Justic Ironbriar

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Many thanks! I've always felt that certain types of dragons got the short end of the stick when it came to their spells (since the advent of D&D 3.0 at any rate).


Would sorcerer or wizard levels added to a dragon stack with it's innate spell-casting abilities?


clff rice wrote:
ok so only someone with the resources of an evil pan galactic empire can afford to instantly move their troops instantly to any spot in the universe :D It much slower astral drives for everyone else :P

Actually, the astral drive in the Dragonstar books was more expensive than the starcaster (interstellar teleport engine, basically). It's also a much slower form of travel with it's own set of dangers, such as astral leviathans (check out Bestiary 4, I believe), that could potentially prey on ships crossing the astral plane.


Okay, so I've been looking on and off for more than a year for a Pathfinder conversion of Dragonstar. I've been to the Reloaded site, and aside from stating what's in the books, I can't really find anything that's different. Seems to me that to make the conversion work, you simply need to apply the Pathfinder rule set to DS. And not that I would mind a book to make the conversion that much more smooth, but why do we need something like that? I can do most of the conversions in my head, and explain them for my players. And don't get me wrong, I enjoyed the setting, but there were a lot of things that I found lacking. There were major holes in the lore, more questions than answers, and gear that even my OP sensibilities balked at.

I'd love to get new and/or updated content for this setting, but so far, I've seen more bark about it than bite from developers, and I've been waiting far longer than I care to think about. So either crap or get off the pot and quit teasing.


Randy Davis 159 wrote:

something I threw together today...

Mezzenbone, Grand Duke of House Mazorgrim, King of Asamet, The Dragon Emperor
Great Wyrm Red Dragon cleric 13 / sorcerer 1
CR 36; XP 78,643,000
CE Colossal dragon (fire)
Init +2; Senses dragon senses, smoke vision; Perception +52
Aura fire (10 ft., 2d6 fire), frightful presence (360 ft., DC 30)
AC 39, touch 0, flat-footed 39 (-2 Dex, +39 natural, -8 size)
hp 679 (29d12+261+13d8+117+1d6+9+43)
Fort +33, Ref +18, Will +34
DR 20/magic; Immune fire, paralysis, sleep; SR 33
Weaknesses Vulnerability to cold

Speed 40 ft., fly 250 ft. (clumsy)
Melee bite +46 (6d6+24/19-20), 2 claws +46 (4d6+16/19-20), 2 wings +44 (2d8+8), tail slap +44 (4d6+24)
Space 30 ft.; Reach 20 ft. (30 ft. with bite)
Special Attacks breath weapon (70-ft. cone, DC 33, 24d10 fire), crush (Large creatures, DC 33, 4d6+24), incinerate, manipulate flames, melt stone, tail sweep (Medium creatures, DC 27, 2d8+24)
Spell-Like Abilities (CL 29th; concentration +35)
At will—detect magic, discern location, find the path, pyrotechnics, suggestion, wall of fire
Spells Known (CL 20th; concentration +26, DC 16 + spell level)
9th (6/day) - soul bind, time stop, weird
8th (6/day) - greater shout, prismatic wall, screen
7th (6/day) - limited wish, mass hold person, spell turning
6th (7/day) - antimagic field, contingency, greater dispel magic
5th (7/day) - sending, telekinesis, teleport, wall of force
4th (7/day) - fear, fire shield, greater invisibility, stoneskin
3rd (7/day) - dispel magic, displacement, haste, tongues
2nd (8/day) - alter self, detect thoughts, misdirection, resist energy, see invisibility
1st (8/day) - alarm, grease, magic missile, shield, true strike
0 (at will) - arcane mark, bleed, light, magehand, mending, message, open/close, prestidigitation, read magic

Unholy Spells (CL 13; concentration +19, DC 16 + spell level)
Domains: Ash, Entropy

7th - destructionD, mass inflict serious wounds, repulsion, word of chaos
6th - geas/quest, harm, harmD, heal, mass inflict...

This isn't how I would have made Ol' Mezzy up, but it's actually done well. Kudos on knowing what you're doing, Randy.