Wyrmling' is ordinarily the first age category, and aside from the exceptions specifically noted above, remains the first age category (i.e. for determining the radius of a dragon's frightful presence).
    2. Green dragons are not able to cast cleric spells as arcane spells, except from the plant domain.
    3. The caster level from the wyrmling age category is received on the level immediately prior to it; the 2 caster levels from all other age categories are received on the 2 levels preceding them.


    Combat

    Green dragons initiate fights with little or no provocation, picking on creatures of any size. If the target is intriguing or seems formidable, the dragon stalks the creature to determine the best time to strike and the most appropriate tactics to use. If the target appears weak, the dragon makes its presence known quickly—it enjoys evoking terror. Sometimes the dragon elects to control a humanoid creature through intimidation and suggestion. Green dragons especially like to question adventurers to learn more about their society and abilities, what is going on in the countryside, and if there is treasure nearby.

    Breath Weapon (Su)

    A green dragon has one type of breath weapon, a cone of corrosive (acid) gas.

    Transport via plant (Su)

    Once every 10 minutes a green dragon (adult or older) may use this ability. It is similar to the spell of the same name, except that it is limited to 100’ / RHD, and the dragon’s exceptional resilience means it is not slain outright if the plant is destroyed, but merely expelled (20d6 damage and stunned for 1 round; DC 20 fortitude for half damage and 1 round of nausea instead).

    Water Breathing (Ex)

    A green dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

    Woodland Stride (Ex)

    A green dragon may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion only affect him if the caster level is at least 4 higher than the dragon’s RHD.

    Spell-Like Abilities

    At will – speak with plants, 1 - suggestion (wyrmling or older), 2 – plant growth (very young or older), 3 – dominate person (young or older), 4 – command plants (juvenile or older), 5 – Awaken plant (young adult or older), 7 – unyielding roots (mature adult or older), 9 – mind rape (very old or older), 11 – eternal roots (wyrm or older).

    A green dragon may use its spell-like collectively (charisma modifier + age category + 3) times per day, with each ability consuming a number of daily ‘charges’ equal to the age category it was obtained, unless otherwise noted.


    Unyielding roots (Sp)

    A mature adult or older green dragon may use this ability as the spell of the same name, save that the target receives the benefits of lesser restoration upon remaining rooted for 5 minutes, and restoration after 10 minutes, and greater restoration after 20 minutes.

    Spoiler: Eternal roots. (Sp)
    Show

    With this ability, a green wyrm (or older) channels the raw fury and vitality of the elemental planes into the very roots, water, and soil of its chosen territory, invigorating the affected region (a permanent
    enrichment) in a 1 mile/RHD-radius spread, and purging it of conditions that would hinder growth such as despoil, black sands, or diminish plants. After just a week, the metaphysical seed bears fruit, as local flora practically radiates vitality. It grows far quicker than usual when damaged or harvested, fruit is more succulent, the fauna healthier and more plentiful for their improved diet, and so on. Additionally, the dragon may choose to invest a portion of its own essence into the process, permanently bonding with the land, such that if the entire forest were ever destroyed (reduced to less than a one mile radius of forest), the green dragon would also perish. Fortunately, the bond makes his territory resistant to hazards such as drought, fire, and even encroachment by (unwanted) humanoids.

    Plants growing in the affected region, or creatures with the plant subtype who spend a week or more there, receive a 5-point increase to hardness or damage reduction (or gain 5/magic DR, as applicable), a +4 resistance bonus to saves (with normal plants saving as unattended magic items, now with a +6 bonus), +4 turn resistance against being turned/rebuked as plants, maximized HP for each HD (effectively doubling the HP of normal plants such as trees and vines), -1 point of damage per die from desiccation and fire affects, and heal at twice their previous natural rate. While plant creatures lose these benefits a week after leaving, materials gathered from the region do not; ironically, this makes them highly desirable in spite of the difficulties associated with actually harvesting such hardy materials. The dragon may withdraw these benefits from any specific plant, entire type of plant, or region in his territory at will, and even use his
    plant growth spell-like ability to create a surgically targeted ‘diminish plants’ to expedite the process.

    The green dragon itself receives the increased damage reduction and saves, the reduced damage from fire and desiccation, as well as fast heal 1, the benefits of
    improved toughness, and natural attacks that bypass the hardness and damage reduction of plant-based materials or creatures of the plant subtype, regardless of its source. While in his enhanced territory, he may use forest eyes and speak with plant at will on any plant within his territory, regardless of distance; he may transport via plant once every 10 minutes to any point in its territory; he may rebuke any plants benefiting from a connection to his territory as if he were a cleric equal to his RHD, with eligible targets taking -4 to their turn resistance (instead of +4), and he enjoys the benefits of trackless step within his enriched territory.

    The dragon is instinctively aware of the use of any magic that specifically uses or affect plants in his territory, even if anti-divination measures obscure specific details. Abilities such as
    trackless step, woodland stride, and rebuke plant function as if the user were 4 levels lower in the class offering it, and spells that use or affect plants function at -4 CL; as a result, those with an unusually strong connection to nature (for instance, druids, fey, or elves) immediately feel a powerful sense of alienation when entering such territory, as though nature itself has turned its back to them; this is all the more disconcerting in the midst of such vibrant splendor. The dragon may open (or close) the land to individuals or groups from anywhere in his territory at will, allowing its vitality to flow through them. Those with a connection to nature feel invigorated and heal at twice their natural rate, and can use spells or spell-like abilities that use or specifically affects plants at +1 CL. However, if someone is benefiting from a connection to his territory (via their casting, active class features, or the plant subtype), no magic can shield them from the dragon’s senses or forest eyes while they remain in his territory.

    This is the equivalent to a 9th level spell.


    Skills

    Bluff, Hide, and Move Silently are considered class skills for green dragons.

    Green dragons receive a +4 racial bonus to hide (+8 while in forested terrain) and bluff due to their predatory instincts and coloring, and their powerful drive to manipulate ‘lesser’ beings.

    Green dragons have a +8 racial bonus to swim checks due to having a swim speed.

    If swimming in murky water, a green dragon may have a +10 cover bonus to its hide check.


    Spoiler: Red Dragon
    Show
    Hatchling red dragon
    Adult red dragon and another
    Older red and another
    More red dragons and more, and even more

    {table]Type: | Dragon (Fire)
    Environment | Warm mountains
    Alignment | Always chaotic evil
    [/table]

    The small scales of a wyrmling red dragon are a bright glossy scarlet, making the dragon easily spotted by predators and hunters, so it stays underground and does not venture outside until it is more able to take care of itself. Toward the end of young age, the scales turn a deeper red, and the glossy texture is replaced by a smooth, dull finish. As the dragon grows older, the scales become large, thick, and as strong as metal. The neck frill and wings are an ash blue or purple-gray toward the edges, becoming darker with age. The pupils of a red dragon fade as it ages; the oldest red dragons have eyes that resemble molten lava orbs.


    {table]HD |
    Age (1) (Size)
    |
    Speed
    |
    Special abilities
    |
    Caster level (2) (3)
    |
    Breath weapon
    | SR |
    Ability modifier

    1 | Hatchling (M) | 40 ft., fly 150 ft. (poor) | Fire immunity, cold vulnerability, searing breath, dragoneye rune (1) | 1 | 1d10 fire (30’ cone) | | +2 str/con
    7 | Wyrmling | 40 ft., fly 150 ft. (poor) | Locate object (1) | 2 | 2d10 | | +4 str +2 con
    10 | Very young (L) | 40 ft., fly 150 ft. (poor) | DR 5/magic, frightful presence, suggestion (2) | 4 | 4d10 (40’) | 13 | +4 str +2 con +2 int/wis/cha
    13 | Young | 40 ft., fly 150 ft. (poor) | Find the path (3) | 6 | 6d10 | 15 | +4 str
    16 | Juvenile | 40 ft., fly 150 ft. (poor) | DR 10/magic, discern location (4) | 8 | 8d10 | 17 | +4 str +2 con +2 int/wis/cha
    19 | Young adult (H) | 40 ft., fly 150 ft. (poor) | Hindsight (5), firestride | 10 | 10d10 (50’) | 19 | +2str +2 con
    22 | Adult | 40 ft., fly 150 ft. (poor) | DR 15/magic | 12 | 12d10 | 21 | +2 str +2 int +4 wis +2 cha
    25 | Mature adult | 40 ft., fly 150 ft. (poor) | Mantle of pure spite (7) | 14 | 14d10 | 23 | +2 con +2 int/cha
    28 | Old (G) | 40 ft., fly 200 ft. (clumsy) | DR 20/magic | 16 | 16d10 (60’) | 24 | +2 str +2 con +2 int/wis/cha
    31 | Very old | 40 ft., fly 200 ft. (clumsy) | Detonate (9) | 18 | 18d10 | 26 | +2 str +2 con +2 int/wis/cha
    34 | Ancient | 40 ft., fly 200 ft. (clumsy) | DR 25/magic | 20 | 20d10 | 28 | +2 str +2 con +2 int/wis/cha
    37 | Wyrm | 40 ft., fly 200 ft. (clumsy) | Erupt (11) | 22 | 22d10 | 30 | +2 str +2 con
    40 | Great wyrm (C) | 40 ft., fly 200 ft. (clumsy) | DR 30/magic | 24 | 24d10 (70’) | 32 | +4 str +2 int/wis/cha
    [/table]
    1. 'Wyrmling' is ordinarily the first age category, and aside from the exceptions specifically noted above, remains the first age category (i.e. for determining the radius of a dragon's frightful presence).
    2. Red dragons may also cast cleric spells and those from the Chaos, Evil, Fire, and Greed domains as arcane spells.
    3. The caster level from the wyrmling age category is received on the level immediately prior to it; the 2 caster levels from all other age categories are received on the 2 levels preceding them.


    Combat

    Because red dragons are so confident, they seldom pause to appraise an adversary. On spotting a target, they make a snap decision whether to attack, using one of many strategies worked out ahead of time. A red dragon lands to attack small, weak creatures with its claws and bite rather than obliterating them with its breath weapon, so as not to destroy any treasure they might be carrying.

    Breath Weapon (Su)

    A red dragon has one type of breath weapon, a cone of fire.

    Searing breath (Su)

    A red dragon’s breath is so hot that it deals full damage to objects (instead of half; hardness still applies), and completely bypasses any resistance to fire the target may have, dealing damage to the target as if it did not possess any resistance to fire at all, though they are still entitled to a saving throw. Targets normally immune to fire can be damaged by searing breath as well, taking half damage (or one-quarter on a successful saving throw); and though creatures with the fire subtype can tell that searing breath is hotter than normal, they remain undamaged by the attack. Creatures with the cold subtype who are damaged by a searing breath take double normal damage instead of the usual +50%.

    Unfortunately for the greedy red dragons, their breath weapon is so destructive that whenever someone is killed by it, their remains and all of their possessions are typically reduced to ashes and molten slag (as if the person had critically failed their saving throw, affecting
    all their carried or worn possessions).

    Firestride (Su)

    Once every 10 minutes a red dragon of at least 20 RHD may use this ability, which is the similar to the spell
    dimension door, except as follows. The dragon disappears in a flash of searing heat, erupting almost instantly from any large or larger open flame or source of molten rock/minerals within 20’ / RHD. This is a free action in any round that the dragon uses its breath weapon to produce such flames (but still only once per 10 minutes).

    Spell-Like Abilities

    1 – dragoneye rune, locate object (wyrmling or older), 2 – suggestion (very young or older), 3 – find the path (young or older), 4 – discern location (juvenile or older), 5 – hindsight (young adult or older), 7 – mantle of pure spite (mature adult or older), 9 – detonate (very old or older), 11 – erupt (wyrm or older).

    A red dragon may use its spell-like collectively (charisma modifier + age category + 3) times per day, with each ability consuming a number of daily ‘charges’ equal to the age category it was obtained, unless otherwise noted.


    Mantle of Pure Spite (sp)

    A mature adult or older red dragon can use this ability as the spell of the same name, though they may expend 2 extra daily spell-like charges to start with 15/- damage reduction.

    Skills

    Appraise, Bluff, and Jump are considered class skills for red dragons.

    Red dragons have a +4 racial bonus to appraise and search, as their covetous streak is literally the stuff of legends. They can judge a bauble’s worth to within a copper piece with just a glance, and always know the exact value and location of every last piece of their vast hoards. Any intruder that dared to disturb so much as a single coin quickly learns that there is no hole deep enough, and no locale remote (or foolish) enough, to shield them from a red dragon's searching gaze and searing breath.


    Spoiler: White dragon
    Show
    White dragon hatchling and its sibling.
    Adult white dragon and his well fed cousin
    Older white dragon and another
    More white dragons, and even more

    {table]Type: | Dragon (Cold)
    Environment | Cold mountains
    Alignment | Always chaotic evil
    [/table]

    The scales of a wyrmling white dragon glisten like mirrors. As the dragon ages, the sheen disappears, and by very old age, scales of pale blue and light gray are mixed in with the white.

    {table]HD |
    Age (1) (Size)
    |
    Speed
    |
    Special abilities
    |
    Caster level (2) (3)
    |
    Breath weapon
    | SR |
    Ability modifier

    1 | Hatchling (T) | 60 ft., burrow 30 ft., fly 150 ft. (average), swim 60 ft. | Immune to cold, vulnerability to fire, waterbreathing, piercing breath, track, snowsight, fog cloud (1) | 1 | 1d6 ice (15’ cone) | | +2con -4 int/cha
    4 | Wyrmling | 60 ft., burrow 30 ft., fly 150 ft. (average), swim 60 ft. | Ice shape (1) | 2 | | |
    7 | Very young (S) | 60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft. | DR 5/magic, frightful presence, Gust of wind (2) | 4 | 2d6 (20’) | 10 | +2 str
    10 | Young (M) | 60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft. | Freezing fog (3) | 6 | 3d6 (30’) | 12 | +2 str/con
    13 | Juvenile | 60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft. | DR 10/magic, Wall of ice (4) | 8 | 4d6 | 14 | +2 str +2 int/cha
    16 | Young adult (L) | 60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft. | Control weather (5) | 10 | 5d6 (40’) | 16 | +2 str/con +2 cha
    19 | Adult | 60 ft., burrow 30 ft., fly 200 ft. (clumsy), swim 60 ft. | DR 15/magic, snowglide (20 HD) | 12 | 6d6 | 18 | +4 str +2 con +2 int/cha
    22 | Mature adult (H) | 60 ft., burrow 30 ft., fly 200 ft. (clumsy), swim 60 ft. | Simulacrum (7) | 14 | 7d6 (50’) | 20 | +4 str +2 con +2 int/wis
    25 | Old | 60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft. | DR 20/magic | 16 | 8d6 | 21 | +2 str
    28 | Very old | 60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft. | Burst of glacial wrath (9) | 18 | 9d6 | 23 | +2 str/con +2 int/wis/cha
    31 | Ancient | 60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft. | DR 25/magic | 20 | 10d6 | 24 | +2 str
    34 | Wyrm (G) | 60 ft., burrow 30 ft., fly 250 ft. (clumsy), swim 60 ft. | Fimbulwinter (11) | 22 | 11d6 (60’) | 25 | +2 str/con +2 cha
    37 | Great wyrm | 60 ft., burrow 30 ft., fly 250 ft. (clumsy), swim 60 ft. | DR 30/magic | 24 | 12d6 | 27 | +2 str/con +4 int/wis +2 cha
    [/table]
    1. 'Wyrmling' is ordinarily the first age category, and aside from the exceptions specifically noted above, remains the first age category (i.e. for determining the radius of a dragon's frightful presence).
    2. White dragons are not able to cast cleric spells as arcane spells, except from the cold domain.
    3. The caster level from the wyrmling age category is received on the level immediately prior to it; the 2 caster levels from all other age categories are received on the 2 levels preceding them.


    Combat

    White dragons prefer sudden assaults, swooping down from aloft or bursting from beneath water, snow, or ice. They loose their breath weapon, then try to knock out a single opponent with a follow-up attack.

    Breath Weapon (Su)

    A white dragon has one type of breath weapon, a cone of cold.

    Piercing breath (Su)

    A white dragon’s breath is so cold that it completely bypasses any resistance to cold the target may have, dealing damage to the target as if it did not possess any resistance to cold at all, though they are still entitled to a saving throw. Targets normally immune to cold can be damaged by piercing breath as well, taking half damage (or one-quarter on a successful saving throw); and though creatures with the cold subtype can tell that piercing breath is colder than normal, they remain undamaged by the attack. Creatures with the fire subtype who are damaged by a piercing breath take double normal damage instead of the usual +50%.


    Icewalking (Ex)

    This ability works like the spider climb spell, but the surfaces the dragon climbs must be icy. It is always in effect.

    Track (Ex)

    White dragons receive this as a bonus feat since their simple, animalistic instincts make them exceptionally adapt at finding their prey.

    Snow Glide (Ex)

    A white dragon with at least 20 RHD can glide through ice, snow, and similar obstacles as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A
    move snow and ice spell cast on an area containing a burrowing white dragon flings it back 30 feet, stunning it for 1 round unless it succeeds on a DC 15 Fortitude save.

    Snowsight (Ex)

    A white dragon can see to the normal limits of its vision even in whiteout conditions, and ignores all penalties due to snow glare and snow blindness.

    Spell-Like Abilities

    1 –fog cloud, ice shape (wyrmling or older), 2 - gust of wind (very young or older), 3 - wall of ice (young or older), 4 – freezing fog (juvenile or older), 5 - control weather (young adult or older), 7 – simulacrum (mature adult or older), 9 – burst of glacial wrath (very old or older), 11 – fimbulwinter (wyrm or older).

    A white dragon may use its spell-like collectively (charisma modifier + age category + 3) times per day, with each ability consuming a number of daily ‘charges’ equal to the age category it was obtained, unless otherwise noted.


    Ice shape (Sp)

    A wyrmling or older white dragon may use this ability, which is the same as
    stone shape except that it targets ice and objects made of ice. The dragon may also choose to take 10 extra minutes (and 2 extra daily spell-like charges) to fully restore a simulacrum it has created, or to make a craft (ice sculpting) or similar check to create objects or structures with fine detail, though this may not create masterwork tools or equipment, or items with moving parts. This ability is equivalent to a 3rd level spell.

    Freezing Fog (Sp)

    An old or older white dragon can use this ability. It is similar to a solid fog spell but also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a grease spell. The dragon is immune to the grease effect because of its icewalking ability. This ability is the equivalent of a 5th-level spell.

    Simulacrum (Sp)

    A mature adult or older white dragon can use this ability. It is similar to the spell, save that the copies do not retain any spell-like abilities, spellcasting, access to any spell lists, or ranks in the UMD skill; additionally, the dragon may use his RHD in place of the disguise skill ranks when creating them via this ability. The copy only last 10 minutes per caster level unless the dragon chooses to make it permanent when creating it, in which case the dragon is telepathically bonded with that copy, and suffers a cumulative 2-charge (or 3-charge for copies with 15 or more HD) reduction in daily use of spell-like abilities so long as it remains.

    Skills

    Hide, Move Silently, and Swim are considered class skills for white dragons.

    White dragons have a +4 racial bonus to hide (+8 in snowy terrain) and survival, since what they lack in intelligence, they more than make for in sheer animal cunning.

    White dragons have a +8 racial bonus on Climb checks due to having a climb speed..

    White dragons have a +8 racial bonus to swim checks due to having a swim speed.

    If at least chest-deep in snow or murky water, a white dragon may have a +10 cover bonus to its hide check.
    Last edited by Shalist; 2014-02-28 at 10:27 PM.
    Dragons in the Playground (true dragons rebalanced and fleshed out to be playable characters without any class levels).

  4. - Top - End - #4
    Orc in the Playground
    Join Date
    Jul 2005
    Location
    Portland, OR
    Gender
    Male

    Default Metallic dragons

    Spoiler: Brass Dragon
    Show
    Brass dragon hatchling
    Adult brass dragon and another
    Older brass dragon
    More brass dragons and more

    {table]Type: | Dragon (Fire) (Air)
    Environment | Warm deserts
    Alignment | Always chaotic good
    [/table]

    At birth, a brass dragon’s scales are a dull, mottled brown. As the dragon gets older, the scales become more brassy until they reach a warm, burnished appearance. The grand head-plates of a brass dragon are smooth and metallic, and it sports bladed chin horns that grow sharper with age. Wings and frills are mottled green toward the edges, darkening with age. As the dragon grows older, its pupils fade until the eyes resemble molten metal orbs.

    {table]HD |
    Age (1) (Size)
    |
    Speed
    |
    Special abilities
    |
    Caster level (2) (3)
    |
    Breath weapon
    | SR |
    Ability modifier

    1 | Hatchling (T) | 60 ft., burrow 30 ft., fly 150 ft. (average) | Fire immunity, cold vulnerability, speak with animals (-), Endure Elements (1), desert acclimation | 1 | 1d6 fire / sleep gas (30’ line / 15’ cone) | | +2 con
    4 | Wyrmling | 60 ft., burrow 30 ft., fly 150 ft. (average) | Tongues (1) | 2 | | |
    7 | Very young (S) | 60 ft., burrow 30 ft., fly 150 ft. (average) | DR 5/magic, frightful presence, suggestion (2) | 4 | 2d6 (40’ / 20’) | 12 | +2 str
    10 | Young (M) | 60 ft., burrow 30 ft., fly 200 ft. (poor) | Control winds (3) | 6 | 3d6 (60’ / 30’) | 14 | +2 str/con +2 wis/int/cha
    13 | Juvenile | 60 ft., burrow 30 ft., fly 200 ft. (poor) | DR 10/magic, Control weather (4) | 8 | 4d6 | 16 | +2 str
    16 | Young adult (L) | 60 ft., burrow 30 ft., fly 200 ft. (poor) | Summon Djinni (5) | 10 | 5d6 (80’ / 40’) | 18 | +2 str/con +2 wis/int/cha
    19 | Adult | 60 ft., burrow 30 ft., fly 200 ft. (poor) | DR 15/magic, Sand form | 12 | 6d6 | 20 | +4 str +2 con
    22 | Mature adult (H) | 60 ft., burrow 30 ft., fly 200 ft. (poor) | End to strife (7) | 14 | 7d6 (100’ / 50’) | 22 | +4 str +2con +2 wis/int/cha
    25 | Old | 60 ft., burrow 30 ft., fly 200 ft. (poor) | DR 20/magic | 16 | 8d6 | 24 | +2 str
    28 | Very old | 60 ft., burrow 30 ft., fly 200 ft. (poor) | Deadly sunstroke (9) | 18 | 9d6 | 25 | +2 str/con +2 wis/int/cha
    31 | Ancient | 60 ft., burrow 30 ft., fly 200 ft. (poor) | DR 25/magic | 20 | 10d6 | 27 | +2 str
    34 | Wyrm (G) | 60 ft., burrow 30 ft., fly 250 ft. (clumsy) | Raise oasis (11) | 22 | 11d6 (120’ / 60’) | 28 | +2 str/con +2 wis/int/cha
    37 | Great wyrm | 60 ft., burrow 30 ft., fly 250 ft. (clumsy) | DR 30/magic | 24 | 12d6 | 30 | +2 str/con
    [/table]
    1. 'Wyrmling' is ordinarily the first age category, and aside from the exceptions specifically noted above, remains the first age category (i.e. for determining the radius of a dragon's frightful presence).
    2. Brass dragons can also cast cleric spells and those from the Chaos and Knowledge domains as arcane spells.
    3. The caster level from the wyrmling age category is received on the level immediately prior to it; the 2 caster levels from all other age categories are received on the 2 levels preceding them.


    Combat

    Brass dragons would rather talk than fight. If an intelligent creature tries to leave without engaging in conversation, the dragon might force compliance in a fit of pique, using suggestion or a dose of sleep gas. A creature put to sleep may wake to find itself pinned or buried to the neck in the sand until the dragon’s thirst for small talk is slaked. When faced with real danger, younger brass dragons fly out of sight, then hide by burrowing into the sand. Older dragons spurn this ploy but still prefer to have the advantage in combat.

    Breath Weapon (Su)

    A brass dragon has two types of breath weapon, a line of fire and a cone of sleep. Creatures within the cone must succeed on a Will save or fall asleep, regardless of HD, for 1d6 rounds plus 1 round per age category of the dragon.

    Sand form (Su)

    This ability is usable by a brass dragon of at least 20 RHD, works like the spells
    sandform and passage of the shifting sands, except as follows. It is usable once every 10 minutes and lasts for RHD/2 rounds, during which the dragon may shift between the semisolid and cloud sand forms as a swift action, or between its normal and sand forms as a standard action; furthermore, the semisolid sand form is the same shape as the dragon, retaining the base speeds of the dragon’s normal form, save for a 30’ bonus to the burrow speed. A brass dragon in sand cloud form is able to use the desert winds to their advantage, giving them an incremental 10’ circumstance bonus to their dust cloud speed for each category of wind strength.

    Additionally, while in sand cloud form, the dragon receives partial concealment in a dust storm, and total concealment in a brownout or severe brownout.


    Desert acclimation (Ex)

    Blue and brass dragons are well acclimated to such harsh climates, and take -2 points (minimum 0) of damage per die of desiccation, regardless of its source. Also, while all dragons are protected from dust and debris by an inner set of eyelids, blue and brass dragons are well accustomed to making the most of their exceptional draconic senses in even the most severe of sandstorms, and suffer no penalties to their vision, or checks relating to vision, resulting from such conditions. Furthermore, sandstorms that would quickly strip the flesh from the bones of lesser creatures merely polishes their scaly hides, and they have no difficulty breathing in them. As they do not find these conditions to be particularly distracting, they are not required to make any concentration checks ordinarily resulting from them, nor do they suffer the usual penalties to dexterity-based skill checks.


    Spell-Like Abilities

    At will—speak with animals; 1 - endure elements (hatchling or older; radius 10 ft. × dragon’s age category), 2 – tongues (wyrmling or older); 3 - suggestion (very young or older); 4 - control winds (young or older), 5 - control weather (juvenile or older), 7 - end to strife (mature adult or older), 9 - deadly sunstroke (very old or older), 11 – raise oasis (wyrm or older).

    A brass dragon may use its spell-like abilities collectively (charisma modifier + age category + 3) times per day, with each ability consuming a number of daily ‘charges’ equal to the age category it was obtained unless otherwise noted.


    Summon Djinni (Sp)

    This ability, usable by a young adult or older brass dragon, works like a summon monster spell, except that it summons one djinni. This ability is the equivalent of a 7th-level spell.

    Raise oasis. (Sp)

    This ability, usable by brass Wyrms or older, summons a great storm charged with the primal energy of the inner planes themselves to invigorate the affected land, burning away detrimental mundane, magical, and supernatural conditions such as
    diminish plants, despoil, black sands, leech salt flats, shadow sands, wailing wastes, or devil dunes within the affected area (100’/level-radius spread) over the course of 8 hours, even as the torrential downpour strives to quench the land’s thirst.

    Additionally, if the brass wishes, fierce winds will shift vast volumes of loose sand and topsoil as necessary to expose the replenished water table lurking beneath, and within a week of the storm’s end, a permanent, mature, and vibrant oasis with a 500’ radius will occupy the once barren landscape. This oasis will continue to grow at a rate of 50’/week until it encompasses the entire area affected by the storms, and may sustainably support (radius-sq/50) medium creatures. While morning condensation afforded by the shade is sufficient to sustain much of the smaller plant and animal life, the oasis still depends on groundwater; if created within 50 miles of another oasis, both will recede at a rate of 50’ for every month without rainfall until one disappears entirely, at which point the surviving oasis grows to its full size at a rate of 50’/week.

    The elemental energies that infuse the oasis ensure that the water is always clean and pure, while strong, mature date palms naturally shield it from the worst of the sun’s brilliance and any sandstorms (reducing each one category of severity), even as the shade cools feelings of fear, anger, or hostility in intelligent creatures (DC 17 will upon entering and hourly; as
    calm emotion, but only ‘negative’ emotions similar to those listed), making these islands of life absolutely invaluable meeting grounds for local tribes and caravans (and of course, for loquacious brass dragons equally thirsty for the latest news). This ability is the equivalent of a 9th-level spell.

    Skills

    Bluff, Gather Information, and Survival are considered class skills for brass dragons.

    Brass dragons have a +4 racial bonus to Survival and Gather Information checks due to their heightened awareness of their impact on the land, and their exceedingly gregarious nature, respectively.

    If at least chest-deep in sand due to burrowing, a brass dragon may have a +10 cover bonus to its hide check.


    Spoiler: Bronze Dragon
    Show
    Bronze dragon hatchling, another, and another
    Adult bronze dragon and another
    Older bronze dragon
    More bronze dragons and more

    {table]Type: | Dragon (Water)
    Environment | Coastal, temperate hills
    Alignment | Always lawful good
    [/table]

    A bronze wyrmling’s scales are yellow tinged with green, showing only a hint of bronze. As the dragon approaches adulthood, its color deepens slowly to a darker, rich bronze tone. Very old dragons develop a blue-black tint to the edges of their scales. Powerful swimmers, they have webbed feet and smooth, flat scales. The pupils of its eyes fade as a dragon ages, until in the oldest the eyes resemble glowing green orbs.

    {table]HD |
    Age (1) (Size)
    |
    Speed
    |
    Special abilities
    |
    Caster level (2) (3)
    |
    Breath weapon
    | SR |
    Ability modifier

    1 | Hatchling (S) | 40 ft., fly 100 ft. (average), swim 60 ft. | Electricity immunity, water breathing, wild empathy, speak with animals (-), create food and water (1), alternate form | 1 | 1d6 lightning / repulsion gas (40’ line / 20' cone) | | +2 str/con +2 int/wis/cha
    6 | Wyrmling | 40 ft., fly 100 ft. (average), swim 60 ft. | Fog cloud (1) | 2 | 2d6 | | +2 int/wis/cha
    9 | Very young (M) | 40 ft., fly 150 ft. (poor), swim 60 ft. | DR 5/magic, frightful presence, Detect thoughts (2) | 4 | 4d6 (60' / 30') | 14 | +2 str/con
    12 | Young | 40 ft., fly 150 ft. (poor), swim 60 ft. | Control water (3) | 6 | 6d6 | 16 | +2 str +2int/wis/cha
    15 | Juvenile (L) | 40 ft., fly 150 ft. (poor), swim 60 ft. | DR 10/magic, Control weather (4) | 8 | 8d6 (80' / 40') | 18 | +2 str/con +2int/wis/cha
    18 | Young adult | 40 ft., fly 150 ft. (poor), swim 60 ft. | SNA VIII (5), Vortex form(20HD) (-) | 10 | 10d6 | 20 | +4 str +2 con
    21 | Adult (H) | 40 ft., fly 150 ft. (poor), swim 60 ft. | DR 15/magic | 12 | 12d6 (100' / 50') | 22 | +4 str +2 con +2 int/wis/cha
    24 | Mature adult | 40 ft., fly 150 ft. (poor), swim 60 ft. | Shapechange (7) | 14 | 14d6 | 23 | +2 str
    27 | Old | 40 ft., fly 150 ft. (poor), swim 60 ft. | DR 20/magic | 16 | 16d6 | 25 | +2 str/con +2int/wis/cha
    30 | Very old | 40 ft., fly 150 ft. (poor), swim 60 ft. | Flashflood (9) | 18 | 18d6 | 26 | +2 str
    33 | Ancient (G) | 40 ft., fly 200 ft. (clumsy), swim 60 ft. | DR 25/magic | 20 | 20d6 (120' / 60') | 28 | +2 str/con +2int/wis/cha
    36 | Wyrm | 40 ft., fly 200 ft. (clumsy), swim 60 ft. | Maelstrom (11) | 22 | 22d6 | 29 | +2 str/con +2int/wis/cha
    39 | Great wyrm | 40 ft., fly 200 ft. (clumsy), swim 60 ft. | DR 30/magic | 24 | 24d6 | 31 | +2 str
    [/table]
    1. 'Wyrmling' is ordinarily the first age category, and aside from the exceptions specifically noted above, remains the first age category (i.e. for determining the radius of a dragon's frightful presence).
    2. Bronze dragons can also cast cleric spells and those from the Animal, Law, and Water domains as arcane spells.
    3. The caster level from the wyrmling age category is received on the level immediately prior to it; the 2 caster levels from all other age categories are received on the 2 levels preceding them.


    Combat

    Bronze dragons dislike killing animals and would rather bribe them (perhaps with food) or force them away magically. They use detect thoughts to learn intelligent creatures’ intentions.

    When attacking they blind their opponents with fog cloud and then charge or, if flying, snatch them up. Against seafaring opponents they conjure up a storm or use their tails to smash the vessels’ hulls. If a dragon is inclined to be lenient, ships might be merely becalmed, fogbound, or broken-masted.

    Water Breathing (Ex)

    A bronze dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

    Wild Empathy (Ex)

    Extensive time spent both as various animals, and studying those animals, gives bronze dragons a degree of wild empathy.

    A bronze dragon can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The dragon rolls 1d20 and adds half its RHD and its Charisma modifier to determine the wild empathy check result.

    The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

    To use wild empathy, the dragon and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

    A dragon can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but takes a -4 penalty on the check.

    Breath Weapon (Su)

    Bronze dragons have two types of breath weapon, a line of lightning and a cone of repulsion gas. Creatures within the cone must succeed on a Will save or be compelled to do nothing but move away from the dragon for 1d6 rounds plus 1 round per age category of the dragon. This is a mind-affecting compulsion enchantment effect.

    Alternate Form (Su)

    A bronze dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form. A bronze dragon is proficient with all simple weapons.

    Spoiler: Vortex form (as per water elementals)
    Show
    Vortex form (Su)

    A bronze dragon of at least 20 RHD can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 1 round for every 2 RHD it has. In vortex form, the bronze can move through the water or along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and can be 10 feet tall + 10 feet for every 5 RHD the dragon possesses. The dragon controls the exact height, but it must be at least 10 feet.

    The bronze’s movement while in vortex form does not provoke attacks of opportunity, even if it enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the dragon moves into or through the creature’s space, though it is only necessary to roll once for either of those occurrences each round.

    Creatures one or more size categories smaller than the dragon might take damage when caught in the vortex (see table for details) and may be swept up by it. An affected creature must succeed on a Reflex save when it comes into contact with the vortex or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The DC for saves against the vortex’s effects is 10 + ½ RHD + strength modifier.

    Creatures trapped in the vortex cannot move except to go where the dragon carries them or to escape the vortex. Creatures caught in the vortex can otherwise attack or act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the vortex take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The dragon can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex’s volume. The dragon can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be.

    If the vortex’s base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the dragon and has a diameter equal to half the vortex’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must make a Concentration check (DC 15 + spell level) to cast a spell.

    A dragon in vortex form cannot make melee attacks and does not threaten the area around it.


    Spell-Like Abilities

    At will—speak with animals; 1 - create food and water, fog cloud (wyrmling or older), 2 - detect thoughts (very young or older), 3 - control water (young or older), 4 - control weather (juvenile or older), 5 – Summon Natural Ally VIII (young adult or older), 7 – shapechange (mature adult or older), 9 – flashflood (very old or older), 11 – maelstrom (wyrm or older).

    A bronze dragon may use its spell-like abilities collectively (charisma modifier + age category + 3) times per day, with each ability consuming a number of daily ‘charges’ equal to the age category it was obtained unless otherwise noted.


    Shapechange (Sp)

    A mature adult or older bronze dragon may use this ability as the spell of the same name, save as follows. The dragon may only shapechange into creatures of the following types: animal, giant, humanoid, magical beast, monstrous humanoids, and vermin.

    Skills

    Disguise, Swim, and Survival are considered class skills for bronze dragons.

    Bronze dragons have a +4 racial bonus to Handle Animal and Diplomacy, due to their curious nature and extensive use of alternate forms to observe both animals and intelligent creatures.

    Bronze dragons have a +8 racial bonus to swim checks due to having a swim speed.

    If swimming in murky water, a bronze dragon may have a +10 cover bonus to its hide check.


    Spoiler: Copper Dragon
    Show
    Copper dragon hatchling and another and another
    Adult copper dragon and another
    Older copper dragon
    More copper dragons and more and some sketches

    {table]Type: | Dragon (Earth)
    Environment | Warm hills
    Alignment | Always chaotic good
    [/table]

    At birth, a copper dragon’s scales have a ruddy brown color with a metallic tint. As the dragon gets older, the scales become finer and more coppery, assuming a soft, warm gloss by young adult age. Very old dragons’ scales pick up a green tint. A copper dragon’s pupils fade with age, and the eyes of great wyrms resemble glowing turquoise orbs.

    {table]HD |
    Age (1) (Size)
    |
    Speed
    |
    Special abilities
    |
    Caster level (2) (3)
    |
    Breath weapon
    | SR |
    Ability modifier

    1 | Hatchling (T) | 40 ft., fly 100 ft. (average) | Acid immunity, spiderclimb, petrification resistance, stone cunning, sound imitation (-) | 1 | 1d4 acid / slow gas (30' line / 15' cone) | | +2 con +2 int/wis/cha
    5 | Wyrmling | 40 ft., fly 100 ft. (average) | Stone shape (1) | 2 | 2d4 | |
    8 | Very young (S) | 40 ft., fly 100 ft. (average) | DR 5/magic, frightful presence, Transmute rock/mud mud/rock (2) | 4 | 4d4 (40' / 20') | 13 | +2 str
    11 | Young (M) | 40 ft., fly 150 ft. (poor) | Wall of stone (3) | 6 | 6d4 (60' / 30') | 15 | +2 str/con +2 int/wis/cha
    14 | Juvenile | 40 ft., fly 150 ft. (poor) | DR 10/magic, Move earth (4) | 8 | 8d4 | 17 | +2 str
    17 | Young adult (L) | 40 ft., fly 150 ft. (poor) | Flesh/stone, stone/flesh (5) | 10 | 10d4 (80' / 40') | 19 | +2 str/con +2 int/wis/cha
    20 | Adult | 40 ft., fly 150 ft. (poor) | DR 15/magic, Earth glide, tremorsense 60’ | 12 | 12d4 | 21 | +4 str 2 con
    23 | Mature adult (H) | 40 ft., fly 150 ft. (poor) | Stone body (7) | 14 | 14d4 (100' / 50') | 23 | +4 str 2 con +2 int/wis/cha
    26 | Old | 40 ft., fly 150 ft. (poor) | DR 20/magic | 16 | 16d4 | 25 | +2 str
    29 | Very old | 40 ft., fly 150 ft. (poor) | Cast in stone (9) | 18 | 18d4 | 26 | +2 str/con +2 int/wis/cha
    32 | Ancient | 40 ft., fly 150 ft. (poor) | DR 25/magic | 20 | 20d4 | 28 | +2 str
    35 | Wyrm (G) | 40 ft., fly 200 ft. (clumsy) | Earth node (11) | 22 | 22d4 (120' / 60') | 29 | +2 str/con +2 int/wis/cha
    38 | Great wyrm | 40 ft., fly 200 ft. (clumsy) | DR 30/magic | 24 | 24d4 | 31 | +2 str/con
    [/table]
    1. 'Wyrmling' is ordinarily the first age category, and aside from the exceptions specifically noted above, remains the first age category (i.e. for determining the radius of a dragon's frightful presence).
    2. Can also cast cleric spells and those from the Chaos, Earth, and Trickery domains as arcane spells.
    3. The caster level from the wyrmling age category is received on the level immediately prior to it; the 2 caster levels from all other age categories are received on the 2 levels preceding them.


    Combat

    A copper dragon appreciates wit and usually doesn’t harm creatures that can relate a joke, humorous story, or riddle the dragon has not heard before. It quickly gets annoyed with anyone who doesn’t laugh at its jokes or accept its tricks with good humor. It likes to taunt and annoy opponents into giving up or acting foolishly.

    An angry copper dragon prefers to mire foes using transmute rock to mud. The dragon pushes trapped opponents into the mud or snatches and carries them aloft. A copper dragon tries to draw airborne enemies into narrow, stony gorges where it can use its spider climb ability and maneuver them into colliding with the walls.

    Breath Weapon (Su)

    A copper dragon has two types of breath weapon, a line of acid and a cone of slow gas. Creatures within the cone must succeed on a Fortitude save or be slowed for 1d6 rounds plus 1 round per age category of the dragon.

    Spider Climb (Ex)

    A copper dragon can climb on stone surfaces as though using the spider climb spell.

    Stonecunning (Ex)

    This ability grants a copper dragon a +2 racial bonus on Search checks to notice unusual stonework such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A copper dragon who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a copper dragon can use the Search skill to find stonework traps as a rogue can. A copper can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Coppers have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.

    Petrification resistance (Ex)

    Due to their strong connection to stone and earth, and frequent exposure when young as exasperated older coppers encourage their rambunctious hatchlings to go play with the lair’s pet basilisks, copper dragons are naturally resistant to petrification and receive a +4 racial bonus to any saves against it, and do not automatically fail saving throws against it on a roll of natural 1.


    Sound Imitation (Ex)

    A copper dragon can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed on a Will save (DC equal to that of the dragon’s frightful presence) to detect the ruse.

    Earth Glide (Ex)

    A copper dragon of at least 20 RHD can glide through natural stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing copper dragon flings it back 30 feet, stunning it for 1 round unless it succeeds on a DC 15 Fortitude save.

    Tremorsense (Ex)

    A copper dragon of at least 20 RHD possesses an instinctive awareness of the earth around it, and automatically senses the location of anything that is in contact with the ground and within range.
    If no straight path exists through the ground from the creature to those that it’s sensing, then the range defines the maximum distance of the shortest indirect path. It must itself be in contact with the ground, and the creatures must be moving.

    As long as the other creatures are taking physical actions, including casting spells with somatic components, they’re considered moving; they don’t have to move from place to place for a creature with tremorsense to detect them.

    Spell-Like Abilities

    1 - stone shape (wyrmling or older); 2 - transmute rock to mud or mud to rock (very young or older); 3 - wall of stone (young or older); 4 - move earth (juvenile or older); 5 – flesh to stone or stone to flesh (young adult or older); 7 – stone body (Mature adult or older), 9 – Cast in stone (very old or older), 11 – earth node (wyrm or older).

    A copper dragon may use its spell-like abilities collectively (charisma modifier + age category + 3) times per day, with each ability consuming a number of daily ‘charges’ equal to the age category it was obtained unless otherwise noted.


    Shape Stone (Sp)

    A wyrmling or older copper dragon may use this ability, which is the same as stone shape spell. Additionally, the dragon may choose to take 10 extra minutes (and 2 extra daily spell-like charges) to make a craft (stone sculpting) or similar check to create objects or structures with fine detail, though this may not create any masterwork tools or equipment, or objects with moving parts. This is equivalent to a 3rd level spell.

    Flesh to stone, stone to flesh (Sp)

    A young adult or older copper dragon may use these abilities, which are the same as flesh to stone, and stone to flesh spells, save that it can also be used on flesh that is no longer living.

    Cast in stone

    A very old or older copper dragon may use this ability as the spell of the same name, save that it can also be used on flesh that is no longer living.

    Skills

    Bluff, Hide, and Jump are considered class skills for copper dragons.

    Copper dragons have a +4 racial bonus to climbing and jumping due to their massive thighs and shoulders.

    Copper dragons have a +2 racial bonus on appraise and craft checks that are related to stone or metal items, and to search checks made to notice unusual stonework.


    Copper dragons have a +8 racial bonus on Climb checks due to having a climb speed.


    Spoiler: Gold Dragons
    Show
    Gold dragon hatchling
    Adult gold dragon and another and one more (after Taco Tuesday).
    Older gold dragon
    More gold dragons and more

    {table]Type: | Dragon (Fire)
    Environment | Warm plains
    Alignment | Always Lawful good
    [/table]

    On hatching, a gold dragon’s scales are dark yellow with golden metallic flecks. The flecks get larger as the dragon matures until, at the adult stage, the scales are completely golden. Gold dragons’ faces are bewhiskered and sagacious; as they age, their pupils fade until the eyes resemble pools of molten gold.

    {table]HD |
    Age (1) (Size)
    |
    Speed
    |
    Special abilities
    |
    Caster level (2) (3)
    |
    Breath weapon
    | SR |
    Ability modifier

    1 | Hatchling (M) | 60 ft., fly 200 ft. (poor), swim 60 ft. | Alternate form, fire immunity, cold vulnerability, water breathing, uncanny foresight, bless (1) | 1 | 1d10 fire / weaken gas (30’ cone / 30' cone) | | +2 str/con +2int/wis/cha
    8 | Wyrmling | 60 ft., fly 200 ft. (poor), swim 60 ft. | Luck bonus (1) | 2 | 2d10 | | +4 str +2 con +2int/wis/cha
    11 | Very young (L) | 60 ft., fly 200 ft. (poor), swim 60 ft. | DR 5/magic, frightful presence, Detect gems (2) | 4 | 4d10 (40') | 15 | +4 str +2 con +2int/wis/cha
    14 | Young | 60 ft., fly 200 ft. (poor), swim 60 ft. | Geas/quest (3) | 6 | 6d10 | 17 | +4 str
    17 | Juvenile | 60 ft., fly 200 ft. (poor), swim 60 ft. | DR 10/magic, sunburst (4) | 8 | 8d10 | 19 | +4 str +2 con +2 int/wis/cha
    20 | Young adult (H) | 60 ft., fly 200 ft. (poor), swim 60 ft. | Foresight (5), timeless step (-) | 10 | 10d10 (50') | 21 | +2 str/con
    23 | Adult | 60 ft., fly 200 ft. (poor), swim 60 ft. | DR 15/magic, | 12 | 12d10 | 23 | +2 str +2 int/wis/cha
    26 | Mature adult | 60 ft., fly 200 ft. (poor), swim 60 ft. | Contingency (7) | 14 | 14d10 | 25 | +2 str/con
    29 | Old (G) | 60 ft., fly 250 ft. (clumsy), swim 60 ft. | DR 20/magic | 16 | 16d10 ( 60') | 27 | +4 str +2 con +4 int/wis/cha
    32 | Very old | 60 ft., fly 250 ft. (clumsy), swim 60 ft. | Sanctify the wicked (9) | 18 | 18d10 | 28 | +2 str/con +2 int/wis/cha
    35 | Ancient | 60 ft., fly 250 ft. (clumsy), swim 60 ft. | DR 25/magic | 20 | 20d10 | 30 | +2 str/con +2 int/wis/cha
    38 | Wyrm (C) | 60 ft., fly 250 ft. (clumsy), swim 60 ft. | Miracle (11) | 22 | 22d10 ( 70’ ) | 31 | +2 str/con +2 int/wis/cha
    41 | Great wyrm | 60 ft., fly 250 ft. (clumsy), swim 60 ft. | DR 30/magic | 24 | 24d10 | 33 | +2 str/con +2 int/wis/cha
    [/table]
    1. 'Wyrmling' is ordinarily the first age category, and aside from the exceptions specifically noted above, remains the first age category (i.e. for determining the radius of a dragon's frightful presence).
    2. Gold dragons can also cast cleric spells and those from the Law, Luck, and Good domains as arcane spells.
    3. The caster level from the wyrmling age category is received on the level immediately prior to it; the 2 caster levels from all other age categories are received on the 2 levels preceding them.


    Combat

    Gold dragons usually parley before fighting. When conversing with intelligent creatures, they use Intimidate and Sense Motive to gain the upper hand. In combat, they employ bless and their luck bonus; older dragons use their luck bonus at the start of each day. They make heavy use of spells in combat. Among their favorites are cloudkill, delayed blast fireball, fire shield, globe of invulnerability, maze, sleep, slow, and stinking cloud.

    Breath Weapon (Su)

    A gold dragon has two types of breath weapon, a cone of fire and a cone of weakening gas. Creatures within a cone of weakening gas must succeed on a Fortitude save or take 1 point of Strength damage per age category of the dragon.

    Alternate Form (Su)

    A gold dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form. A gold dragon is proficient with all simple weapons.

    Timeless step (Su)

    A gold dragon with at least 20 RHD can alter its own fate slightly, appearing suddenly in a new location (within 10’/RHD) as if by the spell dimension door, once every 10 minutes.


    Water Breathing (Ex)

    A gold dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged (the cone of fire becomes a cone of superheated steam underwater).

    Uncanny foresight (Ex)

    Given their tendency to live with one eye to the future, gold dragons are exceptionally difficult to surprise, and retain their dexterity bonus to AC (if any) even if flat-footed or attacked by an opponent they cannot sense.


    Spell-Like Abilities

    1 - bless, luck bonus (wyrmling or older); 2 - detect gems (very young or older); 3 – geas/quest (young or older); 4 – sunburst (juvenile or older); 5 - foresight (young adult or older); 7 – contingency* (mature adult or older); 9 – sanctify the wicked (very old or older), 11 – miracle (wyrm or older).

    A gold dragon may use its spell-like abilities collectively (charisma modifier + age category + 3) times per day, with each ability consuming a number of daily ‘charges’ equal to the age category it was obtained unless otherwise noted.


    Luck Bonus (Sp)

    A wyrmling or older gold dragon can touch a gem, usually one embedded in the dragon’s hide, and enspell it to bring good luck. As long as the dragon carries the gem, it and every good creature in a 10-foot radius per age category of the dragon receives a +1 luck bonus on all saving throws and similar rolls, as for a stone of good luck. If the dragon gives an enspelled gem to another creature, only that bearer gets the bonus. The effect lasts 1d3 hours plus 3 hours per age category of the dragon but ends if the gem is destroyed. This ability is the equivalent of a 2nd-level spell.

    Detect Gems (Sp)

    A very young or older gold dragon can use this ability. This is a divination effect similar to a detect magic spell, except that it finds only gems. The dragon can scan a 60-degree arc each round: By concentrating for 1 round it knows if there are any gems within the arc; 2 rounds of concentration reveal the exact number of gems; and 3 rounds reveal their exact location, type, and value. This ability is the equivalent of a 2nd-level spell.

    Contingency (Sp)

    A mature adult or older gold dragon may use this ability as the spell of the same name, save that a gold dragon using this ability may have multiple contingency spells active. However, the gold dragon suffers a cumulative 3-charge reduction in daily spell-like abilities for each active contingency beyond the first.

    Sanctify the Wicked (Sp)

    A very old or older gold dragon may use this ability. It is similar to the spell of the same name, except as follows. The dragon may only capture the souls of creatures with HD equal to its own or less, and their soul is drawn into one of the gold dragon’s scales, leaving that scale tarnished and blackened. The affect is not just aesthetic, as the dragon suffers 1 point of constitution penalty for every soul restrained in this fashion, which cannot be removed by any means until the soul either completes its transition or is otherwise freed. This works both ways though, as the constant presence of such a powerful and benign force of good subtly guides the soul, reducing the time it takes to repent by 2 weeks for every point of the dragon’s charisma bonus. The dragon instinctively knows how long each soul has left, with its scale gradually regaining its former splendor until it sheds naturally upon the completion of that soul’s journey.

    Creatures redeemed in this manor gain the sanctified template, though they lose only those feats, spells known, spell-like abilities, or supernatural abilities which are inherently evil, and these are replaced by inherently good equivalents.


    Miracle (Sp)

    A gold dragon wyrm or great wyrm possess vast insight into the flow of time and the nature of fate itself, and possess the ability to alter both on a fundamental level per the spell of the same name. If used for something that would ordinarily incur the 5,000 exp cost, the gold dragon instead suffers a cumulative 1-point penalty to their intelligence, wisdom, and charisma, which persist for 1 year and cannot be removed by any means. While this barrier is hardly insurmountable, it does ensure that gold dragons do not use their talent without some forethought.

    Skills

    Disguise, Heal, and Swim are considered class skills for gold dragons.

    Gold dragons receive a +4 racial bonus to diplomacy and sense motive due to being exceptionally patient listeners and keen observers.

    Gold dragons have a +8 racial bonus to swim checks due to having a swim speed.

    If swimming in murky water, a gold dragon may have a +10 cover bonus to its hide check.


    Spoiler: Silver Dragon
    Show

    Silver dragon hatchling and another
    Adult silver dragon and another
    Older silver dragon
    More silver dragons and more

    {table]Type: | Dragon (Air), (Cold)
    Environment | Temperate mountains
    Alignment | Always Chaotic good
    [/table]

    A silver wyrmling’s scales are blue-gray with silver highlights. As the dragon approaches adulthood, its color gradually brightens until the individual scales are scarcely visible.

    {table]HD |
    Age (1) (Size)
    |
    Speed
    |
    Special abilities
    |
    Caster level (2) (3)
    |
    Breath weapon
    | SR |
    Ability modifier

    1 | Hatchling (S) | 40 ft., fly 100 ft. (good) | Alternate form, immunity to cold/acid, vulnerability to fire, cloudwalking, fog vision, graceful flight, featherfall (1) | 1 | 1d8 cold / paralysis gas (30’ cone / 30' cone) | | +2 str/con +2 int/wis/cha
    7 | Wyrmling | 40 ft., fly 100 ft. (good) | Fog cloud (1) | 2 | 2d8 | | +2 int/wis/cha
    10 | Very young (M) | 40 ft., fly 150 ft. (average) | DR 5/magic, frightful presence, Control winds (2) | 4 | 4d8 (40') | 14 | +2 str/con
    13 | Young | 40 ft., fly 150 ft. (average) | Control weather (as druid) (3) | 6 | 6d8 | 16 | +2 str +2 int/wis/cha
    16 | Juvenile (L) | 40 ft., fly 150 ft. (average) | DR 10/magic, Freedom of Movement (4) | 8 | 8d8 | 18 | +2 str/con +2 int/wis/cha
    19 | Young adult | 40 ft., fly 150 ft. (average) | Reverse gravity (5), whirlwind form (20 HD) | 10 | 10d8 (50') | 20 | +4 str +2 con
    22 | Adult (H) | 40 ft., fly 150 ft. (average) | DR 15/magic | 12 | 12d8 | 22 | +4 str +2 con +2 int/wis/cha
    25 | Mature adult | 40 ft., fly 150 ft. (average) | Mastery of the Sky (7) | 14 | 14d8 | 24 | +2 str
    28 | Old | 40 ft., fly 150 ft. (average) | DR 20/magic | 16 | 16d8 (60') | 26 | +2 str/con +2 int/wis/cha
    31 | Very old | 40 ft., fly 150 ft. (average) | Implosion (9) | 18 | 18d8 | 27 | +2 str +2 int/wis/cha
    34 | Ancient (G) | 40 ft., fly 200 ft. (poor) | DR 25/magic | 20 | 20d8 | 29 | +2 str/con +2 int/wis/cha
    37 | Wyrm | 40 ft., fly 200 ft. (poor) | Whirlwind, greater (11) | 22 | 22d8 (70’) | 30 | +4 str/con +2 int/wis/cha
    40 | Great wyrm (C) | 40 ft., fly 200 ft. (poor) | DR 30/magic | 24 | 24d8 | 32 | +4 str +2 con +2 int/wis/cha
    [/table]
    1. 'Wyrmling' is ordinarily the first age category, and aside from the exceptions specifically noted above, remains the first age category (i.e. for determining the radius of a dragon's frightful presence).
    2. Silver dragons have the ‘air’ and ‘cold’ subtypes, and can also cast cleric spells and those from the Air, Good, Liberation, and Sun domains as arcane spells.
    3. The caster level from the wyrmling age category is received on the level immediately prior to it; the 2 caster levels from all other age categories are received on the 2 levels preceding them.


    Combat

    Silver dragons are not violent and avoid combat except when faced with highly evil or aggressive foes. If necessary, they use fog cloud or control weather to blind or confuse opponents before attacking. When angry, they use reverse gravity to fling enemies helplessly into the air, where they can be snatched. Against flying opponents, a silver dragon hides in clouds (creating some with control weather on clear days), then jumps to the attack when it has the advantage.

    Breath Weapon (Su)

    A silver dragon has two types of breath weapon, a cone of cold and a cone of paralyzing gas. Creatures within the cone must succeed on a Fortitude save or be paralyzed for 1d6 rounds plus 1 round per age category of the dragon.

    Alternate Form (Su)

    A silver dragon can assume any animal or humanoid form as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form. A silver dragon is proficient with all simple weapons.

    Cloudwalking (Su)

    A silver dragon can tread on clouds or fog as though on solid ground. The ability functions continuously but can be negated or resumed at will.

    Spoiler: Whirlwind form (as per air elementals)
    Show
    Whirlwind (Su)

    A silver dragon of at least 20 RHD can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 RHD it has. In this form, the dragon can move through the air or along a surface at its fly speed.

    The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and 10 feet tall + 10 feet for every 5 RHD the dragon possesses. The dragon controls the exact height, but it must be at least 10 feet.

    The dragon’s movement while in whirlwind form does not provoke attacks of opportunity, even if it enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the dragon moves into or through the creature’s space, though it is only necessary to roll once for either of those occurrences each round.

    Creatures one or more size categories smaller than the dragon might take damage when caught in the whirlwind (see table for details) and may be lifted into the air. An affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind’s effects is 10 + ½ RHD + strength modifier.

    Creatures trapped in the whirlwind cannot move except to go where the dragon carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise attack or act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The dragon can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume. The dragon can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be.

    If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the dragon and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.

    A dragon in whirlwind form cannot make melee attacks and does not threaten the area around it.


    Fogvision (Ex)

    Silver dragon are well accustomed to making the most of their exceptional draconic senses in cloudy, foggy, rainy, snowy, or similar weather conditions, and take no penalties to their vision normally resulting from such conditions.


    Graceful Flight (Ex)

    Of all the true dragons, silvers possess the greatest love and affinity for the open skies, and their maneuverability is 1 step more graceful than normal.


    Spell-like Abilities

    1 - feather fall, Fog Cloud (wyrmling), 2 - control winds (very young), 4 – freedom of movement (very young or older), 4 - control weather* (juvenile), 5 - reverse gravity (young adult), 7 – mastery of the sky (mature adult or older), 9 - implosion (very old or older), 11 - whirlwind, greater (wyrm or older).

    A silver dragon may use its spell-like abilities collectively (charisma modifier + age category + 3) times per day, with each ability consuming a number of daily ‘charges’ equal to the age category it was obtained unless otherwise noted.


    Control Weather (Sp)

    A young or older silver dragon may use this ability as the spell of the same name, save that the area and duration are determined as if cast by a druid of their casting level.

    Implosion (Sp)

    A very old or older silver dragon may use this ability as the spell of the same name, save that the implosion is the result of a strongly focused gravitational distortion, and thus is equally effective on any creatures or objects, so long as they are not incorporeal or in a gaseous form.

    Skills

    Bluff, Disguise, and Acrobatics, are considered class skills for silver dragons.

    Silver dragons receive a +4 racial bonus to diplomacy and disguise due to being exceptionally well travelled, social, and masters of blending in anywhere with their alternate forms.
    Last edited by Shalist; 2014-02-23 at 03:00 AM.
    Dragons in the Playground (true dragons rebalanced and fleshed out to be playable characters without any class levels).

  5. - Top - End - #5
    Orc in the Playground
    Join Date
    Jul 2005
    Location
    Portland, OR
    Gender
    Male

    Default Miscellaneous thoughts

    This thread needs more spoilers.

    Spoiler: Notes, random thoughts on chromatics
    Show

    Blacks: ‘Blood to water’ = homebrew spell(-like abillity). As you might expect, it has traits of blood to water, water to acid, with a dash of corrupt water.

    Blues: Gained the ‘air’ subtype; it seems appropriate for a desert dragon, though admittedly I also associate ‘air’ with ‘illusions’ for some reason. In any event, it also goes with their ‘sandstorm’ ability, and one of the perks of their ‘sand form.’ ‘Desert acclimation’ accentuates that blues/brass are quite comfortable in their deserts, and dovetails with some of the tactical options their SLA’s give them.

    Greens: I was surprised that greens were ‘huge’ by 20 HD (along with just reds and golds). I changed their elemental subtype from ‘air’ (Why air? Some old ‘air = lawful’ thing from previous editions?) to ‘earth, water,’ due to their abundance of plant-SLA’s. Might ditch 'awaken plant' in favor of 'shape wood' (shuffling SLA's appropriately).

    ‘Eternal roots’ is homebrew; it started off as “anti-despoil,” but the lack of non-blasty 9th level druid spells annoyed me, so I expanded on it a bit. It can turn the forest into a giant spiderweb for the green, with a token strengthening of both for flavor (drought / fire / machete resistant, etc). I’d love to include some “the dragon stops aging” (or at least “doesn’t age while sleeping for decades on end”) caveat to it, but it’s in need of a pruning as-is. I do love the imagery of a massive green that’s been slumbering contentedly in its enchanted forest for so long that even the local fey and elves only speak of him in legends…

    Reds: Awesome breath weapon (2d10 fire, ‘searing breath’), as it should be. Added crunch to the affect that its likely to destroy their precious phat lewt. I was surprised at how many divination SLAs they have, though it makes sense in light of their extraordinary possessiveness; literally, they can track a thief to the ends of the world (hence the ‘greed’ domain). On a side note, yeah, I was running out of steam on the 20 HD movement-related abilities :P

    Whites: ‘Piercing breath’ is almost entirely for flavor, given their wimpy 1d6 breath weapon; hence the 2nd bonus feat (track), which fits their “stupid but keen animal instincts” vibe. Brought their casting into line with brass/blacks (CL13 @ 20), though their relatively abysmal mental stats (-4 all at @ 1 HD, only +2cha at 20) keep it in check.


    Spoiler: Notes, random thoughts on metallics
    Show


    Brass: Gained the ‘air’ subtype due to all their air/weather SLA’s, though it really came in handy flavor-wise on ‘raise oasis’ (since RL oases are created by wind scouring the earth down to the bedrock / water table, more than just from rainfall). I’m considering swapping out ‘End to strife’ for ‘Starmantle,’ (stars are a thematic fit for their fire/air subtype, and what isn’t immune to mind-affecting these days?), though I'm somewhat biased against the spell, and partial to the current noncombatant vibe. Raise oasis is homebrew, to give geriatric brass dragons a watering hole in their own backyard to yammer away at (and to serve as anti-despoil). I absolutely love all the potential consequences to raising an oasis though (i.e. irritable blue dragons whose lairs the oasis shifted trade routes away from, locals fighting over the oasis, etc.).

    Bronze: Wild empathy and shapechange due to their ‘animal’ domain, the speak with animals SLA, and predisposition for studying/being/associating with animals.

    Copper: Shape stone and transmute rock/mud are a level higher than someone could cast, but its not exactly overwhelming. Tremorsense is only included to justify them not being blind when earthgliding, otherwise I’m not entirely sure how useful the ability would be. It’s also worth noting that stone body + transmute mud to rock = full heal. But then, rock->mud =automatic slow, which is kinda painful with movement already halved by stone body.

    ‘Earth node’ needs tweaked to include a 'routine' usage, like with 'raise oasis' and 'eternal roots' option to just 'purify all the bad stuff' without anything fancier. Maybe ditch 'earth node' altogether and get an earthy analog to 'eternal roots,' where stone (and minerals/metals?) within the affected area is strengthened, creatures with the [earth] subtype boosted a bit, etc.? Would still need a routine usage though.

    Gold: Yup, definitely ran out of steam on their 20 HD capstone :P. Definitely the most powerful dragon, with the best of everything (size, stat boosts, 2d10 breath, etc.). Howevery, they do lag behind 5 HD age-wise (and casting-wise) compared to a white, and I dunno which has the better deal *shrug*.

    Silver: Added the air subtype due to all their air/weather abilities, and changed them from LG to CG (and traded their ‘lawful’ domain for ‘liberation’) due to their exceedingly transient lifestyle (always trying new things, have a lair that itself is constantly drifting, etc.).


    Spoiler: Things to do
    Show

    • Balance out casting levels. Wimpy dragons need higher caster levels to compensate for being wimpy, but if they're too high, they outclass straight casters.
    • Tweak earth node (copper capstone SLA) so that it can be used more than once, like how 'raise oasis' and 'eternal roots' have their 'lesser' usage. Another 'burns away bad stuff'? Earth-flavored consecration / hallow, that benefits things with the [earth] subtype somehow (minor perks for stone / things with [earth] subtype, like with 'eternal roots' and plants)? Just what impact should a copper have on their environment?
    • Finish implosion (silver 9th age SLA); needs to list a damage for use against structures / objects.
    • Prune 'eternal roots;' finding a concise, unambiguous way of saying 'nature magic' would be nice. Also, cram a few more NPC goodies into 'eternal roots' (like the green not aging while sleeping). Yes, these two goals contradict one another.
    • Make actual spells of the 3 SLAs. Oasis/roots will probably be like 'miracle,' with the 'routine' usage and the 5000 exp (or whatever) option.
    • Improve DR/useless. Add DR/(opposite align -or- other opposite align) at one age (i.e. for C.E red, 'good or lawful'), improve to DR/align -and- align (i.e. for red, 'good -and- lawful) a couple ages later? I like that crunch-wise, dunno about the exempler-ish flavor though.
    • Gold dragons: Sanctify -> '-1 str/con' instead of just con (not dex though). Also, 'minimum 1 week' (would need 62 cha for it to matter, but templates/etc *shrug*)
    • Consider bonus metabreath/monstrous feats every 5 levels? Perhaps starting at 20?


    Spoiler: Things done
    Show

    • Added a caveat to 'searing breath' to match crunch with fluff (making it more likely to destroy the phat lewt).
    • Reduces caster levels by 1 universally (by taking 1 away from wyrmling; kinda like if wyrmling had 2 CL, but one got bumped forward to 1 HD with the stat bonuses).
    • Bumped whites up to 4 HD wyrmlings, so they're limited to CL 13 / 6th levels spells at 20 (like brass/blacks).
    Last edited by Shalist; 2014-03-02 at 12:15 AM.
    Dragons in the Playground (true dragons rebalanced and fleshed out to be playable characters without any class levels).

  6. - Top - End - #6
    Orc in the Playground
    Join Date
    Jul 2005
    Location
    Portland, OR
    Gender
    Male

    Default Re: Dragons in the Playground

    One more to separate my homebrew from the peasant masses, and I'm done reserving posts.
    Last edited by Shalist; 2013-10-22 at 12:10 AM.
    Dragons in the Playground (true dragons rebalanced and fleshed out to be playable characters without any class levels).

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