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3.5E Nehaschimic Dragons
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<blockquote data-quote="paradox42" data-source="post: 5068051" data-attributes="member: 29746"><p>The Epic Bestiary just says the victims of Mind Warp go permanently <em>Insane</em> like the spell, but in my own write-ups I've tried to make the insanity more specific and relate it to the dragon's own theme somehow. That would give roleplaying hints to people actually using such a dragon in play, and also provide a means of picking an insanity to levy in games where the house rules allow for more than one type of insanity (mine doesn't, but Call of Cthulhu d20 certainly does, so I know there must be some out there who do it).</p><p></p><p>The usual methods of removing insanity (like the spell, remember) would apply in standard rules, but that doesn't mean a DM couldn't sneak in "special text" to the Mind Warp description when using one of these in a real game to circumvent such an easy solution, if desired.</p><p></p><p>And yes, using d20s could be weak, but I didn't like the look of how nasty it was with d100s so I changed it back. Certainly, though, for a beast representing both Time <strong>and</strong> Entropy, there was no way I'd go with anything but repeating damage on the breath weapon. I'd even venture to suggest that an actual Chronovoid Dragon might be likely to spend enough feats to get itself Ultima Strike or something, though that might be a bad investment since it would be 216 feats.</p><p></p><p>It's almost a pity I won't be using one of them in my own game, since the plot finally rolled around to its Final Combat at the end of last session. My divine games- both of them, since they effectively merged a few weeks ago- will be ending soon. It's been quite a ride!</p></blockquote><p></p>
[QUOTE="paradox42, post: 5068051, member: 29746"] The Epic Bestiary just says the victims of Mind Warp go permanently [i]Insane[/i] like the spell, but in my own write-ups I've tried to make the insanity more specific and relate it to the dragon's own theme somehow. That would give roleplaying hints to people actually using such a dragon in play, and also provide a means of picking an insanity to levy in games where the house rules allow for more than one type of insanity (mine doesn't, but Call of Cthulhu d20 certainly does, so I know there must be some out there who do it). The usual methods of removing insanity (like the spell, remember) would apply in standard rules, but that doesn't mean a DM couldn't sneak in "special text" to the Mind Warp description when using one of these in a real game to circumvent such an easy solution, if desired. And yes, using d20s could be weak, but I didn't like the look of how nasty it was with d100s so I changed it back. Certainly, though, for a beast representing both Time [B]and[/B] Entropy, there was no way I'd go with anything but repeating damage on the breath weapon. I'd even venture to suggest that an actual Chronovoid Dragon might be likely to spend enough feats to get itself Ultima Strike or something, though that might be a bad investment since it would be 216 feats. It's almost a pity I won't be using one of them in my own game, since the plot finally rolled around to its Final Combat at the end of last session. My divine games- both of them, since they effectively merged a few weeks ago- will be ending soon. It's been quite a ride! [/QUOTE]
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