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Surreal
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« Reply #100 on: April 28, 2010, 03:32:04 PM » |
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I don't think the Spire dragon is a true dragon... for that you need age categories right?
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--- "The late, sedate, and no to great." ~SurrealSome Handy Links for CO Work (WotC 339 version) - a compilation of links for base/prestige class handbooks, tactics, spellcasting, character builds, D&D databases, etc. Archived version of the above with working linksThe Mango Index - a giant index for all things D&D and where to find them The Mango List Reborn! - rehosted by KellKheraptis Lists of Stuff - listing of class features etc and how to get them, etc. sort of like above but a little more specific and sorted by category Polymorph, Wildshape and Shapechange, oh my! (comparison charts) - side-by-side comparison of all the various form altering abilities Alternative Class Featuresalternative ways to get class skills
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SorO_Lost
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« Reply #101 on: April 30, 2010, 01:11:26 AM » |
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Yep.
***
I manged to find another spell I was looking for.
Hasten The End (dragonlance: holy orders of the stars) Necromancy [Evil] Level: Cleric/Wizard/Sorcerer 8 Duration: Concentration Each round if they fail a fortitude save they gain a negative level and age 10 years. + Extraordinary Concentration (complete adventurer) Make a concentration check of DC (25 + spell level) to concentration on a spell to a move action rather than a standard. & Swift Concentration (complete scoundrel) Skill trick thus once per encounter, concentrating on a spell is a swift action. = Cast Hasten The End to age your self 10 years every round to bump your age categories up granting extra HD(thus hp/feats/saves/etc) and (probably) increase your spell casting abilities into the epic levels while maintaining the ability to cast every turn. Use the extra spell slots to spam Celerity to make up the loss of your move action or Time Stop for faster aging while you are at it.
So, you have River's Ravages at low levels to bump you up 1~2 age categories, Bestow Curse to bump you up one, and Hasten The End coming in late in the game but bumps you up to Ancient Wyrm. Pick your poison.
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Tiers explained in 8 sentences. With examples!Tiers break down into who has spellcasting more than anything else due to spells being better than anything else in the game. 6: Skill based. Commoner, Expert, Samurai. 5: Mundane warrior. Barbarian, Fighter, Monk. 4: Partial casters. Adapt, Hexblade, Paladin, Ranger, Spelltheif. 3: Focused casters. Bard, Beguiler, Dread Necromancer, Martial Adapts, Warmage. 2: Full casters. Favored Soul, Psion, Sorcerer, Wu Jen. 1: Elitists. Artificer, Cleric, Druid, Wizard. 0: Gods. StP Erudite, Illthid Savant, Pun-Pun, Rocks fall & you die.
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JaronK
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« Reply #102 on: April 30, 2010, 03:07:22 AM » |
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I don't think the Spire dragon is a true dragon... for that you need age categories right?
Specifically, you need exactly 12 age catagories (Dragon Magic, IIRC). JaronK
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Nunkuruji
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« Reply #103 on: April 30, 2010, 10:11:45 AM » |
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Wouldn't you be dropping negative levels/HD too fast to make up for it in age? Immunity to level drain / negative energy likely negates the aging spell effect as well. It's generally about 3HD per age category, with age categories being 50-200 years once you're past Juvenile.
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SorO_Lost
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« Reply #104 on: April 30, 2010, 11:23:36 AM » |
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Death Ward, legacy item, Soulfire, Shadowy Diadem, it isn't hard to be immune to energy drain. The aging effect works as long as you fail the save regardless of weather or not you're immune to negative levels.
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Tiers explained in 8 sentences. With examples!Tiers break down into who has spellcasting more than anything else due to spells being better than anything else in the game. 6: Skill based. Commoner, Expert, Samurai. 5: Mundane warrior. Barbarian, Fighter, Monk. 4: Partial casters. Adapt, Hexblade, Paladin, Ranger, Spelltheif. 3: Focused casters. Bard, Beguiler, Dread Necromancer, Martial Adapts, Warmage. 2: Full casters. Favored Soul, Psion, Sorcerer, Wu Jen. 1: Elitists. Artificer, Cleric, Druid, Wizard. 0: Gods. StP Erudite, Illthid Savant, Pun-Pun, Rocks fall & you die.
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SorO_Lost
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« Reply #105 on: May 21, 2010, 08:30:50 AM » |
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No bump image?  I'd like if you all took a moment to glance at this and tell me any True Dragons I missed. I working on a repost of it as another resource that includes some additional information of each dragon. All dragons have d12s for HD, all good saves, six skill points per level. Class Skills: Concentration, Diplomacy, Escape Artist, Intimidate, Listen, Knowledge (any), Search, Sense Motive, Spot, and Use Magic Device. Senses: blindsense 60, keen senses (see x4 in darkness and x2 in light), darkvision 120ft. A bite attack (1d4 for tiny, 1d6 for small) with reach. And two claw attacks (1d3 for tiny, 1d4 for small) Breath weapon save DCs are 10 + 1/2 HD + con
Amphi (3e, dragonlance, beastiary of kynn) Stats: 1HD/2LA, Tiny Adjustments: -2 str Natural AC: +1 Speed: land 20ft, burrow 10ft, swim 60ft Breath: line of acid, 1d6 Qualities: amphibious, immunity to acid, improved grab, swallow whole
Aquatic (3e, dragonlance, beastiary of kynn) Stats: 3HD/3LA, Tiny Adjustments: +2 dex/con/int/cha, +4 wis Natural AC: +3 Speed: land 20ft, swim 40ft Breath: out of water; cone of cold 1d6 & in water; cone of slow cloud, cloud lasts 1d6 minutes and the effect lasts for 1d6+1 rounds Qualities: alternate form, continual flame, immunity to acid and cold, vulnerable to fire, waterbreathing
Battle (draconomicon) Stats: 5HD/2LA, Tiny Adjustments: +2 str/cha, +4 con Natural AC: +5 Speed: land 40ft, fly 100ft (average) Breath: cone of sonic energy, 2d6 & cone of fear (shakens), 4d6 rounds. Qualities: immunity to sonic
Black (mm/srd) Stats: 4HD/3LA, Tiny Adjustments: -2 int/cha, +2 con Natural AC: +3 Speed: land 60ft, fly 100ft (average) Breath: line of acid, 2d4 Qualities: Immune to acid, water breathing
Blue (mm/srd) Stats: 6HD/4LA, Small Adjustments: +2 str/con Natural AC: +5 Speed: land 40ft. burrow 20ft, fly 100 (average) Breath: line of lightning, 2d8 Qualities: immunity to electricity, create/destroy water 3/day
Brass (mm/srd) Stats: 4HD/2LA, Tiny Adjustments: +2 con Natural AC: +3 Speed: land 60ft, burrow 30ft, fly 150 (average) Breath: line of fire, 1d6 & cone of sleep, 1d6+1 rounds. Qualities: immunity to fire, speak with animals (at will), vulnerability to cold
Bronze (mm/srd) Stats: 6HD/LA4, Small Adjustments: +2 str/con, +4 int/wis/cha Natural AC: +5 Speed: land 40ft, fly 100ft (average) Breath: line of lightning, 2d6 & cone of repulsion (can only move away), 1d6+1 rounds Qualities: immunity to electricity, water breathing, speak with animals
Brown (3e/3.5, forgotten realms, monsters of faerun) Stats: 6HD/2LA, Medium Adjustments: +2 int/wis/cha, +4 str/con Natural AC: +3 Speed: land 60ft, burrow 60ft Breath: line of acid, 2d6 Qualities: acid immunity, tremorsense
Copper (mm/srd) Stats: 5HD/2LA, Tiny Adjustments: +2 con/int/wis/cha Natural AC: +4 Speed: land 40ft, fly 100ft (average) Breath: line of acid, 2d4 & cone of slow gas, 1d6+1 rounds. Qualities: immunity to acid, spider climb
Chaos (draconomicon) Stats: 6HD/4LA, Small Adjustments: +2 int, +4 con/wis, +6 cha Natural AC: +5 Speed: land 60ft, fly 150ft (average) Breath: line of energy (random prime type), 2d4 & cone of confusion, 1d6+1 rounds. Qualities: immunity to compulsion effects
Deep (3e/3.5, forgotten realms, monsters of faerun) Stats: 6HD/4LA, Tiny Adjustments: +2 con/wis/cha, +4 int Natural AC: +5 Speed: land 40ft, fly 100ft (average) Breath: cone of acid, 2d8 Qualities: true seeing, detect magic, charm immunity, cold and fire resistance 10
Ethereal (draconomicon) Stats: 4HD/2LA, Tiny Adjustments: -2 str, +2 con/wis Natural AC: +3 Speed: land 60ft, fly 60ft (poor) Breath: cone of force, 2d6 Qualities: immune to ether cyclones
Fire (3e, dragonlance, beastiary of kynn) Stats: 4HD/4LA, Medium Adjustments: -4 int/wis/cha, +4 str/con Natural AC: +3 Speed: land 40ft, fly 150ft (poor), burrow 20ft Breath: cone of fire, 2d6 burns for 1d4 fire damage per round till they save (-1 DC per round) Qualities: heat, immunity to fire, vulnerability to cold
Frost (3e, dragonlance, beastiary of kynn) Stats: 5HD/5LA, Small Adjustments: -2 int, +2 str/con Natural AC: +3 Speed: land 40ft, fly 100ft (average), burrow 20ft Breath: cone of cold, 2d6 also breath deals 1 cha damage a seperate save negs Qualities: leewalking, immunity to cold, vulnerability to fire
Gold (mm/srd) Stats: 8HD/4LA, Medium Adjustments: +4 con/int/wis/cha, +6 str. Natural AC: +7 Speed: land 60ft, fly 200ft (poor), swim 60ft Breath: cone of fire, 2d10 & cone of weakening gas, 1 str damage Qualities: alternate form, immunity to fire, vulnerability to cold, water breathing
Gray (3e, dragonlance, beastiary of kynn) Stats: 3HD/LA2, Tiny Adjustments: -2 str/cha Natural AC: +2 Speed: land 60ft, burrow 30ft, fly 150ft (average), swim 60ft Breath: cone of cold, 1d6 Qualities: icewalking, immunity to cold, vulnerability to fire
Green (mm/srd) Stats: 5HD/5LA, Small Adjustments: +2 str/con Natural AC: +4 Speed: land 4ft. fly 100ft (average) Breath: cone of acid, 2d6 Qualities: immunity to acid, water breathing
Howling (draconomicon) Stats: 9HD/4LA, Medium Adjustments: -2 wis, +4 con/int/cha, +6 str Natural AC: +8 Speed: land 60ft, fly 100ft (average) Breath: cone of sonic, 2d10 & cone of maddening wails, 1 wisdom damage. Both are limited to 10ft range. Qualities: immunity to sonic, Frightful Presence, SR 15
Mercury (forgotten realms, dragons of faerun) Stats: 3HD/2LA, Tiny Adjustments: +2 con, +4 dex Natural AC: +2 Speed: land 60ft, fly 200ft (perfect) Breath: ine of fire, 1d8 Qualities: immunity to fire, vulnerability to cold, protected sight
Mist (forgotten realms, dragons of faerun) Stats: 3HD/2LA, Tiny Adjustments: +2 con Natural AC: +2 Speed: land 40ft, fly 100ft (average) Breath: cone of fire, 2d6 & line of slime, sickens 1d6+1 rounds Qualities: immunity to acid and fire, mist form(allowed to cast as a mist)
Oceanus (draconomicon) Stats: 7HD/4LA, Small Adjustments: +4 str/con/int/cha Natural AC: +7 Speed: land 40ft, fly 100ft (average), swim 60ft Breath: line of lightning, 2d8 & cone of tranquility (dazes), 1d6+1 rounds Qualities: amphibious, immunity to electricity
Pyroclastic (draconomicon) Stats: 7HD/4LA, Medium Adjustments: +4 con, +6 str Natural AC: +6 Speed: land 60ft, fly 100ft (poor), climb 40ft, burrow 45ft Breath: cone of fire/sonic, 2d6 & disintegrating line (save or die) Qualities: immunity to fire and sonic, Frightful Presence, SR 14
Radiant (draconomicon) Stats: 9HD/4LA, Medium Adjustments: +4 dex/con/int, +6 str/wis/cha Natural AC: +5 Speed: land 60ft, fly 150ft (average) Breath: line of force, 2d10 & cone of light (blinds), 1d6+1 rounds Qualities: immunity to light effects
Rattelyr (3e, forgotten realms, shining south) Stats: 2Hd/2LA, Tiny Adjustments: -2 cha, +2 con Natural AC: +2 Speed: land 60ft, burrow 30ft Breath: cone of fire, 1d6 Qualities: resistance to electricity 20, immunity to fire, rattle, tremorsense 60ft
Red (mm/srd) Stats: 7HD/4LA, Medium Adjustments: +4 con, +6 str Natural AC: +6 Speed: land 40ft, fly 150 (poor) Breath: cone of fire, 2d10 Qualities: immunity to fire, vulnerability to cold
Rust (draconomicon) Stats: 6HD/4LA, Small Adjustments: -4 int/cha, +2 str/con Natural AC: +6 Speed: land 60ft, fly 100ft (average), burrow 45ft. Breath: line of acid, 2d4 & cone of rust (destroys metal) Qualities: metal resistance (dr 5/magic or non-metal), rusting bite, SR 13
Sand (3e, sandstorm) Stats: 3HD/2LA, Tiny Adjustments: none Natural AC: +4 Speed: land 30ft, burrow 20ft, fly 80ft (average) Breath: cone of dust, 1d4 Qualities: immunity to fire, tremorsense 60 ft.
Shadow (draconomicon) Stats: 4Hd/3LA, Tiny Adjustments: +2 con, +4 int/wis/cha Natural AC: +7 Speed: land 80ft, fly 150ft (average) Breath: cone of energy drain, 1 negative level Qualities: energy drain immunity, SR 12
Silver (mm/srd) Stats: 7HD/4LA, Small Adjustments: +2 str/con, +4 int/wis/cha Natural AC: +6 Speed: land 40ft, fly 100ft (average) Breath: cone of cold, 2d8 & cone of paralyzing gas, 1d6+1 rounds. Qualities: alternate form, immunity to acid and cold, cloudwalking, vulnerability to fire
Song (3e/3.5, forgotten realms, monsters of faerun) Stats: 5HD/5LA, Tiny Adjustments: -2 str, +2con, +4 int/wis, +6 cha Natural AC: +4 Speed: land 40ft, fly 150ft (average) Breath: cone of electricity, 2d6 Qualities: change shape, true seeing, tongues, light, darkness, electricity and poison immunity
Steel (forgotten realms, dragons of faerun) Stats: 4HD/2LA, Small Adjustments: +2 con/cha Natural AC: +3 Speed: land 60ft, fly 150ft (average), swim 30ft Breath: line of acid, 1d6 & cone of poison, 1 con damage then 1 min later again. Qualities: alternate form, immunity to acid, SR 16, spells; sorcerer 1st + knowledge & trickery
Styx (draconomicon) Stats: 5HD/5LA, Small Adjustments: +2 str/con Natural AC: 4 Speed: land 60ft, swim 60ft, burrow 20ft. Breath: line of acid, 1d6 (persists for 3 rounds) & cone of stupefying, 1 int damage Qualities: amphibious, constrict, improved grab, immunity to poison and disease, Styx adaptation, SR 13
Tarterian (draconomicon) Stats: 8HD/4LA, Medium Adjustments: +4 con/int/wis/cha, +3 str Natural AC: +7 Speed: land 60ft, fly 150ft (poor) Breath: line of force, 2d8 & cone of will-sapping, –2 saves/attack/ability/skill/damage rolls for 1 round. Qualities: force resistance, strength of will, freedom of movement, Frightful Presence, SR 15
White (mm/srd) Stats: 3HD/LA2, Tiny Adjustments: -4 int/cha, +2 con Natural AC: +2 Speed: land 60ft, burrow 30ft, fly 150ft (average), swim 60ft Breath: cone of cold, 1d6 Qualities: icewalking, immunity to cold, vulnerability to fire I already added the Incarnum Dragon to my copy. * The following have no LA entries if anyone knows if they were errated to have LA you should post and make it known to me please. Monster Manual IIAmethyst, Crystal, Emerald, Sapphire, Topaz. Oriental AdventuresYu Lung (Carp Dragon), Chiang Lung (River Dragon), Li Lung (Earth Dragon), Lung Wang (Sea Dragon), Pan Lung (Coiled Dragon), Shen Lung (Spirit Dragon), T'ien Lung (Celestial Dragon), Tun Mi Lung (Typhoon Dragon). Brown/Deep/Song dragons from Monster of Faerun were updated to have an LA listing in another Faerun book but I forgot which one. Any clue so I can both quote the source and double check the Fang dragon wasn't updated too?
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Tiers explained in 8 sentences. With examples!Tiers break down into who has spellcasting more than anything else due to spells being better than anything else in the game. 6: Skill based. Commoner, Expert, Samurai. 5: Mundane warrior. Barbarian, Fighter, Monk. 4: Partial casters. Adapt, Hexblade, Paladin, Ranger, Spelltheif. 3: Focused casters. Bard, Beguiler, Dread Necromancer, Martial Adapts, Warmage. 2: Full casters. Favored Soul, Psion, Sorcerer, Wu Jen. 1: Elitists. Artificer, Cleric, Druid, Wizard. 0: Gods. StP Erudite, Illthid Savant, Pun-Pun, Rocks fall & you die.
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Suzerain
Bi-Curious George
   
Posts: 523
is on extended leave
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« Reply #106 on: May 21, 2010, 03:19:35 PM » |
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Drow of the Underdark has the Deep Dragon at +3 LA instead of 4 (pages 114-117). Other than that, I don't know. Maybe you should add the ones in the first post you don't have? Missing are: Faerie, Fang (both Draconomicon), Spire (Sharn: City of Towers), and Hex & Tome Dragons (Dragon #343). That's good info you got there, though. edit: While I'm at it... Amethyst: +4 LA Crystal: +5 LA Emerald: +4 LA Sapphire: +2 LA Topaz: +4 LA from here: http://www.wizards.com/default.asp?x=dnd/er/20040125a
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« Last Edit: May 21, 2010, 03:46:41 PM by Suzerain »
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PhaedrusXY
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« Reply #107 on: May 21, 2010, 03:33:47 PM » |
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I'd like if you all took a moment to glance at this and tell me any True Dragons I missed.
Dragonwrought kobolds? 
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A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?
Sounds like the makings of a gay porn film.
...thanks
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The_Mad_Linguist
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« Reply #108 on: May 21, 2010, 04:59:30 PM » |
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Missing orange, purple, and yellow.
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archangel.arcanis
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« Reply #109 on: May 21, 2010, 05:22:47 PM » |
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all of the oriental dragons got LAs in draconomicon, back side of the page full of tables for the core dragons LA per age category.
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Clerics and Druids are like the 4 and 2 in 42. Together they are the answer to the ultimate question in D&D. Retire the character before the DM smacks you with the Table as the book will feel totally inadequate now.-Hazren
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PlzBreakMyCampaign
Hong Kong
   
Posts: 1373
Immune to Critical Hits as a Fairness Elemental
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« Reply #110 on: December 09, 2010, 02:08:25 PM » |
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Someone up on the 3.0/3.5 updating from previous editions: http://www.enworld.org/cc/converted/view_d.php?DragonID=12Are their RAW methods to do this?
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An interesting read, nice to see a civil discussion The point of Spell Resistance is to make it harder to get buffed. And healed. Don't forget that. Huge amounts of people are fuckwits. That doesn't mean that fuckwit is a valid lifestyle. Old Geezer's Law of Hobby Taste: The more objectively inconsequential a hobby is, the more disagreements within the community will be expressed in outrageously insulting, overblown, and ludicrously emotionally laden terms. More Funny than HumbleYour a shifter... you have all you ever need. It blows MoMF out of the water But if your greedy for more [ Wish] for something that only effects you, like another class level or two that doesn't count against your ECL. Yes, I'm the 3.0 "Masters of the Wild" shifter, the awesome kind. My favorite form to take is Force Dragon. Yes, I am immortal ... My character is hands down the coolest guy in the campaign and there is nothing I could possibly want. PBMC gets a cookie for DotA r
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SorO_Lost
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« Reply #111 on: December 09, 2010, 02:54:55 PM » |
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Oh hey, have an update. Amphi (3e, dragonlance, beastiary of kynn) Stats: 1HD/2LA, Tiny Alignment: Always NE Adjustments: -2 str Natural AC: +1 Speed: land 20ft, burrow 10ft, swim 60ft Breath: line of acid, 1d6 Qualities: amphibious, immunity to acid, improved grab, swallow whole Spellcasting: Mature Adult
Amethyst (3e, gem, monster manual II) Stats: 6HD/4LA, Small Alignment: Always N Adjustments: +2 str/dex/con Natural AC: +5 Speed: 40ft, fly 100ft (average), burrow 20ft, swim 10ft Breath: line of force, 2d8 (can deal nonlethal) Qualities: force resistant, poison immunity Spellcasting: Juvenile
Aquatic (3e, dragonlance, beastiary of kynn) Stats: 3HD/3LA, Tiny Alignment: Always CG Adjustments: +2 dex/con/int/cha, +4 wis Natural AC: +3 Speed: land 20ft, swim 40ft Breath: out of water; cone of cold 1d6 & in water; cone of slow cloud, cloud lasts 1d6 minutes and the effect lasts for 1d6+1 rounds Qualities: alternate form, continual flame, immunity to acid and cold, vulnerable to fire, waterbreathing Spellcasting: Young
Battle (planar, draconomicon) Stats: 5HD/2LA, Tiny Alignment: Always NG Adjustments: +2 str/cha, +4 con Natural AC: +5 Speed: land 40ft, fly 100ft (average) Breath: cone of sonic energy, 2d6 & cone of fear (shakens), 4d6 rounds. Qualities: immunity to sonic Spellcasting: -
Black (mm/srd) Stats: 4HD/3LA, Tiny Alignment: Always CE Adjustments: -2 int/cha, +2 con Natural AC: +3 Speed: land 60ft, fly 100ft (average) Breath: line of acid, 2d4 Qualities: Immune to acid, water breathing Aging: gains fp, dr 5/magic, sr 17 at young adult Spellcasting: Young Adult
Blue (mm/srd) Stats: 6HD/4LA, Small Alignment: Always LE Adjustments: +2 str/con Natural AC: +5 Speed: land 40ft. burrow 20ft, fly 100 (average) Breath: line of lightning, 2d8 Qualities: immunity to electricity, create/destroy water 3/day Aging: gains fp, dr 5/magic, sr 19 at young adult Spellcasting: Juvenile, cleric & air/evil/law
Brass (mm/srd) Stats: 4HD/2LA, Tiny Alignment: Always CG Adjustments: +2 con Natural AC: +3 Speed: land 60ft, burrow 30ft, fly 150 (average) Breath: line of fire, 1d6 & cone of sleep, 1d6+1 rounds. Qualities: immunity to fire, speak with animals (at will), vulnerability to cold Spellcasting: Young, cleric & chaos/knowledge
Bronze (mm/srd) Stats: 6HD/LA4, Small Alignment: Always LG Adjustments: +2 str/con, +4 int/wis/cha Natural AC: +5 Speed: land 40ft, fly 100ft (average) Breath: line of lightning, 2d6 & cone of repulsion (can only move away), 1d6+1 rounds Qualities: immunity to electricity, water breathing, speak with animals Spellcasting: Young, cleric & animal/law/water
Brown (3e/3.5, forgotten realms, monsters of faerun) Stats: 6HD/2LA, Medium Alignment: Always NE Adjustments: +2 int/wis/cha, +4 str/con Natural AC: +3 Speed: land 60ft, burrow 60ft Breath: line of acid, 2d6 Qualities: acid immunity, tremorsense Spellcasting: Juvenile
Copper (mm/srd) Stats: 5HD/2LA, Tiny Alignment: Always CG Adjustments: +2 con/int/wis/cha Natural AC: +4 Speed: land 40ft, fly 100ft (average) Breath: line of acid, 2d4 & cone of slow gas, 1d6+1 rounds. Qualities: immunity to acid, spider climb Spellcasting: Young, cleric & chaos/earth/trickery
Chaos (planar, draconomicon) Stats: 6HD/4LA, Small Alignment: Any C Adjustments: +2 int, +4 con/wis, +6 cha Natural AC: +5 Speed: land 60ft, fly 150ft (average) Breath: line of energy (random prime type), 2d4 & cone of confusion, 1d6+1 rounds. Qualities: immunity to compulsion effects Spellcasting: -
Chiang (3e, lung-river, oriental advantures) Stats: 16HD/LA, Large Alignment: Usually LN Adjustments: +2 dex, +8 int/con, +10 str/wis/cha Natural AC: +15 Speed: 60ft, fly 100ft (poor), swim 120ft Breath: Qualities: polymorph self, water breathing, cause rain, control weather, augury, divination, bane, bless Spellcasting:
Crystal (3e, gem, monster manual II) Stats: 5HD/5LA, Small Alignment: Always CN Adjustments: +2 str/con Natural AC: +4 Speed: 40ft, fly 100ft (average), burrow 5ft, swim 40ft Breath: cone of light, 2d6 & blinded 1d4 for rounds if they fail the breath's save Qualities: cold immunity Spellcasting: Adult
Deep (3e/3.5, forgotten realms, monsters of faerun) Stats: 6HD/3LA (dotu), Tiny Alignment: Always CE Adjustments: +2 con/wis/cha, +4 int Natural AC: +5 Speed: land 40ft, fly 100ft (average) Breath: cone of acid, 2d8 Qualities: true seeing, detect magic, charm immunity, cold and fire resistance 10 Spellcasting: Juvenile, cleric & earth/evil/trickery
Emerald (3e, gem, monster manual II) Stats: 6HD/4LA, Small Alignment: Always LN Adjustments: +2 str/dex, +4 int/wis/cha Natural AC: +5 Speed: 40ft, fly 100ft (average), burrow 5ft, swim 60ft Breath: cone of sonic, 2d6 & frot vs deafen for 1d4+1 rounds Qualities: object reading, sonic immunity Spellcasting: Young
Ethereal (planar, draconomicon) Stats: 4HD/2LA, Tiny Alignment: Always TN Adjustments: -2 str, +2 con/wis Natural AC: +3 Speed: land 60ft, fly 60ft (poor) Breath: cone of force, 2d6 Qualities: immune to ether cyclones Spellcasting: -
Fang (draconomicon) Stats: 3HD/3LA, Tiny Alignment: Always CN Adjustments: -2 int/cha, +2 con/wis Natural AC: +2 Speed: 60ft, fly 90ft (average) Breath: no breath, bite does 1d2 con drain using breath DC. Qualities: Increased damage, trip, sound inmitation, detect magic, read magic Spellcasting: Young Adult, cleric & chaos/death/magic/protection
Fire (3e, dragonlance, beastiary of kynn) Stats: 4HD/4LA, Medium Alignment: Always CE Adjustments: -4 int/wis/cha, +4 str/con Natural AC: +3 Speed: land 40ft, fly 150ft (poor), burrow 20ft Breath: cone of fire, 2d6 burns for 1d4 fire damage per round till they save (-1 DC per round) Qualities: heat, immunity to fire, vulnerability to cold Spellcasting: Adult
Frost (3e, dragonlance, beastiary of kynn) Stats: 5HD/5LA, Small Alignment: Always CE Adjustments: -2 int, +2 str/con Natural AC: +3 Speed: land 40ft, fly 100ft (average), burrow 20ft Breath: cone of cold, 2d6 also breath deals 1 cha damage a seperate save negs Qualities: leewalking, immunity to cold, vulnerability to fire Spellcasting: Juvenile
Gold (mm/srd) Stats: 8HD/4LA, Medium Alignment: Always LG Adjustments: +4 con/int/wis/cha, +6 str. Natural AC: +7 Speed: land 60ft, fly 200ft (poor), swim 60ft Breath: cone of fire, 2d10 & cone of weakening gas, 1 str damage Qualities: alternate form, immunity to fire, vulnerability to cold, water breathing Spellcasting: Young, cleric & law/luck/good
Gray (3e, dragonlance, beastiary of kynn) Stats: 3HD/LA2, Tiny Alignment: Always CE (as white dragon) Adjustments: -2 str/cha Natural AC: +2 Speed: land 60ft, burrow 30ft, fly 150ft (average), swim 60ft Breath: cone of cold, 1d6 Qualities: icewalking, immunity to cold, vulnerability to fire Spellcasting: Juvenile
Green (mm/srd) Stats: 5HD/5LA, Small Alignment: Always LE Adjustments: +2 str/con Natural AC: +4 Speed: land 4ft. fly 100ft (average) Breath: cone of acid, 2d6 Qualities: immunity to acid, water breathing Spellcasting: Juvenile
Howling (planar, draconomicon) Stats: 9HD/4LA, Medium Alignment: CE or CN Adjustments: -2 wis, +4 con/int/cha, +6 str Natural AC: +8 Speed: land 60ft, fly 100ft (average) Breath: cone of sonic, 2d10 & cone of maddening wails, 1 wisdom damage. Both are limited to 10ft range. Qualities: immunity to sonic, Frightful Presence, SR 15 Spellcasting: -
Incarnum (magic of incarnum) Stats: 4HD/2LA, Adjustments: +2 con, +4 int/cha Natural AC: +3 Speed: 40ft, fly 100 (average) Breath: cone of resonating energy that only hurts living targets, 1d8 and drains 1 essentia Qualities: Meldshaping Aging: gains fp, dr 5/magic, sr 22 at young adult Spellcasting: Wyrmling, Meldshaping (melds = 1/2 age cat, ms lvl = age cat x 2, max ess = 1/2 age cat).
Li (3e, lung-earth, 6oriental advantures) Stats: 14HD/LA, Medium Alignment: Usually N Adjustments: +2 wis/cha, +2 con, +8 str Natural AC: +13 Speed: 60ft, fly 150ft (poor), swim 40ft, burrow 45ft Breath: - Qualities: earthquake immunity, earthquake, roar, tunneling, stone shape Spellcasting: -
Lung Wang (3e, lung-sea, oriental advantures) Stats: 17HD/LA, Large Alignment: Usually N Adjustments: +2 int, +4 wis/cha, +8 con, +16 str Natural AC: +16 Speed: 10ft, swim 60ft Breath: cone of steam, 8d10 fire damage Qualities: water breathing, scaly command, fire immunity, obscuring mist Spellcasting: -
Mercury (forgotten realms, dragons of faerun) Stats: 3HD/2LA, Tiny Alignment: ? Adjustments: +2 con, +4 dex Natural AC: +2 Speed: land 60ft, fly 200ft (perfect) Breath: line of fire, 1d8 Qualities: immunity to fire, vulnerability to cold, protected sight Spellcasting: Young
Mist (forgotten realms, dragons of faerun) Stats: 3HD/2LA, Tiny Alignment: ? Adjustments: +2 con Natural AC: +2 Speed: land 40ft, fly 100ft (average) Breath: cone of fire, 2d6 & line of slime, sickens 1d6+1 rounds Qualities: immunity to acid and fire, mist form(allowed to cast as a mist) Spellcasting: Young
Oceanus (planar, draconomicon) Stats: 7HD/4LA, Small Alignment: Always NG Adjustments: +4 str/con/int/cha Natural AC: +7 Speed: land 40ft, fly 100ft (average), swim 60ft Breath: line of lightning, 2d8 & cone of tranquility (dazes), 1d6+1 rounds Qualities: amphibious, immunity to electricity Spellcasting: -
Pan (3e, lung-coiled, oriental advantures) Stats: 13HD/4LA, Medium Alignment: Usually LN Adjustments: +2 dex/int, +4 con/wis/cha, +6 str Natural AC: +12 Speed: 40ft, fly 100ft (poor), swim 60ft Breath: - Qualities: water breathing, charm monster, scaly command, bane, bless, ventriloquism, when wet it deals 1d6 damage when hit by nonfire melee Spellcasting: -
Pyroclastic (planar, draconomicon) Stats: 7HD/4LA, Medium Alignment: LE or NE Adjustments: +4 con, +6 str Natural AC: +6 Speed: land 60ft, fly 100ft (poor), climb 40ft, burrow 45ft Breath: cone of fire/sonic, 2d6 & disintegrating line (save or die) Qualities: immunity to fire and sonic, Frightful Presence, SR 14 Spellcasting: -
Radiant (planar, draconomicon) Stats: 9HD/4LA, Medium Alignment: Always LG Adjustments: +4 dex/con/int, +6 str/wis/cha Natural AC: +5 Speed: land 60ft, fly 150ft (average) Breath: line of force, 2d10 & cone of light (blinds), 1d6+1 rounds Qualities: immunity to light effects Spellcasting: -
Rattelyr (3e, forgotten realms, shining south) Stats: 2Hd/2LA, Tiny Adjustments: -2 cha, +2 con Natural AC: +2 Speed: land 60ft, burrow 30ft Breath: cone of fire, 1d6 Qualities: resistance to electricity 20, immunity to fire, rattle, tremorsense 60ft Spellcasting: Young Adult
Red (mm/srd) Stats: 7HD/4LA, Medium Alignment: Always CE Adjustments: +4 con, +6 str Natural AC: +6 Speed: land 40ft, fly 150 (poor) Breath: cone of fire, 2d10 Qualities: immunity to fire, vulnerability to cold Spellcasting: Young, cleric & chaos/evil/fire
Rust (planar, draconomicon) Stats: 6HD/4LA, Small Alignment: LE or LN Adjustments: -4 int/cha, +2 str/con Natural AC: +6 Speed: land 60ft, fly 100ft (average), burrow 45ft. Breath: line of acid, 2d4 & cone of rust (destroys metal) Qualities: metal resistance (dr 5/magic or non-metal), rusting bite, SR 13 Spellcasting: -
Sand (3e, sandstorm) Stats: 3HD/2LA, Tiny Alignment: Always CN Adjustments: none Natural AC: +4 Speed: land 30ft, burrow 20ft, fly 80ft (average) Breath: cone of dust, 1d4 Qualities: immunity to fire, tremorsense 60 ft. Spellcasting: Young Adult
Sapphire (3e, gem, monster manual II) Stats: 5HD/2LA, Tiny Alignment: Always LN Adjustments: +2 dex/con/int/wis/cha Natural AC: +3 Speed: 40ft, fly 100ft (average), burrow 15ft, swim 10ft Breath: cone of sonic, 2d4 & will vs paniced for 1d4 rounds Qualities: electricity immunity, spider climb Spellcasting: Young
Shadow (draconomicon) Stats: 4Hd/3LA, Tiny Alignment: Always CE Adjustments: +2 con, +4 int/wis/cha Natural AC: +7 Speed: land 80ft, fly 150ft (average) Breath: cone of energy drain, 1 negative level Qualities: energy drain immunity, SR 12 Spellcasting: Juvenile, cleric & chaos/evil/trickery
Shen (3e, lung-spirit, oriental advantures) Stats: 15HD/-LA, Large Alignment: Usually LN Adjustments: +4 int, +6 str/dex/con/wis/cha Natural AC: +14 Speed: 60ft, fly 100ft (poor), swim 40ft Breath: - Qualities: water breathing, lightning and poison immunity, fire velnerability, scaly command, vermin barrier, bane, bless, water fire 2d6 Spellcasting: -
Silver (mm/srd) Stats: 7HD/4LA, Small Alignment: Always LG Adjustments: +2 str/con, +4 int/wis/cha Natural AC: +6 Speed: land 40ft, fly 100ft (average) Breath: cone of cold, 2d8 & cone of paralyzing gas, 1d6+1 rounds. Qualities: alternate form, immunity to acid and cold, cloudwalking, vulnerability to fire Spellcasting: Young, cleric & air/good/law/sun
Song (3e/3.5, forgotten realms, monsters of faerun) Stats: 5HD/5LA, Tiny Alignment: CG or CN Adjustments: -2 str, +2con, +4 int/wis, +6 cha Natural AC: +4 Speed: land 40ft, fly 150ft (average) Breath: cone of electricity, 2d6 Qualities: change shape, true seeing, tongues, light, darkness, electricity and poison immunity Spellcasting: Juvenile, cleric & healing/travel/trickery
Steel (forgotten realms, dragons of faerun) Stats: 4HD/2LA, Small Alignment: ? Adjustments: +2 con/cha Natural AC: +3 Speed: land 60ft, fly 150ft (average), swim 30ft Breath: line of acid, 1d6 & cone of poison, 1 con damage then 1 min later again. Qualities: alternate form, immunity to acid, SR 16, spells; sorcerer 1st + knowledge & trickery Spellcasting: Wrymling
Styx (planar, draconomicon) Stats: 5HD/5LA, Small Alignment: Always NE Adjustments: +2 str/con Natural AC: 4 Speed: land 60ft, swim 60ft, burrow 20ft. Breath: line of acid, 1d6 (persists for 3 rounds) & cone of stupefying, 1 int damage Qualities: amphibious, constrict, improved grab, immunity to poison and disease, Styx adaptation, SR 13 Spellcasting: -
T'ien (3e, lung-celestial, oriental advantures) Stats: 17HD/-LA, Large Alignment: Usually LN Adjustments: +2 dex, +8 con/int, +10 wis/cha, +18 str Natural AC: + Speed: 40ft, fly 21750ft (poor), swim 30ft Breath: 8d10 Qualities: water breathing, control weather, pyrotechnics Spellcasting: -
Tarterian (planar, draconomicon) Stats: 8HD/4LA, Medium Alignment: NE or CE Adjustments: +4 con/int/wis/cha, +3 str Natural AC: +7 Speed: land 60ft, fly 150ft (poor) Breath: line of force, 2d8 & cone of will-sapping, –2 saves/attack/ability/skill/damage rolls for 1 round. Qualities: force resistance, strength of will, freedom of movement, Frightful Presence, SR 15 Spellcasting: -
Topaz (3e, gem, monster manual II) Stats: 7HD/4LA, Small Alignment: Always CN Adjustments: +2 str/con, +4 int/wis/cha Natural AC: +6 Speed: 40ft, fly 100ft (average), burrow 5ft, swim 60ft Breath: cone of dehydration, 2d8 (1 cubic foot of water per point of damage) Qualities: cold immunity, waterbreathing Spellcasting: Juvenile
Tun Mi (3e, lung-typhoon, oriental advantures) Stats: 16HD/-LA, Large Alignment: Usually NE Adjustments: +2 dex/int, +6 wis/cha, +8 con, +14 str Natural AC: +16 Speed: 0ft, fly 100ft (poor), swim 60ft Breath: - Qualities: water breathing, air and water immunity, divine wind, darkness Spellcasting: -
White (mm/srd) Stats: 3HD/LA2, Tiny Alignment: Always CE Adjustments: -4 int/cha, +2 con Natural AC: +2 Speed: land 60ft, burrow 30ft, fly 150ft (average), swim 60ft Breath: cone of cold, 1d6 Qualities: icewalking, immunity to cold, vulnerability to fire Spellcasting: Adult
Yu (3e, lung-carp, oriental advantures) Stats: 6HD/1LA, Tiny Alignment: Usually N Adjustments: -6 int, -2 wis/cha, +2 con, +6 dex Natural AC: +5 Speed: 20ft, swim 90ft Breath: None, this dragon sucks. Qualities: inferior dragon abilities, water breathing Spellcasting: None (only has 3 age catogries)
Dragons Not IncludedLesser Dragons (including faerie, spire, and the like). They are not True Dragons. Hex & Tome Dragons (Dragon #343), they are not in a WotC book. Gem Dragon LA Source Added the OA and gem dragons.*** Empowering your True DragonSovereign Archetypes Dragons of Eberron (p.30)Trade in your True Dragon's access to cleric & domain spells for one of these, TDs without cleric/domain access lose nothing. Child of Eberron: learn Druidic, class skills: survival, cast druid spells as arcane spells Flame of the Forge: CL+2 for crafting, class skills: craft & UMD, a few more spells known, retain essense like an artificer Fortune's Fang: can cast spells from cleric and feast, luck and trickery domains as arcane spells, class skills: bluff & disguise Guide of the Weak: can cast spells from cleric and community and protection domain as arcane spells, class skills: diplomacy & intimidate Lightkeeper: divine aura as a cleric, take Extra Turning to gain turning as a cleric 4/day, can cast spells from cleric and glory, law, sun and war as arcane spells. Loredrake: effective sorcerer level +2, reduces hit dice to d10s Master of the Hoard: spells from cleric and charm, commerce and travel domains as arcane spells, class skills: appraise, diplomacy, sense motive Passion's Flame: gain rage, spells from cleric and madness and passion as arcane spells, class skills: perform Stalking Wyrm: gain favored enemies as if a ranger equal to your sorcerer levels, bonus feat Track, spells from Cleric and air, animal and earth domains as arcane spells, class skills: hide, move silently, survival Wyrm of War: proficient with all simple & martial weapon, and all armor and shields, bonus feat every 4 hd, treat sorcerer level as initiator level and trade spell slots for maneuvers/stances from Tiger Claw *** Age AbuseTrue Dragons gain numerous abilities based on their age. Size increases, more breath weapon damage, and bonuses to their abilities scores are just the start of things. Upon hitting the Young Adult stage they gain the Frightful Presence ability, normally gain some form of Damage Reduction (typically DR 5/Magic) and Spell Resistance and both improve later on. Dragons that have Innate Spellcasting further enhance their ability to cast spells and also gain racial hit dice which in turn gives bab/saves/feats. Using a spell to temporally age your self can be used either as a combat boost or an out of combat spell enhancer. For instance a two year old Steel Dragon with a caster level of fourteen can cast River's Ravages aging him/her self twenty eight years and into the Juvenile age category granting them enough HD (+9) and spellcasting(+6) to have the Epic Spellcasting & Improved Spell Capacity feats for 14 rounds. Even dragons geared for combat will love the additional hp/bab/saves/feats gained from the extra HD. River's Ravages (dragonlance, legends of the twins) Age 2 years per caster level for 1 round per caster level.Quick and easy. Weighes in at a 2nd level spell meaning really early access. Bestow Curse (phb/srd, bovd) Ages you into your next age categoryDuration of permanent but doesn't stack with it's self. As a DM I'd penalize your XP gains as your ECL has "permanently" changed but your DM may not. Greater Bestow Curse (spc, bovd) Ages you into your next age category, againDuration of "till you complete a miniquest" and stacks with the nongreater version since it's a different spell. Fair call to say you age your self two categories with it. Hasten The End (dragonlance, holy orders of the stars) Bestows a negative level and ages you 10 years per roundThe duration is concentration. Combine with either feats, skill tricks, shapechanging for extra actions or whatever else and you can access your Ancient Wrym stage outside, or even inside a well timed, battle.
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« Last Edit: December 09, 2010, 02:58:32 PM by SorO_Lost »
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Tiers explained in 8 sentences. With examples!Tiers break down into who has spellcasting more than anything else due to spells being better than anything else in the game. 6: Skill based. Commoner, Expert, Samurai. 5: Mundane warrior. Barbarian, Fighter, Monk. 4: Partial casters. Adapt, Hexblade, Paladin, Ranger, Spelltheif. 3: Focused casters. Bard, Beguiler, Dread Necromancer, Martial Adapts, Warmage. 2: Full casters. Favored Soul, Psion, Sorcerer, Wu Jen. 1: Elitists. Artificer, Cleric, Druid, Wizard. 0: Gods. StP Erudite, Illthid Savant, Pun-Pun, Rocks fall & you die.
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Nytemare3701
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« Reply #112 on: December 10, 2010, 05:46:51 AM » |
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Nominating Mercury Dragon (Shadow Template)X/RogueX/ScoutX as the most awesome divebombing dragon ever.
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ALT+7 to make a • Clean up your posts and people tend to react better to them. My rewrites: Mechanics There's RAI, and then there's RAW, and then there's "Hey, if I deliberately misread this look how powerful it is!" – Caelic
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raith0
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« Reply #113 on: December 10, 2010, 08:35:19 PM » |
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quick question about mercury and steel dragons where are you getting the racial ability mods for them or what are you basing them off of?
was looking to play one in starting this coming thursday and wasnt sure
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« Last Edit: December 10, 2010, 08:38:36 PM by raith0 »
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SorO_Lost
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« Reply #114 on: December 10, 2010, 10:31:31 PM » |
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I got the racial modifiers per MM's rules of doing so. Ability Scores for Monster PCs: While a monsters statistics give the ability scores for a typical creature of a certain kind, any “monster” creature that becomes an adventurer is definitely not typical. Therefore, when creating a PC from a creature, check to see if the creature’s entry has any ability scores of 10 or higher. If so, for each score, subtract 10 (if the score is even) or 11 (if the score is odd) to get the creature’s modifier for that ability based on its race or kind. Generate the character’s ability scores as normal, then add the racial ability modifiers to get their ability scores. However, in case you are not aware of it. I did NOT used the separate table for intelligence. You know, that table that operates differently from the rest and works on the concept any monster without a listed racial modifier gets +2 int. Ask your DM if a race with LA, naturally intelligent to take class levels, also gains a +2 int bonus just because. If he goes for it, all listed entries have an additional +2 to intelligence.
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Tiers explained in 8 sentences. With examples!Tiers break down into who has spellcasting more than anything else due to spells being better than anything else in the game. 6: Skill based. Commoner, Expert, Samurai. 5: Mundane warrior. Barbarian, Fighter, Monk. 4: Partial casters. Adapt, Hexblade, Paladin, Ranger, Spelltheif. 3: Focused casters. Bard, Beguiler, Dread Necromancer, Martial Adapts, Warmage. 2: Full casters. Favored Soul, Psion, Sorcerer, Wu Jen. 1: Elitists. Artificer, Cleric, Druid, Wizard. 0: Gods. StP Erudite, Illthid Savant, Pun-Pun, Rocks fall & you die.
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The_Mad_Linguist
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« Reply #115 on: December 10, 2010, 10:34:00 PM » |
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However, in case you are not aware of it. I did NOT used the separate table for intelligence. You know, that table that operates differently from the rest and works on the concept any monster without a listed racial modifier gets +2 int. It doesn't. Read it closer. It just influences low intelligences, not high ones.
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raith0
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« Reply #116 on: December 11, 2010, 07:34:13 AM » |
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i thought that was how you were doing it but i wanted to double check. incase i missed it in dragonomicon or some where else for. thankyou
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SorO_Lost
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« Reply #117 on: December 12, 2010, 12:42:31 AM » |
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However, in case you are not aware of it. I did NOT used the separate table for intelligence. You know, that table that operates differently from the rest and works on the concept any monster without a listed racial modifier gets +2 int. It doesn't. Read it closer. It just influences low intelligences, not high ones. Thought it was all monsters. Good to know.
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Tiers explained in 8 sentences. With examples!Tiers break down into who has spellcasting more than anything else due to spells being better than anything else in the game. 6: Skill based. Commoner, Expert, Samurai. 5: Mundane warrior. Barbarian, Fighter, Monk. 4: Partial casters. Adapt, Hexblade, Paladin, Ranger, Spelltheif. 3: Focused casters. Bard, Beguiler, Dread Necromancer, Martial Adapts, Warmage. 2: Full casters. Favored Soul, Psion, Sorcerer, Wu Jen. 1: Elitists. Artificer, Cleric, Druid, Wizard. 0: Gods. StP Erudite, Illthid Savant, Pun-Pun, Rocks fall & you die.
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The_Mad_Linguist
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« Reply #118 on: December 16, 2010, 10:44:10 PM » |
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Op should note that the races of the dragon "automatic qualification" quote applies just to "dragons", not "true dragons". So a pseudodragon or wyvern can take advantage of it as well.
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