Knight Otu
First Post
I think I've given the ability polls enough time now, so let's start the discussion. I won't give tables for our dragon yet, but I'll give some starting points for discussion.
A) Our concept:
The astral plane description from the SRD (note the part which I have bolded):
Semi-Astral (Ex): While xxxs are living in the astral plane, part of their "bodies" extend onto the Material Plane. This allows them to experience some physical changes not normally possible on the astral plane, and they can exert a little control on which changes occur how fast. They age and heal at half the normal rate, instead of being unable to age and heal. Similarly, hunger, thirst and poison work at 1/4 the normal rate.
B2) How should the statistics change if the creature is actually encountered on the astral, and should they change at all?
B3) The ability to Quicken any spell cast is quite potent. The semi-astral nature might put a limit on this ability, though.
C) The creature will have good maneuverability abilities. If we use the astral rift idea, this might very well mean that we give it teleportation abilities.
D) The creature will be highly magical, starting with integrated spell levels at an early age category, and a few other spell-like abilities. Suggestions?
E) There has been a suggestion that we drop the normal frightful presence in favor of a despair attack, possibly a gaze attack.
F) The breath weapon will likely be quite powerful, but not necessarily from the start. In the beginning, it is basically a disintegration effect, and the nullification effect starts maybe at great wyrm. The nullification effect might be tough to incorporate - in one Rokugan book, there was a nezumi PrC that has a similar ability which could be used as a basis, though.
A) Our concept:
B) Conaill's idea of the astral rift:A dragon seemingly consisting of nothing, just punching a dragonshaped ‘hole’ into existence, this creature has a breath weapon that disintegrates and at greater ages possibly even totally nullifies the existance of a creature. NE, Wyrmling size Medium, 9 HD
I mentioned that there are a few problems with using this concept, but it is a good idea, and the problems do not seem too big to be worked out.Conaill said:Sounds kinda like a rift to the Astral Plane.
In fact, why not have a creature that *is* a rift to the Astral Plane? A little of a brain-twister, but let's run with it. Here's one way it could work:
The dragon's *body* is actually on the Astral Plane, but it's *skin* is a portal between the material and the Astral. In addition, the dragon is actually incorporeal (but on the Astral Plane). Results:
- Since it's on the Astral, plane, the dragon has perfect mobility in 3 dimensions.
- The dragon gets Quicken Spell for free (standard trait of the Astral Plane).
- If someone tried to grapple the dragon, he'll pass through the dragon's skin, i.e. into the Astral Plane. He'll have to jump back through the dragon to get back to the material plane
- Strange interactions possible with items such as Bags of Holding etc. In particular, creating another rift or gate to the Astral plane should do direct damage to the dragon.
- Does the MotP have specific rules on spells cast through a portal between planes? If so, they could apply to spells cast by or at the dragon.
Waddya think? A little out of the ordinary...
The astral plane description from the SRD (note the part which I have bolded):
B1) The astral plane is timeless in that it "stops" things like hunger, but also aging and healing, two important aspects for any true dragon. This might be solved this way:SRD said:THE ASTRAL PLANE
The Astral Plane is the space between the planes. When a character moves through an interplanar portal or projects her spirit to a different plane of existence, she travels through the Astral Plane. Even spells that allow instantaneous movement across a plane briefly touch the Astral Plane.
The Astral Plane is a great, endless sphere of clear silvery sky, both above and below. Occasional bits of solid matter can be found here, but most of the Astral Plane is an endless, open domain.
Both planar travelers and refugees from other planes call the Astral Plane home.
The Astral Plane has the following traits.
• Subjective directional gravity.
• Timeless. Age, hunger, thirst, poison, and natural healing don’t function in the Astral Plane, though they resume functioning when the traveler leaves the Astral Plane.
• Mildly neutral-aligned.
• Enhanced magic. All spells and spell-like abilities used within the Astral Plane may be employed as if they were improved by the Quicken Spell feat. Already quickened spells and spell-like abilities are unaffected, as are spells from magic items. Spells so quickened are still prepared and cast at their unmodified level. As with the Quicken Spell feat, only one quickened spell can be cast per round.
Semi-Astral (Ex): While xxxs are living in the astral plane, part of their "bodies" extend onto the Material Plane. This allows them to experience some physical changes not normally possible on the astral plane, and they can exert a little control on which changes occur how fast. They age and heal at half the normal rate, instead of being unable to age and heal. Similarly, hunger, thirst and poison work at 1/4 the normal rate.
B2) How should the statistics change if the creature is actually encountered on the astral, and should they change at all?
B3) The ability to Quicken any spell cast is quite potent. The semi-astral nature might put a limit on this ability, though.
C) The creature will have good maneuverability abilities. If we use the astral rift idea, this might very well mean that we give it teleportation abilities.
D) The creature will be highly magical, starting with integrated spell levels at an early age category, and a few other spell-like abilities. Suggestions?
E) There has been a suggestion that we drop the normal frightful presence in favor of a despair attack, possibly a gaze attack.
F) The breath weapon will likely be quite powerful, but not necessarily from the start. In the beginning, it is basically a disintegration effect, and the nullification effect starts maybe at great wyrm. The nullification effect might be tough to incorporate - in one Rokugan book, there was a nezumi PrC that has a similar ability which could be used as a basis, though.