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This is honestly incredible. It is not perfect, and there are some things that I would have done differently*, but I can see just how much time and effort went into this conversion, and how much you did to keep things balanced. You did a stellar job of integrating everything into the pathfinder 2e framework, and in making sure to stick within the boundaries of the game. The future-proofing, acknowledging, and giving advice for official variants...the amount of thought and effort that went into this conversion really shines through. Probably the thing that I liked best from the player's side of the table is how you handle mythic surges and mythic heightening, it is elegant, neat, and at a glance does not seem to be overtly problematic from a gameplay perspective. The thing that I liked best from a gm perspective is that you made it so that demigods and demi goddesses actually have spellcasting, YES! Seriously, one of my biggest issues with pathfinder 1e mythic was just how poorly divine beings were handled. They had a handful of spell-like abilities, no applicable divine abilities or control over what they were supposed to hold sway over, and were only mythic inside of there realm. When a 20th level cleric has far more divine abilities and powers than a cr 30 actual demipower, my suspension of disbelief pretty much curled up and died. While I personally would go a little bit further than you have in differentiating demigods and demigoddesses from other monsters of equal level, I think you have done a fantastic job with starting the process of making them far more interesting and divine than they were in the previous edition. *I am personally a fan of the way that the mythic system in PF 1e was a separate progression from the normal level system. Being able to add mythic abilities to low level pcs and monsters made the system feel very unique and distinct from just increasing the level cap. I do appreciate how you did try your best to still allow that as an option though! ![]()
Mark Seifter wrote:
Hey Mark. Any chance we are going to be seeing abilities like Trample/Swallow or other high powered monster abilities as high level feats? ![]()
Temperans wrote: Dino the Eidolon is not the player. Its a class feature of the Summoner. Just like animal companions are a class features. Spells are just a class feature for wizards, so that means that permanent flight should be available as a first-level spell..... Oh wait No, it shouldn't. Claiming that it is "just a class feature so it should be equivalent to any other class feature" is ignoring that class features are not of equivalent power to each other, and can do very different things. This is a terrible argument. ![]()
Verzen wrote:
I actually really like this idea. My only question would be this...would you get to choose your own school of magic and skill proficiencies as well? Also I approve of the really hungry dragon :) ![]()
cavernshark wrote:
It is not problematic in the slightest, because this is exactly what a regular non-synthesist summoner can already do. A regular summoner has the exact same ability scores, skills, and proficiencies as this upgraded synthesist would have, just split between two bodies instead of using a switching mechanic. The two bodies thing is a downside in some cases, but it also enables the summoner to take full advantage of there action economy, which the synthesist loses out on. ![]()
KrispyXIV wrote:
There is a very easy solution to this, allow the summoner to choose to keep their own stats when they go into synthesis mode, or use their eidolons stats. They cannot combine these approaches, but they can switch between them by resummoning there eidolon. That takes care of the power problem and does so in a way that does not require reducing the synthesist to 2 actions (which would make the synthesist almost unplayable). ![]()
Deadmanwalking wrote:
Thank you Deadmanwalking, for perfectly summing up my own thoughts and feelings on the matter. I do not want to play a person who is bonded to a dragon, or even someone who can summon and control dragons. I want to play the freaking dragon. And Paizo is so, so close to having this be something that can actually happen. Sure eventually some third party company might come out with a way to do so, but there is no guarantee whatsoever that the way they do it will be even remotely balanced against anything Paizo has published. Pathfinder 2e is a much tighter system than pathfinder 1e, and relies on an entirely new series of mechanics and game systems that have never been seen before. Unlike the previous edition, where the game breaks down so much by high levels that allowing most third party content into a high-level game does not actually impact the nonexistent game balance in any meaningful way, pathfinder 2e is on a much tighter leash. Any deviation from that is likely to create something that is either worthless enough to never be played or absolutely overpowered compared to the rest of the table. And to be honest I do not trust many third-party companies to be able to walk that line, given that even Paizo, the systems creator, seems to have had difficulty walking it at some points. So let's say that some other company does come up with a way to allow for monstrous pcs that are actually balanced and fun at the table. That is excellent...except for the fact that many tables will not allow any third party content simply on principal. But Paizo, in creating the summoner and having synthesis be a feat, is very close to allowing me to officially play something like a dragon and have it be both balanced against other party members and accepted at the gaming table due to its origins. The only thing standing in the way of that is the fact that synthesis the feat does not actually allow for such a thing as Deadmanwalking pointed out above. ![]()
I absolutely agree that we should get something along the lines of synthesis/ normal summoner/ master summoner as options starting at level 1 in the final version. Class feats could then be tailored to the three paths, or open up extra evolution options. I really want evolution options like poison, grab, constrict, rend, rake, and swallow to be added as evolution options. If I am going to be playing a monster a la synthesist, I want to be playing a MONSTER, one with access to all those neat special abilities. I would be fine if summoners lost their spellcasting ability minus focus spells in exchange, but I really want to play as a giant beastie with access to all of my normal abilities to boot. I still stand by my idea of what a synthesist should look like though, loosing out on action economy is already enough of a penalty to justify having access to all of your abilities. Leaving synthesists access to all of there normal abilities and proficiencies (if they are higher than the eidolons) will also help greatly when dealing with free archetype/ dual classing variants (or even just multiclassing normally). Nothing would feel worse than being locked out of not only your own class abilities but also the abilities of your entire other class as well. This is ultimately why I believe synthesists should retain their abilities (with the exception of ability scores, where they have to choose either their eidolons or there own). It helps to future proof and past proof them for both existing and future archetypes and varients. ![]()
I see a simpler solution, just allow them access to all of there abilities, feats, and features while in synthesis mode (with the exception of tandem abilities), but have them use there eidolon's ability scores in place of their own. Sure you can still cast spells and take other actions, but with your lower mental ability scores those spells are going to be pretty useless for affecting anything other than yourself and your allies. This largely solves every issue that has been presented so far and is far from overpowering. Loosing out on tendem abilities looks like a serious nerf to the summoners capabilities, so a regular summoner is still better in almost every situation. Honestly, the best solution I can see is to use the above changes, and then have a high-level feat which makes it so that you can choose to use your own ability scores or your eidolon's when you summon it. That way, you cannot be competent in melee and magic at the same time, but can still ultimately match the relative versatility of the base summoner and play as a monster to boot. ![]()
So while I really like what I see so far for the summoner, I see both issues and opportunities for the synthesist. Right now synthesist just seems to be a strictly bad option, it removes pretty much all of your class features, and does not really give any noticeable benefit whatsoever. It is a cool feat, but there really does not seem to be much practical application to it (which is a shame, as being able to turn into or play as a dragon or other creature is extremely cool). As synthesist is a first level feat, I can understand the severe restriction on it. However the lack of any future feat support for synthesist is something which I was disappointed by, as a synthesist, while not a subclass in and of itself, seems like it could benefit greatly from a feat chain that unlocks more and more abilities. Specifically, I am thinking of a series of feats that gradually gives you the ability to use your own actions and abilities while merged (and your own ability scores if they are higher than the edilons). You still would not be able to use tandom actions, which would place some balance restrictions on the abilities, and the potentially high feat cost for unlocking all of your abilities would also provide an opportunity cost. I understand that synthesist was the stuff of gm nightmares in pathfinder 1e, but think the nerfs and lack of feat support may have been overkill. Do you have any plans for expanding on the synthesist, or is that a direction which Paizo is not really going to go in? P.S the reason why i am asking this is mainly because I love the idea of playing a dragon :) ![]()
I am starting this out with a huge shout out to both Bandw2 (on the Paizo forms) and u/fanatic66 (on Reddit). Both of there ideas have been instrumental as baselines for this work (Bandw2 for his original draft of dragon ancestry and archetype, and u/fanatic66 for his fantastic dragonborn ancestry, now on its 8th draft), and some of the abilities that I have here have been drawn directly from their work. With that done, I would like to welcome everybody to comment and critique my first draft of a true dragon ancestry. Dragon Base Stats
Dragon Heritages
Arcane
Divine
Occult
Primal
Dragon Ancestry Feats
1st level Ancestral Longevity
Dragon Breath [two actions]
At 3rd level and every 2 levels thereafter, the damage dealt by your breath increases by 1d4. This ability has the trait associated with the damage type that it deals, as well as the tradition trait matching your heritage. Dragon Lore
Draconic Resilience
Draconic Weaponry
Elemental Affinity
Hoard Collector
5th level Ageless Patience
The GM might determine a situation doesn’t grant you a benefit if a delay would be directly counterproductive to your success, such as a tense negotiation with an impatient creature. Draconic Movement
Draconic Senses
Dragon Scale Armor
Energized Font [one action]
Humanoid Shape
Natural Weapon Expertise
9th level Arcane Hide
Draconic Pride [free action]
Expert Longevity
When the effects of Ancestral Longevity and Expert Longevity expire, you can retrain one of your skill increases. The skill increase you gain from this retraining must either make you trained in the skill you chose with Ancestral Longevity or make you an expert in the skill you chose with Expert Longevity. Fury of Dragons [reaction]
Improved Dragon Breath
Partial Flight
13th level Elemental Mastery
Frightful Roar [two actions]
Inspiring Roar [one action]
Universal Longevity [one action]
17th level True Flight
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The-Magic-Sword wrote:
I agree with this idea. At the same time, however, I hope that some of the abilities seen in mythic monsters and players do get carried over to pathfinder 2e. The ability to grant spells like a god, was legitimately one of the coolest parts of pathfinder 1e mythic (and one I would hate not to see in PF 2e), along with many other abilities which were largely buried beneath the broken ones. In other words, I think that ignoring mythic completely is a mistake, they can at least look back and use some of the abilities as inspiration. ![]()
One of the biggest traps that Paizo might run into with any potential mythic/ epic system is one which they ran into in PF 1e, not enough future-proofing. PF 1e mythic had numerous issues, but one of the most overlooked ones was that they simply did not cover nearly all of the existing bases, let along plan for any sort of eventual products. You can see this in the way that they had to create a patch to allow occult classes to interact with the system at all, as well as the numerous holes in the mythic system that caused many classes to slip through the cracks. When Paizo makes mythic/ epic rules for pathfinder 2e, they will need to not only be a solid system which covers all of the existing basis, but also needs to have enough generalizability that they can be applied to future products that Paizo produces. As a side note, I am very impressed by your analysis manbearscientist and agree wholeheartedly with your points. I actually hope that someone from Paizo reads your post, because I think that you have laid out most of the issues and options clearly and concisely. Side note to Paizo, I know that mythic is probably a bit of a sore subject, because of the overall reaction that it received, but I urge you to give it another try. Despite how flawed the system was, there were a lot of very cool things you could do with the system, things which I feel were mostly lost under the torrent of broken options available. The opportunity to try again in a system which is already far more stable and balanced than pathfinder 1e ever was, and to make a mythic/epic system actually work in a game (as every single time a system like this has emerged it has always ended up as being a nearly unplayable mess) is worth giving mythic another shot. I know that some people might think that a year into the game's release is far too early to start thinking about how ultra high-level gameplay will eventually work, but I believe that looking at such things now is enormously beneficial for the games future health. One really big underlying issue with most very high-level systems is that they were rarely conceived and thought about while the rest of the system was being created. High level gameplay always feels patchwork and an add on because it is a patchwork and an add on. While we cannot retroactively plan out mythic/epic for pathfinder 2e, starting early will ensure that the resulting system is as integrated with the rest of the system as possible, a necessity for this to work. ![]()
I had no idea that you had done your own expansion along the same lines as In The Company Of Dragons! I am going to have to check that out. I have seen your dragon speaker class, and I must say that I really like it! You managed to take and utilize a lot of the abilities displayed by dragons in Pathfinder 2e, along with some very cool new abilities, and turn them into class feats. I can definitely see a dragon class for Pathfinder 2e being built along the same lines. Of course, such a class would require a dragon ancestry and heritage to go along with it. ![]()
WatersLethe wrote: I want a powerful ancestry book designed to let you play a member of a powerful species in a regular adventuring party, reaching appropriate power levels of full members of the species at the correct character levels and scaling up or down as necessary at other levels based on PC math. I absolutely and fully agree. One of the benefits that I see in doing this in pathfinder 2e is that with dual classing and free archetype variants in the gamemastery guide, as well as archetype feats in general, the focus can be put primarily on an ancestries natural abilities. For example, giving dragons a whole bunch of spellcasting ability is not strictly necessary, because the player can just multiclass into sorcerer if they really want those spells. ![]()
So here is the version of automatic bonus progression that i use in my games. Level Bonuses Gained
POWERFUL CAMPAIGN
-Mythic characters are treated as being a number of levels higher than their character level for the purposes of these bonuses equal to ½ their tier (rounded down)
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Out of the long history of fantastic and evocative 3rd party products created for the first edition of pathfinder, one of my favorites has to be In The Company of Dragons Expanded by Rite Publishing (with several other companies providing their own cool little sections to the book). For those of you who do not know, it was basically a mix of a campaign setting and a well-developed rules set for playing dragons. You could either go the path of the dragon exemplar (the racial class) or you could play as a member of a normal class but with an archetype that would (when combined with certain feats) largely give you the feeling and abilities of playing a dragon while still maintaining much of your class abilities. While a fantastic product, In The Company Of Dragons also suffered from several issues rooted within the pathfinder 1e system itself. Chief amongst these was that the size penalties for getting larger would eventually outstrip the bonuses that were gain from your growth. Moreover, when playing a dragon with a focus on spellcasting ability, meant that at a certain point your dragon abilities stopped coming into play, as the extreme power of spells in pathfinder 1e warped the game around them. Pathfinder 2e however, seems like it might actually be able to work with playable dragons. Size no longer matters for most purposes, meaning that changing size will not cause major disruptions in-game balance and rules interactions. The tighter math means that even spellcasters can occasionally get into melee against lower-level foes, which would allow even dragons with a focus on spellcasting to do dragon things. Size increases no longer boosting damage will also make things easier from a conversion and game balance standpoint. What I am asking is this. Does anyone have any plans for making playable dragons in pathfinder 2e? I know that we are only a year into the game's release, and that Paizo is coming out with products at such a high rate that gambling with creating a product that they might soon invalidate is a real risk, but playable dragons seem like something that Paizo is unlikely to tackle. So I am wondering if anyone has considered attempting this for pathfinder 2e. ![]()
By the way, I would like to thank everyone who has taken the time to reply to my thread and has left feedback for me. All of your ideas have helped me to improve the dragon stat blocks and spot potential issues with my designs. If you have any other ideas or opinions on dragons, please, by all means, share them! ![]()
Lucas Yew wrote:
The 4/5E recharge mechanic is elegant, simple, and in my opinion, is something they should have used in PF 2e, but that conversation is for another thread. Making stat blocks is actually rather easy in PF 2e once you get down to it. I find that the big reason this is the case is that I can actually trust the numbers when making monsters, something that is unique to this edition of the game. In every previous edition of D&D and Pathfinder, the numbers simply do not function at high levels. Even 4e starts to break down at the highest levels, with well build parties being able to dish out damage in the upper hundreds (if not thousands) per round while having enough attack bonus that they will never actually miss, and defenses so formidable that no existing monster can reliably hit them. These breakdowns require that the GM spend most of their time when creating a monster simply trying to get the numbers to a place where they can challenge the PC's. So far PF 2e does not have that issue. This allows the GM to spend most of their time figuring out the monster's abilities rather than spend hours on end crunching raw numbers and comparing them to the PC's until they finally are satisfied with the results. I can see having to modify numbers for certain groups, a group with three members who have access to heal for instance, will likely require me to increase monster damage somewhat in order to make an encounter actually threatening. Generally, the numbers actually work in this edition, which is a huge relief to me. Back on topic, I would still love to see at least draft statistics for your dragons. Archives of Nethyse has the full monster creation rules for reference, following the guidelines there should take care of the numbers, allowing you to focus on finding ways to implement all of the abilities that you want your dragons to have. ![]()
HumbleGamer wrote:
To answer your question about ground slam, there is supposed to be an "or" in there. So the dragon can use the ability if it is on the ground OR flying within 10 feet of the ground. About the frightful presence, that is the way that Paizo has decided to do it, and with good reason. Frightened gives a penalty to all checks and DCs (meaning almost everything), and only on a critical success would someone not be at least frightened 1. Forcing everyone within its aura to save every turn means that everyone in the fight will be permanently debuffed, combined with its already high statistics and the tight math of PF 2e, is asking for a TPK. I get where you are coming from thematically, and agree with you that it would be better if it was persistent, but some things just have to slide because of the necessity of having the game be reasonably balanced. Your analysis of how the dragon will function in combat is likely correct. I do not have Roll 20 so I do not have any easy way to simulate such an encounter, but the possibility of extreme burst damage is a real one, as is the less AOE damage. Unfortunately, I am largely reduced to theory crafting and my experience watching other people play and discuss mid to high-level play in PF 2e. If you are concerned about the burst damage, I suggest removing draconic frenzy as a starting point. If you wish for more AOE damage, than slightly increasing the wyrms breath weapon damage should do the trick. There are other factors to consider as well. Both of the stat blocks above are simply more powerful than normal PF 2e dragons, if only slightly. This was a consequence of first my attempt to make dragons more interesting (thus adding riders onto there attacks) and second my attempts to change dragons up so they could work well in the three action economy of PF 2e. Also, the hit points of both of the dragons have been increased slightly from there base levels. Overall if you were to put one of these dragons against a normal pf 2e dragon, or put both of them against a party of adventurers, I all but guarantee that my design here will outperform a normal dragon in a combat encounter. ![]()
Here comes the next dragon! Adult Red Dragon (Creature 14) Common CE Huge Dragon (Fire) Perception +26; darkvision, scent (precise) 140 feet, smoke vision Languages Common, Draconic, Dwarven, Orcish Skills Acrobatics +23, Arcana +25, Athletics +29, Deception +25, Diplomacy +25, Intimidation +27, Stealth +23 Str +7, Dex +3, Con +6, Int +3, Wis +4, Cha +5 Smoke Vision. Smoke doesn’t impair a red dragons vision; it ignores the concealed condition from smoke. AC 37; Fort +28, Ref +25, Will +26; +1 status to all saves vs. magic HP 360; Immunities fire; Weaknesses cold 15 Dragon Heat (arcane, aura, evocation, fire); 5 feet, 3d6 fire damage (DC 33 basic Reflex save) Frightful Presence (aura, emotion, fear, mental) 140 feet, DC 33 Smokescreen [reaction] (arcane, fire); Trigger The dragon is the target of a ranged attack. Requirements The dragon is aware of the attack and has a free wing; Effect The dragon flexes a wing and creates a cloud of smoke. The dragon is treated as if they were hidden for the purposes of resolving the triggering attack, so normally the attacker must succeed at a DC 11 flat check to target them. The dragon also gains a +4 circumstance bonus to AC against the triggering attack. Attack of Opportunity [reaction] Jaws only. Speed 50 feet, fly 150 feet Melee [one action] jaws +29 (deadly 4d6 fire, magical, reach 15 feet), Damage 3d12+15 piercing plus Improved Grab Melee [one action] claw +29 (agile, deadly 4d6 fire, magical, reach 10 feet), Damage 3d8+15 slashing plus Improved Knockdown Melee [one action] tail +29 (deadly 4d6 fire, magical, reach 20 feet), Damage 3d10+15 bludgeoning plus Improved Push 20 feet Draconic Frenzy [one action] The dragon makes two Strikes in any order. Swallow Whole [one action] (attack) Large, 3d10+15 bludgeoning plus 4d6 fire, Rupture 25 Breath Weapon [one action/two actions/three actions] (arcane, evocation, fire) The dragon breathes a cloud of fire that deals 4d12/8d12/12d12 fire damage in a 140-foot line/70-foot cone/35 foot emanation (DC 36 basic Reflex save). The area affected by the breath weapon is covered in thick scorching smoke that lasts for 1 round, with the effects of an obscuring mist spell. Any creature that ends its turn inside the area takes 2d12/4d12/6d12 fire damage (DC 36 basic Fortitude save), a creature that fails its save is sickened 2. The damage and shape of the dragons Breath Weapon corresponds with the number of actions the dragon uses. The dragon can’t use Breath Weapon again for a number of rounds equal to the number of actions it used. Ground Slam [one action] The dragon slams into the ground. It can do this if it’s on the ground or Flying within 15 feet of the ground. Each creature on the ground in the dragons space or within 15 feet must succeed at a DC 36 Reflex save. A creature that fails this save falls prone and takes 4d6 bludgeoning damage. The dragon can then Step. Draconic Momentum. A dragon can move through the spaces of creatures smaller than it, and can end its movement in a space occupied by smaller creatures. A dragon can move at half speed while it has a creature grabbed or restrained, pulling any creatures along with it. Arcane Innate Spells. DC 35, attack +27; 4th suggestion (at will); Cantrips (6th) detect magic, read magic ![]()
HumbleGamer wrote:
Ground slam is an ability that normal white dragons have. That ability is in fact one of the few things that I did not change. As written it does only affect targets on the ground. I am not quite sure what your issue with the damage is, some clarification there would be helpful in letting me answer your question. The change to draconic momentum is largely personal preference. As written I felt like the ability could lead to some very strange issues (see my example about the dragon and the commoner in my first post). There was also another issue that I encountered when adding riders to a dragons attacks, specifically with the grapple rider. As written a creature, no matter how large and strong, is unable to move with a creature or object that it has grappled. My new draconic momentum allows dragons to not only move through the spaces of smaller creatures, but it also allows them to drag along grappled creatures. This allows a dragon to snatch up and fly around with creatures it has grappled, which I find appropriate considering that doing exactly that has been a staple of dragon tactics for most of D&D/Pathfinders history. ![]()
Salamileg wrote: I like what you've done with it! Maybe instead of keeping the breath weapon as a 1d4 recharge, maybe make it so it can't use its breath weapon for a number of rounds equal to the number of actions it used. So it could use its 1 action breath every round, or it could use a 3 action big blast and potentially not use it again for the rest of the fight. This sounds like a great idea. I am working on an older (and larger) dragon stat block now. Some of the changes that I am considering making are as follows. Your breath weapon change. Replacing constrict with swallow whole for big dragons. Potentially adding a crush and/or tail sweep attack. Both will be two action abilities. Crush will allow the dragon to move and will force any opponent it ends its move on to make a reflex save, on a success they will take half damage and be pushed to the nearest unoccupied space, on a failure they will be knocked prone, grappled and take full damage, on a critical failure they will take double damage and also be pinned. Tail sweep will probably just allow the dragon to strike with its tail at each creature within its reach, without taking MAP until after all attacks have been made. The dragon I am working on will also be of a different variety, possibly a red dragon because I consider those to be at base the least evocative and interesting dragon. Mostly because there few special abilities (manipulate flames and redirect fire) will rarely see play. Also because a standard attack of opportunity, while less situational than similar abilities like twisting tail, does not feel as interesting as other dragon reactions. If you have any ideas as to more interesting reaction and/or action abilities, please feel free to share them! ![]()
Lucas Yew wrote:
This all sounds super sweet! Do you have any stat blocks for any of these? It's one thing to hear about a lot of the changes, but I would really love to see a stat block for both of these. Getting to see a young version of both of these would be really cool. ![]()
Hello everyone! This is my first ever post on these forums, and I am excited to get to share my thoughts and ideas with everyone here! With that out of the way, I will now get to my point. Pathfinder 2e has done a lot of great things with monster design. Many creatures that were simplistic or boring are now far more interesting then they were in Pathfinder 1e. Almost every creature now has a unique ability or two that makes them stand out from one another. The numbers actually working in this edition, and the three action system, have opened up an enormous amount of potential design space for monsters, which the team at Paizo has used to great effect for most of their creations. All of this just makes the current design behind Pathfinder 2e dragons all the more disappointing. Compared to many other monsters, I find Pathfinder 2e's dragons to be almost identical to there 5e counterparts, being largely just bags of hit points and damage. Many dragon types do have an interesting reaction ability, but other than that, they don't have much going on with them. Just compare dragons with the linnorms in both Bestiaries. Linnorms have riders on several of there attacks (poison and grab) and have breath weapons that not only do damage but also have other effects (causing a status condition, leaving a damaging cloud, or sometimes both). Tarn and tor linnorms also have powerful single-action abilities that they can and probably will use, giving them a way to still threaten opponents even if they only have a single action to spare due to control effects or using their breath weapon. Additionally, there are some notable oddities in the actual design of many dragons. The range of a dragon's frightful presence never changes regardless of its size, level, or age. Some of the existing dragons have attacks that they will likely never use. Any dragon with four different strikes (cloud, gold, magma, and red to name a few) will almost never make a tail strike, there bite is more damaging, and they do not make a tail strike when they frenzy. The only time they will ever make a tail strike is if an opponent happens to be exactly 5 feet out of bite distance, and they only have a single action left. Draconic momentum just feels conceptually off to me, as a dragon could land in the middle of a village, attack some random commoner, and because the strike is almost certainly a crit recharge its breath weapon for some reason. I could go on, but I think I have said enough to make my point. So I am going to try and make dragons more interesting. Here is what I have as a draft for a more interesting and dangerous dragon, using an adult white dragon as the baseline. Adult White Dragon (Creature 10) Common CE Large Dragon (Cold) Perception +22; darkvision, scent (precise) 100 feet, snow vision Languages Common, Draconic Skills Acrobatics +17, Arcana +16, Athletics +23, Intimidation +20, Stealth +18 Str +7, Dex +2, Con +5, Int +2, Wis +4, Cha +2 Snow Vision Snow doesn’t impair a white dragons vision; it ignores concealment from snowfall. AC 30; Fort +22, Ref +19, Will +17; +1 status to all saves vs. magic HP 260; Immunities cold; Weaknesses fire 10 Dragon Chill (arcane, aura, cold, evocation); 5 feet, 2d6 cold damage (DC 27 basic Reflex save) Frightful Presence (aura, emotion, fear, mental) 100 feet, DC 27 Freezing Blood [reaction] (arcane, cold); Trigger An adjacent creature deals piercing or slashing damage to the dragon. Effect The dragon’s blood sprays on the creature, dealing 2d6 cold damage. A creature that takes cold damage in this way is slowed 1 for 1 round. Speed 30 feet, fly 120 feet, swim 30 feet, ice climb 30 feet Melee [one action] jaws +23 (deadly 2d6 cold, magical, reach 10 feet), Damage 2d10+15 piercing plus Improved Grab Melee [one action] claw +23 (agile, deadly 2d6 cold, magical), Damage 2d10+11 slashing plus Improved Knockdown Melee [one action] tail +23 (deadly 2d6 cold, magical, reach 15 feet), Damage 2d10+15 bludgeoning plus Improved Push 15 feet Draconic Frenzy [one action] The dragon makes two Strikes in any order. Constrict [one action] 2d10+5 bludgeoning, DC 29 Breath Weapon [one action/two actions/three actions] The dragon breathes a cloud of frost that deals 5d6/10d6/15d6 cold damage in a 100-foot line/50-foot cone/25 foot emanation (DC 29 basic Reflex save). A creature that fails its saving throw is immobilized by the ice for 1 round. The damage and shape of the dragons Breath Weapon corresponds with the number of actions the dragon uses. The dragon can’t use Breath Weapon again for 1d4 rounds. Ground Slam [one action] The dragon slams into the ground. It can do this if it’s on the ground or Flying within 10 feet of the ground. Each creature on the ground within 10 feet must succeed at a DC 29 Reflex save or fall prone and take 3d6 bludgeoning damage. The dragon can then Step Shape Ice [one action] (arcane, transmutation, water) The dragon reshapes a cube of ice or snow it touches, up to 10 feet across. Any creature standing atop the ice must succeed at a DC 27 Reflex save or Acrobatics check. On a failure, the creature falls prone atop the ice; on a critical failure, it falls off the ice entirely and is also prone. Draconic Momentum A white dragon can move through the spaces of creatures smaller than it. When a white dragon moves, it pulls any creatures it has grabbed along with it. Ice Climb A white dragon can climb on ice as though it had the listed climb speed. It ignores difficult terrain and greater difficult terrain from ice and snow and doesn’t risk falling when crossing the ice. Arcane Innate Spells DC 27, attack +19; 2nd obscuring mist (at will); 1st gust of wind (at will) Any thoughts? Comments? I would love some feedback on this, as well as your own ideas as to how to make dragons more interesting. |