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  1. - Top - End - #31
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    Default Re: Draconic Hybrids (3.5)

    Sample: Russet Dragon

    Imperious, demanding, and wickedly short-tempered, russet dragons combine the worst of greens and reds into a domineering and dangerous whole. Born a muted shade of taupe that matures into a rich umber hue, russet dragons reach adulthood with a magnificent patina of warm browns, earth tones, and an ochre underbelly. In advanced age, the scales of russet dragons grow pale and mottled, with beige, tan, olive, and sand hues mixing among the brown. The oldest are nearly yellow, olive tones predominating. Russets lack a dewlap, but can be distinguished instantly by the magnificent fringe that wraps down from their ears, long supporting spines and bright, nearly golden coloration giving an adult russet's face the look of an artistically depicted sun disc. This fringe may be raised or lowered with the russet's relative ire, and is usually drawn up when the dragon intends to impress. A pair of short horns form a V from the back of the head, which also bears a tremendous dorsal frill - the largest among chromatics by far - that runs the length of its body. An odd mannerism among russet dragons pertains to the motions of the head; russet dragons seem to instinctively stretch their necks out to look straight down when speaking to a smaller creature.

    Barren mountain cliffs are the preferred haunt of the russet dragon. A formal lair is usually established in a cave that the dragon can oversee from some plateau or cliffside, where the dragon will pose in plain sight, a challenge to all those below. Russets believe themselves more than a match for any other kind of dragon, an attitude that has served them poorly in the past when challenging silvers for dominance. Attuned to the power of the winds, russet dragons use their innate magical abilities to hurl opponents from the mountaintops to their certain doom below. From their mighty perches, russets observe activities in the lands beneath their gaze, shrewdly calculating what the patterns of lesser beings' movements suggest about where treasure and food are concentrated. Russet dragons like to know what's coming, many of them developing spellcasting abilities related to divination or information-gathering, and they are sometimes discovered to be the motivating force behind incursions of orcs, goblins, ogres, and even giants into civilized lands in the mountain's shadow, minions sent to find and report back on stores of wealth, rumors of magic, and plots to dislodge dragons from mountains.

    Russet dragons are known to be overdramatic, and love to be feared. They will cheerfully swoop down purely to spread dragonfear for the better part of a day before returning to their perch. A russet that believes a worthy challenger approaches will take care to position itself so as to make an entrance, fringe spread out to maximum size, wings cast wide to let prearranged torches and fires better illuminate its personal majesty. Feeling themselves superior to greens but treated as inferiors by reds, russet dragons can't help but desire to show off how extraordinary and shrewd they are by comparison to tales of other dragons who cannot measure up. Indeed, if one intends to survive an encounter with the legendarily quick to lash out russet dragons, one can hardly do better than to announce how other dragons are clearly less impressive. This tactic rarely works for long, but nobody has ever misstepped by flattering a wyrm, whatever the color.

    A russet dragon's fury is such that it will never stop fighting once wounded, not unless magical means are brought to bear - if it can pursue the enemy, it will do so to the point of self-destruction, and an enemy who flees is a singular matter for revenge. There is nothing so valuable to a russet dragon as information that will lead to the extinction of a cowardly enemy.

    Russet dragons are usually neutral evil.

    Spoiler: Tables
    Show
    Age
    Size
    HD
    Str
    Dex
    Con
    Int
    Wis
    Cha
    BAB/Grapple
    Attack
    Fort
    Ref
    Will
    Breath Weapon (DC)
    Frightful Presence
    Wyrmling M 6d12+12 (51 hp) 19 10 14 10 11 10 +6/+10 +10 +7 +5 +5 2d8 (15)
    Very young L 9d12+27 (85 hp) 23 10 16 12 11 10 +9/+19 +14 +9 +6 +6 4d8 (17)
    Young L 12d12+36 (114 hp) 27 10 16 12 13 12 +12/+24 +19 +11 +8 +9 6d8 (19)
    Juvenile L 15d12+60 (157 hp) 31 10 18 14 15 14 +15/+29 +24 +13 +9 +11 8d8 (21)
    Young adult H 18d12+90 (207 hp) 33 10 20 14 15 14 +18/+37 +27 +16 +11 +13 10d8 (24) 24
    Adult H 21d12+105 (241 hp) 35 10 21 16 17 16 +21/+41 +31 +17 +12 +15 12d8 (25) 25
    Mature adult H 24d12+144 (300 hp) 35 10 22 18 17 16 +24/+44 +34 +20 +14 +17 14d8 (28) 28
    Old G 27d12+189 (364 hp) 37 10 24 20 19 18 +27/+52 +36 +22 +15 +19 16d8 (30) 30
    Very old G 30d12+210 (405 hp) 39 10 25 22 19 18 +30/+56 +40 +24 +17 +21 18d8 (32) 32
    Ancient G 33d12+264 (478 hp) 41 10 27 24 21 20 +33/+60 +44 +26 +18 +23 20d8 (34) 34
    Wyrm G 36d12+324 (558 hp) 43 10 29 24 21 20 +36/+64 +48 +29 +20 +25 22d8 (37) 37
    Great wyrm C 39d12+351 (604 hp) 47 10 29 26 23 22 +39/+73 +49 +30 +21 +27 24d8 (38) 38
    Age
    Speed
    Initiative
    AC
    Special abilities
    CL
    SR
    Wyrmling 40 ft., fly 100 ft. (average), climb 40 ft. +0 15 (+0 size, +5 natural, +0 Dex) Immunity to acid and fire, vulnerability to cold
    Very young 40 ft., fly 150 ft. (average), climb 40 ft. +0 17 (-1 size, +8 natural, +0 Dex)
    Young 40 ft., fly 150 ft. (average), climb 40 ft. +0 20 (-1 size, +11 natural, +0 Dex)
    Juvenile 40 ft., fly 150 ft. (average), climb 40 ft. +0 23 (-1 size, +14 natural, +0 Dex) Binding windsSC 3/day 1st
    Young adult 40 ft., fly 150 ft. (average), climb 40 ft. +0 25 (-2 size, +17 natural, +0 Dex) DR 5/magic 3rd 19
    Adult 40 ft., fly 150 ft. (average), climb 40 ft. +0 28 (-2 size, +20 natural, +0 Dex) DowndraftSC 3/day, adamant claws 5th 21
    Mature adult 40 ft., fly 150 ft. (average), climb 40 ft. +0 31 (-2 size, +23 natural, +0 Dex) DR 10/magic 7th 22
    Old 40 ft., fly 150 ft. (poor), climb 40 ft. +0 32 (-4 size, +26 natural, +0 Dex) Insidious suggestionRoE 2/day 9th 24
    Very old 40 ft., fly 150 ft. (poor), climb 40 ft. +0 35 (-4 size, +29 natural, +0 Dex) DR 15/magic 11th 25
    Ancient 40 ft., fly 200 ft. (poor), climb 40 ft. +0 38 (-4 size, +32 natural, +0 Dex) Cyclonic blastSC 2/day 13th 27
    Wyrm 40 ft., fly 200 ft. (poor), climb 40 ft. +0 41 (-4 size, +35 natural, +0 Dex) DR 20/magic 15th 28
    Great wyrm 40 ft., fly 200 ft. (poor), climb 40 ft. +0 40 (-8 size, +38 natural, +0 Dex) Fire storm 1/day 17th 30


    Adamant Claws (Ex) By adulthood, a russet dragon's claws are terrifyingly durable, as though forged from potent ore in a lethal flame for the purpose of tearing through rock. The russet dragon's claw attacks (though no other natural attack) are treated as adamantine weapons.

    Binding Winds (Sp) A russet dragon's binding winds spell-like ability can be maintained for up to 1 round per age category without concentration. At the end of this time, the russet dragon must concentrate on the effect to sustain it, or it will terminate as though the dragon had ceased concentrating. The dragon is capable of supporting any number of binding winds from its spell-like ability with one standard action for concentration; this does not apply to binding winds cast as a spell or produced via any other method. The winds produced by this spell-like ability are magically warm and a creature so bound is treated as being comfortably warm and not exposed to hazards from cold temperatures. This ability cannot be used in an area of unearthly cold.

    Breath Weapon (Su) A russet dragon has one breath weapon, a cone of superheated air filled with tiny rock shards. This weapon deals half fire and half slashing damage. Creatures caught in the breath are blinded for 1 round per two age categories of the dragon unless they succeeded on their Reflex save.
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  2. - Top - End - #32
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    Default Re: Draconic Hybrids (3.5)

    Nice.

  3. - Top - End - #33
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    Default Re: Draconic Hybrids (3.5)

    Sample: Violet Dragon

    Blue dragons love the desert, red dragons love the mountains, and rarely do the two encounter one another. Fortunate, perhaps, for the offspring of this unlikely union is a force of nature unto itself - the dreaded and mighty violet dragon. The striking color of this hybrid stands out brightly against its favored environment, for violet dragons love canyons, crevasses, and badlands, any territory which constrains them sufficiently to give their prey a sporting chance.

    Violets like to play with their food.

    A violet dragon at birth is light in color, nearly mauve, with dull scales that grow glossy with age as they brighten to the hue of lobelia flowers. By adulthood the scales are at full gloss and the dragon's colors run the gamut from rich indigo and violet to medium purples, highly saturated and gleaming. In advanced age, the luster fades from the scales as the dragon's colors deepen from violet to dark royal purples and grape hues, becoming noticeably redder overall. The underbelly at birth is soft and lilac in color, deepening to raspberry in adulthood before flattening out to an amethyst hue in old age. Besides the striking colors, a violet can be picked out easily by the striking, vivid golden yellow or orange horns that erupt like a crown from the brow, two large rough horns spreading at a low and broad angle with two smaller smooth ones between. A massive frill covering the ears wraps down below the chin, taking the place of the dewlap and resembling almost a fanciful swoop-neck collar. Dorsal plates run the length of the body, jutting upward to form a spiky profile. The tail is thick and heavily armored. Violets may be found scratching their horns against rocky surfaces. It is best not to comment on the contented rumble they have been heard making while doing so.

    Violets rarely cultivate networks of minions; they live in generally remote territories and aren't particularly bothered by limited contact with the outside world. What motivates a violet dragon, besides hunger, is a mixture of boredom, curiosity, and agitated energy - the longer a violet sits in place, the faster and faster its mind races toward thoughts of what it could be doing, which prey it could be pursuing, what treasures it might venture forth to capture. The activity cycle of violets is an odd mix of wanderlust and homesickness, a careful balance of juggling activity to keep themselves engaged and rest to keep themselves from burning out. Violet dragons are prone to overcommitting in both directions, leading to years-long stretches of torpor where the dragon is barely more than a brightly-colored rock in a cave, followed by bursts of obsessive treasure-hunting and prey-stalking. Violets crave distraction; to their minds, having to go seek food and treasure is beneath their stature, but the alternative sees them gnawing on rocks and pacing hollow caverns. Violet dragons have been discovered backing adventurers' guilds, and even funding the armies of small kingdoms, to seek out "that devil wyrm" - itself - for the sake of diversion.

    Believing themselves supreme, violet dragons do have a soft spot for humanoids in a single capacity - they consider music the only thing that justifies the existence of humanoids, and have been known to spare bards in exchange for a good enough performance. They will also spare sporting enough prey after a long period of cat-and-mouse, chiefly in the hopes of getting to "play" again. Violets are dangerously competent at assessing threats and deviously good at using their abilities to tactically reshape the battlefield to their own advantage, their ties to earth and fire allowing them to control deadly magma. Accomplished casters, violet dragons master magical tactics to take advantage of those who are expecting them to deliver nothing but flames.

    Violet dragons are usually neutral evil.

    Spoiler: Tables
    Show
    Age
    Size
    HD
    Str
    Dex
    Con
    Int
    Wis
    Cha
    BAB/Grapple
    Attack
    Fort
    Ref
    Will
    Breath Weapon (DC)
    Frightful Presence
    Wyrmling M 6d12+12 (51 hp) 19 10 14 10 11 10 +6/+10 +10 +7 +5 +5 2d10 (15)
    Very young L 9d12+27 (85 hp) 23 10 16 12 11 10 +9/+19 +14 +9 +6 +6 4d10 (17)
    Young L 12d12+36 (114 hp) 27 10 16 12 13 12 +12/+24 +19 +11 +8 +9 6d10 (19)
    Juvenile L 15d12+60 (157 hp) 31 10 18 14 15 14 +15/+29 +24 +13 +9 +11 8d10 (21)
    Young adult H 18d12+90 (207 hp) 33 10 20 14 15 14 +18/+37 +27 +16 +11 +13 10d10 (24) 24
    Adult H 21d12+105 (241 hp) 35 10 21 16 17 16 +21/+41 +31 +17 +12 +15 12d10 (25) 25
    Mature adult H 24d12+144 (300 hp) 35 10 22 18 17 16 +24/+44 +34 +20 +14 +17 14d10 (28) 28
    Old G 27d12+189 (364 hp) 37 10 24 20 19 18 +27/+52 +36 +22 +15 +19 16d10 (30) 30
    Very old G 30d12+210 (405 hp) 39 10 25 22 19 18 +30/+56 +40 +24 +17 +21 18d10 (32) 32
    Ancient G 33d12+264 (478 hp) 41 10 27 24 21 20 +33/+60 +44 +26 +18 +23 20d10 (34) 34
    Wyrm G 36d12+324 (558 hp) 43 10 29 24 21 20 +36/+64 +48 +29 +20 +25 22d10 (37) 37
    Great wyrm C 39d12+351 (604 hp) 47 10 29 26 23 22 +39/+73 +49 +30 +21 +27 24d10 (38) 38
    Age
    Speed
    Initiative
    AC
    Special abilities
    CL
    SR
    Wyrmling 40 ft., fly 100 ft. (average), burrow 20 ft. +0 16 (+0 size, +6 natural, +0 Dex) Immunity to electricity and fire, vulnerability to cold
    Very young 40 ft., fly 150 ft. (average), burrow 20 ft. +0 18 (-1 size, +9 natural, +0 Dex)
    Young 40 ft., fly 150 ft. (average), burrow 20 ft. +0 21 (-1 size, +12 natural, +0 Dex)
    Juvenile 40 ft., fly 150 ft. (average), burrow 20 ft. +0 24 (-1 size, +15 natural, +0 Dex) Beckoning callFCI 3/day 1st
    Young adult 40 ft., fly 150 ft. (average), burrow 20 ft. +0 26 (-2 size, +18 natural, +0 Dex) DR 5/magic 3rd 19
    Adult 40 ft., fly 150 ft. (average), burrow 20 ft. +0 29 (-2 size, +21 natural, +0 Dex) See invisibility 3/day 5th 21
    Mature adult 40 ft., fly 150 ft. (average), burrow 20 ft. +0 32 (-2 size, +24 natural, +0 Dex) DR 10/magic 7th 22
    Old 40 ft., fly 150 ft. (poor), burrow 20 ft. +0 33 (-4 size, +27 natural, +0 Dex) StonefireSS 3/day 9th 24
    Very old 40 ft., fly 150 ft. (poor), burrow 20 ft. +0 36 (-4 size, +30 natural, +0 Dex) DR 15/magic 11th 25
    Ancient 40 ft., fly 200 ft. (poor), burrow 20 ft. +0 39 (-4 size, +33 natural, +0 Dex) Wall of magmaSand 2/day 13th 27
    Wyrm 40 ft., fly 200 ft. (poor), burrow 20 ft. +0 42 (-4 size, +36 natural, +0 Dex) DR 20/magic 15th 29
    Great wyrm 40 ft., fly 200 ft. (poor), burrow 20 ft. +0 41 (-8 size, +39 natural, +0 Dex) Deadly laharCM 1/day, transmute rock to lavaSC 3/day 17th 31


    Breath Weapon (Su) A violet dragon has one breath weapon, a line of deadly white-hot flame. This breath weapon deals fire damage and bypasses 10 points of hardness when hitting an object. If the breath weapon ends in a square of dirt, sand, metal, or stone, the ground becomes molten where bombarded by the intense heat, forming a pool with a radius of 5 ft. per age category that deals half the listed damage of the breath weapon to creatures that start their turn in or enter any affected space. This pool lasts for 1 round per age category. This will also happen if the breath weapon terminates due to striking a substantial physical obstacle (a stone or metal wall, statue, or column). If the breath weapon is directed against a ceiling made of such a material, molten goo rains down on creatures in a 10 ft. radius beneath, dealing 2d6 fire damage (Reflex half) and causing the melted material to pour down and form a molten pool as noted previously at the start of the dragon's next turn. Molten pools are treated as difficult terrain.

    If the energy type of this breath weapon is changed by some effect, the outcome is modified as follows:

    Type Effect
    Acid As above; pool will also form from organic surfaces (e.g. wood) but not dirt or sand.
    Cold As above; pool forms on any surface, deals 1/4 listed damage and requires DC 20 Balance check for each 5 ft. moved or fall prone.
    Electricity As above; pool forms on metal or wet surface only, deals 1/4 listed damage and slows metallic creatures or those wearing metal armor for 1d4 rounds.
    Force No pool effect.
    Sonic Sound shatters same area of metal, stone, or ice, resulting in difficult terrain of same radius that deals 2d6 damage per square entered (Tumble DC 20 negates). If directed at ceiling, falling shards deal piercing rather than sonic damage.
    Last edited by afroakuma; 2020-04-28 at 11:56 AM.
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  4. - Top - End - #34
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    Default Re: Draconic Hybrids (3.5)

    Slow down, we need to invent more adjectives for how awesome these are.


  5. - Top - End - #35
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    Default Re: Draconic Hybrids (3.5)

    Quote Originally Posted by Palanan View Post
    Slow down, we need to invent more adjectives for how awesome these are.

    Totally agreed.

  6. - Top - End - #36
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    Devil

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    Default Re: Draconic Hybrids (3.5)

    Well, well, well, what do we have here?

    First, let me laud your producitivity and creativity. You always go the extra mile with interesting things like that. That's what I like about you.

    Second, a correction: Your first post stated that a hybrid will always be immune to at least one energy type of its breath weapon, even if you have to replace one of the inherited immunities. The teal dragon's breath weapon deals fire damage, but it doesn't have a fire immunity.

    Third, a bunch of questions: Do hybrids of two ferrous dragons gain some kind of benefit like the hybrids of gem, metallic or chromatic do? What about planar dragons?

    The yellow dragon (and most lung dragons) has a supernatural flying movement that doesn't use wings. Is that one inheritable without the worsening of manouverability?

    Regarding that, is this template appropriate for hybridization with lung dragons at all? It looks like it would need to be modified for that.

    Regarding blended breath wepaons; what happens if a parent already has a blended breath weapon, like the iron dragon or the pyroclastic dragon, or if you throw the randomness of the chaos dragon into the mix?

    Are we allowed to post our own hybrids if we have a good idea?

    Fourth, sometimes when reading your descriptions I have a feeling you're just throwing around random color words and hoping no one notices. But that may be just my own ignorance of English colors talking.

    Now if you'll excuse me, I'll try to hybridize a tome dragon and a time dragon. I think I'll call it a tume dragon. Wish me luck!

    Edit: What happens regarding spellcasting/manifesting when you add an incarnum dragon and its meldshaping into the mix? Or any other (hypothetical) dragon using another magic system, like for example shadowcasting? And is it possible to hybridize a hybrid with a third dragon species, or does that break something?

  7. - Top - End - #37
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    Default Re: Draconic Hybrids (3.5)

    Quote Originally Posted by Tzardok View Post
    Second, a correction: Your first post stated that a hybrid will always be immune to at least one energy type of its breath weapon, even if you have to replace one of the inherited immunities. The teal dragon's breath weapon deals fire damage, but it doesn't have a fire immunity.
    There are a few tables I have to correct. Most of the earliest ones omitted Strength bonus from the grapple calculus, for example.

    Third, a bunch of questions: Do hybrids of two ferrous dragons gain some kind of benefit like the hybrids of gem, metallic or chromatic do? What about planar dragons?
    Haven't decided on anything for ferrous dragons, etc. as of yet. I may revise it later, but for the moment I am only concerning myself with chromatics, metallics, and gem dragons.

    The yellow dragon (and most lung dragons) has a supernatural flying movement that doesn't use wings. Is that one inheritable without the worsening of manouverability?
    See above. I'm most likely going to determine that supernatural movement collapses to regular flying if only one parent possesses that ability.

    Regarding that, is this template appropriate for hybridization with lung dragons at all? It looks like it would need to be modified for that.
    It will need amendment if I choose to expand it to lung dragons. For the moment, they are not a concern.

    Regarding blended breath wepaons; what happens if a parent already has a blended breath weapon, like the iron dragon or the pyroclastic dragon, or if you throw the randomness of the chaos dragon into the mix?
    Haven't decided yet for already blended breath. For chaos dragons, the presence of the other dragon's magical nature would "stabilize" the chaotic energy into one form, whatever that would be (though as far as I'm concerned, any chaos dragon hybrid should have a novel breath weapon in any event).

    Are we allowed to post our own hybrids if we have a good idea?
    If you like.

    Fourth, sometimes when reading your descriptions I have a feeling you're just throwing around random color words and hoping no one notices. But that may be just my own ignorance of English colors talking.
    Definitely not. I'm always using legit colors. The worst I did was "lobelia" and even then I was careful to refer to the color of the flowers.

    Edit: What happens regarding spellcasting/manifesting when you add an incarnum dragon and its meldshaping into the mix?
    Spellcasting trumps meldshaping, psionics trump spellcasting. I'd expect an incarnum dragon hybrid to possess special abilities (bonus feats, for example) related to their meldshaper heritage, but that decision is up to the designer - I don't expect to be demonstrating an incarnum dragon hybrid.

    Or any other (hypothetical) dragon using another magic system, like for example shadowcasting?
    As above.

    And is it possible to hybridize a hybrid with a third dragon species, or does that break something?
    If the balance of heritages is less than 50/50, the dominant heritage determines the resultant child, so a gray dragon mating with a blue dragon would produce a blue dragon. Such children possess one or two unusual features reflective of their distinctive heritage, which may include different spell-like abilities, but are otherwise statistically no different from the dominant parent. This happens as well if two hybrids sharing a common heritage mate (e.g. a crimson and an ultramarine will result in a black wyrmling). Should two unrelated hybrids mate... well, we'll get there.
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  8. - Top - End - #38
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    Default Re: Draconic Hybrids (3.5)

    Sample: Tombac Dragon

    The four-spoked "crown" plate of a tombac dragon is hard to miss, a solid crest with large defined ridges reminiscent of horns that wraps around its head, terminating at the edge of the jaw, which is distinguished by a series of laminated, multi-layered curving blades. The shape of this plate is more reminiscent of the copper dragon's profile - more convex than the concave plate of the brass parent - but the body lines of the tombac definitely favor the brass heritage. A short and spiky frill runs down the back of the neck, terminating at the base. The scales of a tombac wyrmling are a dull brown, warming to a bright yellowy brass hue with little luster in adulthood. With age, patches of scales around the neck, wings and underbelly will take on a more rich copper tone, but by and large the rest of the body will fade to a metallic mahogany color.

    Tombac dragons are extremely personable, chatty, and good-humored. While they prefer to lair in warm mountains and hills or deserts, if a community of any size is in the region they will go out of their comfort zones to be nearby. The toxic vapors of the tombac force it to remain at a distance, but the dragons make themselves known as friends regardless, and come to know intimately the people of their nearby community down through the generations. A villager might journey to the tombac's personal "visiting spot" to ask about her great-grandmother, or glean the ancient history of a long-sealed mine. Tombac dragons appreciate one another's company in a way neither brass nor copper dragons can handle; sadly, they rarely get the pleasure, and neither brass nor copper dragons can stand being around them for long - draconic pride gets in the way. The edge that tombac dragons have over either parent is the lack of competitiveness in conversation - they are, to put it simply, better listeners. Hlal is the favored goddess of tombac dragons, who are slightly more religious than their parent species. Some tombacs worship Tamara or Bahamut.

    One odd side-effect of a tombac's presence appears to be a higher-than-normal prevalence of subterranean monsters in an area where a tombac has resided for some time. These may include communities of vegepygmies or myconids, or more dangerous creatures such as grimlocks, umber hulks, and behirs. Sages have theorized that the vapors of the tombac may be attractive to a prey species, which in turn lures predator species given sufficient time.

    Tombac dragons are usually chaotic good.

    Spoiler: Tables
    Show
    Age
    Size
    HD
    Str
    Dex
    Con
    Int
    Wis
    Cha
    BAB/Grapple
    Attack
    Fort
    Ref
    Will
    Breath Weapon (DC)
    Frightful Presence
    Wyrmling T 4d12+4 (30 hp) 11 10 13 12 13 10 +4/-4 +6 +5 +4 +5 1d4 (13)
    Very young S 7d12+7 (52 hp) 13 10 13 12 13 10 +7/+4 +9 +6 +5 +6 2d4 (14)
    Young M 10d12+20 (85 hp) 15 10 15 14 15 12 +10/+12 +12 +9 +7 +9 3d4 (17)
    Juvenile M 13d12+26 (110 hp) 17 10 15 14 15 12 +13/+16 +16 +10 +8 +10 4d4 (18)
    Young adult L 16d12+48 (152 hp) 19 10 17 16 17 14 +16/+24 +19 +13 +10 +13 5d4 (21) 21
    Adult L 19d12+76 (199 hp) 23 10 19 16 17 14 +19/+29 +24 +15 +11 +14 6d4 (23) 23
    Mature adult H 22d12+110 (253 hp) 27 10 21 18 19 16 +22/+38 +28 +18 +13 +17 7d4 (26) 26
    Old H 25d12+125 (287 hp) 29 10 21 18 19 16 +25/+42 +32 +19 +14 +18 8d4 (27) 27
    Very old H 28d12+168 (350 hp) 31 10 23 20 21 18 +28/+46 +36 +22 +16 +21 9d4 (30) 30
    Ancient H 31d12+186 (387 hp) 33 10 23 20 21 18 +31/+50 +40 +23 +17 +22 10d4 (31) 31
    Wyrm G 34d12+238 (459 hp) 35 10 25 22 23 20 +34/+58 +42 +26 +19 +25 11d4 (34) 34
    Great wyrm G 37d12+296 (536 hp) 37 10 27 22 23 20 +37/+62 +46 +28 +20 +26 12d4 (36) 36
    Age
    Speed
    Initiative
    AC
    Special abilities
    CL
    SR
    Wyrmling 60 ft., fly 100 ft. (good), burrow 30 ft. +0 16 (+2 size, +4 natural, +0 Dex) Immunity to acid and fire, vapor cloud, vulnerability to cold
    Very young 60 ft., fly 100 ft. (good), burrow 30 ft. +0 18 (+1 size, +7 natural, +0 Dex)
    Young 60 ft., fly 150 ft. (average), burrow 30 ft. +0 20 (+0 size, +10 natural, +0 Dex) 1st
    Juvenile 60 ft., fly 150 ft. (average), burrow 30 ft. +0 23 (+0 size, +13 natural, +0 Dex) Charm person 3/day 3rd
    Young adult 60 ft., fly 150 ft. (average), burrow 30 ft. +0 25 (-1 size, +16 natural, +0 Dex) DR 5/magic 5th 18
    Adult 60 ft., fly 150 ft. (average), burrow 30 ft. +0 28 (-1 size, +19 natural, +0 Dex) Control sandSand 3/day 7th 20
    Mature adult 60 ft., fly 150 ft. (average), burrow 30 ft. +0 30 (-2 size, +22 natural, +0 Dex) DR 10/magic 9th 22
    Old 60 ft., fly 150 ft. (average), burrow 30 ft. +0 33 (-2 size, +25 natural, +0 Dex) Wall of sandSand 3/day 11th 24
    Very old 60 ft., fly 150 ft. (average), burrow 30 ft. +0 36 (-2 size, +28 natural, +0 Dex) DR 15/magic 13th 25
    Ancient 60 ft., fly 150 ft. (average), burrow 30 ft. +0 39 (-2 size, +31 natural, +0 Dex) Transmute stone to sandSand 3/day 15th 27
    Wyrm 60 ft., fly 200 ft. (poor), burrow 30 ft. +0 40 (-4 size, +34 natural, +0 Dex) DR 20/magic 17th 28
    Great wyrm 60 ft., fly 200 ft. (poor), burrow 30 ft. +0 43 (-4 size, +37 natural, +0 Dex) SandstormSand 2/day 19th 30


    Breath Weapon (Su) The tombac dragon has one breath weapon, a cone of concentrated soporific vapor that causes victims to fall asleep for 1d4 rounds plus one round per age category of the dragon. The composition of the breath makes it magically invisible. A Listen or Sense Motive check (DC 5 + breath weapon DC) is required to notice the dragon exhaling at all - creatures that pass such a check can make a Reflex save at a -4 penalty to avoid the breath, taking no damage and evading the sleep effect, though the speed of the breath attack leaves them no time to usefully notify another. Creatures that can see invisibility or have some equivalent or superior ability (such as true seeing) can perceive the vapor and are also entitled to a Reflex save with no penalty. Anyone unable to anticipate or see the attack instead makes a Will save against the breath to take half damage and negate the sleep effect. Creatures immune to poison are unaffected by this breath, as are other tombac dragons, brass dragons, and copper dragons.

    The vapor is extremely thermally reactive - if exhaled through a source of fire, it ignites, losing its invisibility and toxic properties above and instead dealing 1d6 fire damage per age category (Reflex half). Conversely, if the dragon has taken at least 20 points of cold damage in the previous round, the vapor becomes visible, permitting a Reflex save with a +2 circumstance bonus.

    Vapor Cloud (Su) The tombac dragon's vaporous breath constantly leaks from it, forming a cloud with a radius of 5 ft. per age category around the dragon at all times. Any creature starting its turn in the vapor cloud must make a Will save (DC = breath weapon DC) or suffer 1 point each of Intelligence and Wisdom damage. Creatures immune to poison are unaffected by this, as are other tombac dragons, brass dragons, and copper dragons. The vapor cloud is invisible and odorless; to a creature that can see invisibility, however, it functions like obscuring mist. Any moderate or stronger wind (such as a gust of wind) thins the vapor such that it can neither obstruct vision nor poison creatures until the air becomes still again.
    Last edited by afroakuma; 2020-04-30 at 06:06 PM.
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    Default Re: Draconic Hybrids (3.5)

    Originally Posted by Tzardok
    Are we allowed to post our own hybrids if we have a good idea?
    Originally Posted by afroakuma
    If you like.
    So, here goes:



    Electrum Dragon

    Sharing compatible perspectives and often inclined to take human form, gold and silver dragons are more likely to interbreed than most other races of dragonkind. Owing to their inherent differences in preferred habitat—warm lowlands for the gold, icy mountaintops for the silver—they often first meet in human form in a cosmopolitan city, frequently unaware of each other’s true identity. This may lead to a cautious courtship in which they carefully circle each other for years, slipping free of successive human identities and leading each other on an intricate dance across a dozen mortal realms.

    Their eventual pairings, though passionate and brightly burning, rarely last for long even by human standards, as the high mountains inevitably call the silver home, and the gold is all too often distracted by some grandly noble imperative. But on occasion one or the other bears away an enduring token of that fleeting joy—a clutch of eggs which, in the course of the seasons, will hatch into electrum dragons.

    Bright and sinuous as molten sunlight on a river’s edge, drawn to idealistic pursuits only to abandon them for the horizon’s call, electrum dragons are high-minded and infinitely well-meaning, but afire with wanderlust and prone to vanishing at a moment’s notice. They love taking human form and involving themselves in local intrigues, but their profound lack of commitment makes them poor schemers and even worse spymasters, and more than one carefully plotted revolution has fizzled when a certain mysterious benefactor unexpectedly failed to appear.

    While they share their silver parent’s love of fine cuisine and the gold’s taste for rare jewels, their deepest fascination abides with coins, the older and more obscure the better. To an electrum dragon, coins are not merely wealth to be accumulated; their true allure resides in the webwork of tangled histories they embody, the countless individual journeys each has traced across centuries and continents—an infinite tapestry of fine metallic threads, lacing together hoarders and hog farmers, bandits and barrelmakers, merchant princes and mendicant priests.

    An electrum dragon can spend days in a blissful reverie, staring raptly at its favorite coins and imagining their long wanderings through landscapes and history—and then, stirred by a whimsical impulse, the dragon springs into flight, speeding for days at high altitude to find the ruins of a lost empire where a coin was once minted. Whatever settlement lies nearest those ruins, whether a great city or a mere crossroads tavern, the dragon assumes human form to sample the local cooking—which the dragon pays for with the selfsame coin that inspired the journey, beginning the cycle anew.

    Electrum dragons are usually chaotic good.

    Spoiler: Special Abilities
    Show
    The full tables are more than I have time for, but I wanted to sketch out the basics of its abilities:

    Special Abilities

    Wyrmling: Alternate form, immunity to acid, water breathing.
    Juvenile: Obscuring mist.
    Adult: Quench.
    Old: Otiluke’s freezing sphere.
    Ancient: Whirlwind.
    Great Wyrm: Storm of vengeance.



    Breath Weapon (Su): An electrum dragon has a single breath weapon, a cone of numbing gas. Any creature caught in this cone takes 1d6 points of cold damage per age category of the dragon, and must succeed on a Fortitude save or take 1 point of Dexterity damage per age category of the dragon.

    Alternate Form (Su): As the same ability of both gold and silver dragons.

    Water Breathing (Ex): As the same ability of gold dragons.



    This is still more of a concept than anything, so constructive suggestions would be very welcome.

    .
    Last edited by Palanan; 2020-04-30 at 08:31 PM.

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    Default Re: Draconic Hybrids (3.5)

    Quote Originally Posted by Palanan View Post
    So, here goes:
    Electrum Dragon
    An interesting description, but two things confuse me: 1) Why did you make the child of two LG dragons CG? All examples Afro created until now had the average of their parents alignments. 2) Why does it have acid immunity? Neither of the parents have it, nor does the breath weapon use acid. Immunity to fire and cold makes more sense.

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    Default Re: Draconic Hybrids (3.5)

    First off, I don’t mind admitting that I’m nowhere near afro’s class when it comes to this kind of work. I just had the notion and wanted to sketch out what I could.


    Originally Posted by Tzardok
    1) Why did you make the child of two LG dragons CG?
    Silver and gold may be LG, but in very different ways, and it felt like that combination would give rise to some contradictory impulses.

    Originally Posted Tzardok
    2) Why does it have acid immunity? Neither of the parents have it….
    On p. 87 of my Monster Manual, silver dragons are listed as having immunity to acid and cold. It’s in the second table (Silver Dragon Abilities by Age) as well as the statblock in the lower right-hand corner.

    Silvers are immune to cold, golds are immune to fire, but those are incompatible and not present in the offspring. That leaves acid. It’s the result of fire and cold canceling out, but as it happens natural electrum is also corrosion-resistant, which fits nicely.

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    Default Re: Draconic Hybrids (3.5)

    Quote Originally Posted by Palanan View Post
    On p. 87 of my Monster Manual, silver dragons are listed as having immunity to acid and cold. It’s in the second table (Silver Dragon Abilities by Age) as well as the statblock in the lower right-hand corner.

    Silvers are immune to cold, golds are immune to fire, but those are incompatible and not present in the offspring. That leaves acid. It’s the result of fire and cold canceling out, but as it happens natural electrum is also corrosion-resistant, which fits nicely.
    Ok, I forgot the acid immunity, but why would you think that fire and ice immunity are incompatible? Afro's pink dragon has both of them. And as your dragon has a cold based breath weapon, it needs the cold immunity.

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    Default Re: Draconic Hybrids (3.5)

    Originally Posted by Tzardok
    And as your dragon has a cold based breath weapon, it needs the cold immunity.
    Good catch. I may just change the breath weapon.

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    Default Re: Draconic Hybrids (3.5)

    Sample: Mould Dragon

    Mould dragons, as the children of the rare tome dragons (the physically weakest and smallest race) and the even rarer time dragons (the biggest and most powerful dragon race of all), may be the most uncommon of all hybrids. There are only six examplars of these ungainly and misshapen mongrels documented.

    Mould dragons hatch with whitish, mildew-like color, unnaturally big limbs and a fin-like horn on the forehead. Over time they grow into their limbs, but they never look as sleek or elegant as their parents. Their scales darken to a dusty grey, until from the age category old on mildew-green fuzzy hairs spread over their body. Mould dragons grow astonishingly fast.

    The time dragon's connection to, well, time and the knowledge and book loving nature of the tome dragon fuse in the moulder dragon to an intense focus on the past and decay. Mould dragons are melancholic and introspective creatures that lair in places, wether artificial or natural, that weren't touched by sapient hands for millenia. There they immerse themselves in the study of past and transience. Mould dragons despise undead and destroy them whenever they catch sight of them. As their breath weapon harms unattended items, mould dragons don't keep their hoard in their lair, but build instead lots of small stashes which they patrol regularily. Mould dragons spurn art objects and coins made of materials more perishable than gold and platin.

    Mould dragons are generally Lawful Neutral.

    Spoiler: Tables
    Show

    Age
    Size
    HD
    Str
    Dex
    Con
    Int
    Wis
    Cha
    BAB/Grapple
    Attack
    Fort
    Ref
    Will
    Breath Weapon (DC)
    Frightful Presence
    Wyrmling M 23d12+92 (241 hp) 47 10 19 30 14 13 +23/+41 +41 +17 +13 +15 1d6 (25)
    Very young L 27d12+162 (337 hp) 51 10 22 34 16 15 +27/+51 +46 +21 +15 +18 2d6 (29)
    Young H 31d12+217 (418 hp) 56 10 25 38 16 15 +31/+61 +51 +24 +17 +20 3d6 (32) 16
    Juvenile H 35d12+280 (507 hp) 59 10 27 42 18 17 +35/+67 +57 +27 +19 +23 4d6 (35) 18
    Young adult G 39d12+390 (643 hp) 63 10 30 46 18 17 +39/+77 +61 +31 +21 +25 5d6 (39) 22
    Adult G 43d12+473 (752 hp) 67 10 34 50 20 19 +43/+83 +67 +34 +23 +28 6d6 (42) 25
    Mature adult G 47d12+611 (916 hp) 71 10 36 54 22 21 +47/+89 +73 +38 +25 +31 7d6 (47) 28
    Old G 51d12+714 (10455 hp) 75 10 38 58 24 23 +51/+95 +79 +41 +27 +34 8d6 (49) 31
    Very old C 54d12+810 (1161 hp) 79 10 41 62 26 25 +54/+105 +81 +44 +29 +37 9d6 (52) 33
    Ancient C 59d12+944 (1327 hp) 83 10 43 66 28 27 +59/+111 +87 +47 +31 +40 10d6 (55) 36
    Wyrm C 63d12+1134 (1543 hp) 87 10 46 70 30 29 +63/+117 +93 +51 +33 +43 11d6 (59) 39
    Great wyrm C 67d12+1273 (1708 hp) 91 10 49 74 32 31 +67/+123 +99 +54 +35 +46 12d6 (62) 42

    Age
    Speed
    Initiative
    AC
    Special abilities
    CL*
    SR
    Wyrmling 40 ft., fly 90 ft. (poor) +0 33 (+0 size, +23 natural, +0 Dex) Air subtype, DR 10/Epic, Immunity to Acid and Disease, Contagion 3/day 3rd 11
    Very young 50 ft., fly 90 ft. (clumsy) +0 36 (-1 size, +27 natural, +0 Dex) 6th 13
    Young 50 ft., fly 120 ft. (clumsy) +0 39 (-2 size, +31 natural, +0 Dex) 8th 15
    Juvenile 50 ft., fly 120 ft. (clumsy) +0 43 (-2 size, +35 natural, +0 Dex) Greater Dispell magic 3/day 11th 17
    Young adult 60 ft., fly 120 ft. (clumsy) +0 45 (-4 size, +39 natural, +0 Dex) DR 20/Epic, DR 10/- 13th 19
    Adult 90 ft., fly 120 ft. (clumsy) +0 49 (-4 size, +43 natural, +0 Dex) Legend Lore 3/day 16th 21
    Mature adult 90 ft., fly 150 ft. (clumsy) +0 53 (-4 size, +47 natural, +0 Dex) DR 20/Epic, DR 15/- 19th 23
    Old 90 ft., fly 150 ft. (clumsy) +0 57 (-4 size, +51 natural, +0 Dex) HindsightSC 1/day 21th 25
    Very old 100 ft., fly 150 ft. (clumsy) +0 57 (-8 size, +55 natural, +0 Dex) DR 20/- 24th 27
    Ancient 100 ft., fly 150 ft. (clumsy) +0 62 (-8 size, +59 natural, +0 Dex) Aura of Transience 27th 29
    Wyrm 100 ft., fly 180 ft. (clumsy) +0 65 (-8 size, +63 natural, +0 Dex) 29th 31
    Great wyrm 100 ft., fly 180 ft. (clumsy) +0 69 (-8 size, +67 natural, +0 Dex) Mordenkainen's Disjunction 1/day 31th 33
    *Can cast spells from the Knowledge domain as arcane spells, but no other cleric spells.


    Breath Weapon (Su): A mould dragon has one breath weapon, a cone of spores, rot and decay that deals acid damage. The breath weapon ignores the hardness of unattended objects. Creatures in the area are nauseated for 1 round and take 1 Int damage per age category, unless they are immune to disease. A successful Fortitude save halves the acid damage and negates the ability damage and the nauseated condition.

    Aura of Transience (Su): An ancient or older mould dragon is able to exude decay for up to 10 rounds per day. This takes the shape of an emanation with a radius of 10 ft per age category. The spell resistance, energy resistances and damage reductions of all other creatures in the area are reduced by 5 points. The duration need not be consecutive rounds. Activating and deactivating the aura is a free action.

    As this dragon is technically an epic dragon, I decided to adhere not so closly to the rules for spell-like abilities.

    Whew. Transcribing all those tables is a horrible slog. Is there a faster way?

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    Default Re: Draconic Hybrids (3.5)

    Quote Originally Posted by Tzardok View Post
    Sample: Mould Dragon

    Mould dragons, as the children of the rare tome dragons (the physically weakest and smallest race) and the even rarer time dragons (the biggest and most powerful dragon race of all), may be the most uncommon of all hybrids. There are only six examplars of these ungainly and misshapen mongrels documented.

    Mould dragons hatch with whitish, mildew-like color, unnatural big limbs and a fin-like horn on the forehead. Over time they grow into their limbs, but they never look as sleek or elegant as their parents. Their scales darken to a dusty grey, until from the age category old on mildew-green fuzzy hairs spread over their body. Mould dragons grow astonishingly fast.

    The time dragon's connection to, well, time and the knowledge and book loving nature of the tome dragon fuse in the moulder dragon to an intense focus on the past and decay. Mould dragons are melancholic and introspective creatures that lair in places, wether artificial or natural, that weren't touched by sapient hands for millenia. There they immerse themselves in the study of past and transience. Mould dragons despise undead and destroy them, whenever they catch sight of them. As their breath weapon harms unattended item, mould dragons don't keep their hoard in their lair, but build instead lots of small stashes which they patrol regularily. Mould dragons spurn art objects and coins made of materials more perishable than gold and platin.

    Mould dragons are generally Lawful Neutral.

    Spoiler: Tables
    Show

    Age
    Size
    HD
    Str
    Dex
    Con
    Int
    Wis
    Cha
    BAB/Grapple
    Attack
    Fort
    Ref
    Will
    Breath Weapon (DC)
    Frightful Presence
    Wyrmling M 23d12+92 (241 hp) 47 10 19 30 14 13 +23/+41 +41 +17 +13 +15 1d6 (25)
    Very young L 27d12+162 (337 hp) 51 10 22 34 16 15 +27/+51 +46 +21 +15 +18 2d6 (29)
    Young H 31d12+217 (418 hp) 56 10 25 38 16 15 +31/+61 +51 +24 +17 +20 3d6 (32) 16
    Juvenile H 35d12+280 (507 hp) 59 10 27 42 18 17 +35/+67 +57 +27 +19 +23 4d6 (35) 18
    Young adult G 39d12+390 (643 hp) 63 10 30 46 18 17 +39/+77 +61 +31 +21 +25 5d6 (39) 22
    Adult G 43d12+473 (752 hp) 67 10 34 50 20 19 +43/+83 +67 +34 +23 +28 6d6 (42) 25
    Mature adult G 47d12+611 (916 hp) 71 10 36 54 22 21 +47/+89 +73 +38 +25 +31 7d6 (47) 28
    Old G 51d12+714 (10455 hp) 75 10 38 58 24 23 +51/+95 +79 +41 +27 +34 8d6 (49) 31
    Very old C 54d12+810 (1161 hp) 79 10 41 62 26 25 +54/+105 +81 +44 +29 +37 9d6 (52) 33
    Ancient C 59d12+944 (1327 hp) 83 10 43 66 28 27 +59/+111 +87 +47 +31 +40 10d6 (55) 36
    Wyrm C 63d12+1134 (1543 hp) 87 10 46 70 30 29 +63/+117 +93 +51 +33 +43 11d6 (59) 39
    Great wyrm C 67d12+1273 (1708 hp) 91 10 49 74 32 31 +67/+123 +99 +54 +35 +46 12d6 (62) 42

    Age
    Speed
    Initiative
    AC
    Special abilities
    CL*
    SR
    Wyrmling 40 ft., fly 90 ft. (poor) +0 33 (+0 size, +23 natural, +0 Dex) Air subtype, DR 10/Epic, Immunity to Acid and Disease, Contagion 3/day 3rd 11
    Very young 50 ft., fly 90 ft. (clumsy) +0 36 (-1 size, +27 natural, +0 Dex) 6th 13
    Young 50 ft., fly 120 ft. (clumsy) +0 39 (-2 size, +31 natural, +0 Dex) 8th 15
    Juvenile 50 ft., fly 120 ft. (clumsy) +0 43 (-2 size, +35 natural, +0 Dex) Greater Dispell magic 3/day 11th 17
    Young adult 60 ft., fly 120 ft. (clumsy) +0 45 (-4 size, +39 natural, +0 Dex) DR 20/Epic, DR 10/- 13th 19
    Adult 90 ft., fly 120 ft. (clumsy) +0 49 (-4 size, +43 natural, +0 Dex) Legend Lore 3/day 16th 21
    Mature adult 90 ft., fly 150 ft. (clumsy) +0 53 (-4 size, +47 natural, +0 Dex) DR 20/Epic, DR 15/- 19th 23
    Old 90 ft., fly 150 ft. (clumsy) +0 57 (-4 size, +51 natural, +0 Dex) HindsightSC 1/day 21th 25
    Very old 100 ft., fly 150 ft. (clumsy) +0 57 (-8 size, +55 natural, +0 Dex) DR 20/- 24th 27
    Ancient 100 ft., fly 150 ft. (clumsy) +0 62 (-8 size, +59 natural, +0 Dex) Aura of Transience 27th 29
    Wyrm 100 ft., fly 180 ft. (clumsy) +0 65 (-8 size, +63 natural, +0 Dex) 29th 31
    Great wyrm 100 ft., fly 180 ft. (clumsy) +0 69 (-8 size, +67 natural, +0 Dex) Mordenkainen's Disjunction 1/day 31th 33
    *Can cast spells from the Knowledge domain as arcane spells, but no other cleric spells.


    Breath Weapon (Su): A mould dragon has one breath weapon, a cone of spores, rot and decay that deals acid damage. The breath weapon ignores the hardness of unattended objects. Creatures in the area are nauseated for 1 round and take 1 Int damage per age category, unless they are immune to disease. A successful Fortitude save halves the acid damage and negates the ability damage and the nauseated condition.

    Aura of Transience (Su): An ancient or older mould dragon is able to exude decay for up to 10 rounds per day. This takes the shape of an emanation with a radius of 10 ft per age category. The spell resistance, energy resistances and damage reductions of all other creatures in the area are reduced by 5 points. The duration need not be consecutive rounds. Activating and deactivating the aura is a free action.

    As this dragon is technically an epic dragon, I decided to adhere not so closly to the rules for spell-like abilities.

    Whew. Transcribing all those tables is a horrible slog. Is there a faster way?
    Dear Kord, The Mould Dragon are extremely powerful!

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    Default Re: Draconic Hybrids (3.5)

    Quote Originally Posted by Bartmanhomer View Post
    Dear Kord, The Mould Dragon are extremely powerful!
    His mommy is an epic dragon with a CR of 90 as a great wyrm; what were you expecting?

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    Default Re: Draconic Hybrids (3.5)

    Quote Originally Posted by Tzardok View Post
    why would you think that fire and ice immunity are incompatible?
    Maybe they confused "immunity" with "subtypes"
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    Default Re: Draconic Hybrids (3.5)

    Quote Originally Posted by Tzardok View Post
    His mommy is an epic dragon with a CR of 90 as a great wyrm; what were you expecting?
    CR 90?! Wow! I like the mould dragon! Any relation to Lendys?

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    Default Re: Draconic Hybrids (3.5)

    Quote Originally Posted by enderlord99 View Post
    Maybe they confused "immunity" with "subtypes"
    Even then I wouldn't treat them as incompatible. I mean, there are elemental creatures of fire and water, why should fire and cold be different?
    Quote Originally Posted by Bartmanhomer View Post
    CR 90?! Wow! I like the mould dragon! Any relation to Lendys?
    Uhm, no. Why would you think that?
    One parent of this hybrid is the tome dragon from the Dragon Magazine #343. It's one of a pair of dragons with much lower physical abilities but much higher magical prowess than others.
    The other parent is the time dragon from the Dragon Magazine #359. It's an epic dragon with inborn time powers hatching with 44 hd. It's, at least if based on CR, the most powerful official monster created for 3.5.
    Neither of them have any special connection with any draconic deity or are especially religious. The mould dragon is just lawful neutral because tome dragons are lawful neutral and time dragons are neutral.

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    Default Re: Draconic Hybrids (3.5)

    Quote Originally Posted by Tzardok View Post
    Even then I wouldn't treat them as incompatible. I mean, there are elemental creatures of fire and water, why should fire and cold be different?

    Uhm, no. Why would you think that?
    One parent of this hybrid are the tome dragon from the Dragon Magazine #343. It's one of a pair of dragons with much lower physical abilities but much higher magical prowess than others.
    The other parent is the time dragon from the Dragon Magazine #359. It an epic dragon with inborn time powers hatching with 44 hd. It's, at least if based on CR, the most powerful official monster created for 3.5.
    Neither of them have any special connection with any draconic deity or are especially religious. The mould dragon is just lawful neutral because tome dragons are lawful neutral and time dragons are neutral.
    Well Lendys is Lawful Neutral and so are the mould dragons. I just thought that these dragons have some sort of connection.

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    Default Re: Draconic Hybrids (3.5)

    Quote Originally Posted by Bartmanhomer View Post
    Well Lendys is Lawful Neutral and so are the mould dragons. I just thought that these dragons have some sort of connection.
    Tiamat is lawful evil and three of her five children races are chaotic evil. Just having the same alignment isn't really an indicator of anything.
    To give another example, imagine you would make a hybrid of a gold dragon and a blue dragon. Lawful good plus lawful evil makes lawful neutral. Still doesn't have anything to do with Lendys, does it? (unless the creator would decide to make it an inherently religious race)

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    Default Re: Draconic Hybrids (3.5)

    Quote Originally Posted by Tzardok View Post
    Tiamat is lawful evil and three of her five children races are chaotic evil. Just having the same alignment isn't really an indicator of anything.
    To give another example, imagine you would make a hybrid of a gold dragon and a blue dragon. Lawful good plus lawful evil makes lawful neutral. Still doesn't have anything to do with Lendys, does it? (unless the creator would decide to make it an inherently religious race)
    Ok. Well, that makes sense. Thank you for explaining that to me.

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    Default Re: Draconic Hybrids (3.5)

    Some of these dragons personalities are so over the top extra that they will definitely be showing up in a game of mine in the future lol.

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    Default Re: Draconic Hybrids (3.5)

    Quote Originally Posted by Tzardok View Post
    Even then I wouldn't treat them as incompatible. I mean, there are elemental creatures of fire and water, why should fire and cold be different?
    Because the rules say they are.

    Maybe that's just in PF though.; I forget.
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    I salute you.
    Quote Originally Posted by AuthorGirl View Post
    I wish it was possible to upvote here.

    I use braces (also known as "curly brackets") to indicate sarcasm. If there are none present, I probably believe what I am saying; should it turn out to be inaccurate trivia, please tell me rather than trying to play along with an apparent joke I don't know I'm making.

  25. - Top - End - #55
    Ogre in the Playground
     
    Devil

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    Default Re: Draconic Hybrids (3.5)

    Quote Originally Posted by enderlord99 View Post
    Because the rules say they are.

    Maybe that's just in PF though.; I forget.
    Well, my 3.5 Monster Manual doesn't mention anything of that sort in the descriptions of the subtypes. And again, Afro's pink dragon has both subtypes and both immunities at once, so... *shrug*

  26. - Top - End - #56
    Bugbear in the Playground
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    Default Re: Draconic Hybrids (3.5)

    Great stuff, afroakuma. Any chance of a silver-gold?

  27. - Top - End - #57
    Firbolg in the Playground
     
    Kobold

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    Default Re: Draconic Hybrids (3.5)

    Could you do mixes of various dragons that specifically share habitat? I think that would be more likely to happen, personally. Not all dragons who are competing for space with another dragon will give in to the territorial, 'fight off this intruder!' instincts, or sometimes other instincts might come to the front, and instincts do get mis-wired sometimes! Some might even be social or sociable! They are intelligent individuals, after all.

    I was thinking of, for example, 'aquatic/amphibious dragons that can still fly and also breathe air'. That isn't many!

    I believe all of these are the ones that fit that theme:

    Nickel
    Orange
    Topaz
    Yellow
    Bronze
    Black

    Of those, which do you think might make the most interesting hybrids?

  28. - Top - End - #58
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    afroakuma's Avatar

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    Default Re: Draconic Hybrids (3.5)

    Quote Originally Posted by Gavinfoxx View Post
    Could you do mixes of various dragons that specifically share habitat? I think that would be more likely to happen, personally.
    I dunno, they say familiarity breeds contempt, not hybrid dragons.

    I expect I will at some point; my hybridizer is already calibrated for chromatic, metallic, and gem dragons, so something like a blue brass dragon (both desert) will come up eventually. I may eventually add other dragons, but it's a labor-intensive process.

    Of those, which do you think might make the most interesting hybrids?
    I mean, I like to think all hybrids are interesting in their own right. Anything with topaz stands a good chance of being interesting just because dehydration breath is already an oddball.
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  29. - Top - End - #59
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    hamishspence's Avatar

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    Default Re: Draconic Hybrids (3.5)

    Quote Originally Posted by Gavinfoxx View Post

    I was thinking of, for example, 'aquatic/amphibious dragons that can still fly and also breathe air'. That isn't many!

    I believe all of these are the ones that fit that theme:

    Nickel
    Orange
    Topaz
    Yellow
    Bronze
    Black

    Of those, which do you think might make the most interesting hybrids?
    Don't forget Golds - they have flight & water-breathing too.
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