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Bothered About Disposable Dragons (B.A.D.D.) Membership Drive
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<blockquote data-quote="CRGreathouse" data-source="post: 28739" data-attributes="member: 474"><p>Quite an interesting group, I'll say.</p><p></p><p>While I'm not ready for membership, I'd be glad to help with the organization when I'm able. The real challenge is to use a dragon with low CR to challenge (and possibly defeat) the party. Run properly, a dragon with CR 1 less then the average level can kill them all, if you're a sadistic, munchkin DM.</p><p></p><p>I submit the following to the members of BADD:</p><p></p><p><strong>Fiendish juvenile white dragon:</strong> CR 7; Medium-size Dragon (Cold); HD 12d12+24; hp 102; Init +0; Spd 60 ft, fly 200 ft (poor), swim 60 ft, burrow 30 ft; AC 21 (+11 natural); Melee bite +15 (1d8+3), 2 claws +13 (1d6+1), 2 wings +13 (1d4+1); SA breath weapon, smite good; SQ blindsight, cold subtype, DR 10/+3, immunities, keen senses, icewalking, fire resistance 20, SR 24; AL CE; SV Fort +10, Ref +8, Will +8; Str 17, Dex 10, Con 15, Int 8, Wis 11, Cha 8.</p><p><em>Skills and Feats:</em> Bluff +11, Listen +12, Search +11, Sense Motive +12, Spot +12; Hover, Multiattack, Power Attack, Cleave.</p><p><em>SA - Breath Weapon (Su):</em> Cone of cold, 30 feet long, every 1d4 rounds; damage 4d6, Reflex half DC 18.</p><p><em>SA - Spell-Like Abilities:</em> 3/day - fog cloud.</p><p><em>SA - Smite Good (Su):</em> Once per day, this dragon adds +12 damage to a single melee attack.</p><p><em>SQ - Blindsight (Ex):</em> Dragons can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibrations and other environmental clues); this dragon's range is 120 feet.</p><p><em>SQ - Keen Senses (Ex):</em> Dragons can see four times as well humans in low-light conditions and twice as well in normal light. This one also has darkvision with a range of 400 feet.</p><p><em>SQ - Immunities (Ex):</em> Immune to sleep and paralysis.</p><p><em>SQ - Icewalking (Ex):</em> This ability works like <em>spider climb</em>, but the surfaces must be icy. It is always in effect.</p><p><em>SQ - Cold Subtype (Ex):</em> Cold immunity, double damage from fire except on a successful save.</p><p></p><p>Fire resistance 20 really helps the dragon to avoid the near-instant kill of coordinated fire attacks (<em>fireball</em> and <em>flame strike</em> or a double <em>firebal</em>). You can remove cleave and replace it with either Improved Initiative (or Lightning Reflexes), if you're so inclined; I think that the benefit of tearing apart the rogue or wizard and still continuing the attack is worthwhile for the sheer effect.</p><p></p><p>Here's a sample combat:</p><p></p><p>Dragon: Wakes from sleep due to the noise of the party 400 feet away. Closes his eyes and pretends to sleep again.</p><p>Group (pre-buffed): Sneaks up to melee range, wizard 100 feet behind the rest.</p><p>Wizard: Double-<em>fireballs</em> the "sleeping" dragon (<em>haste</em>) as the rest of the party delays.</p><p>Dragon: Takes no damage, either from SR (24!) or fire resistance (combined with a fair chance to save). Flies past the party to the wizard, biting (Power Attack?).</p><p>Rogue: Shoots at the dragon and closes 30 feet</p><p>Cleric: Runs up to the dragon</p><p>Fighter: Shoots at the dragon and closes 30 feet</p><p>Dragon: Takes no damage due to DR.</p><p>Wizard: Moves back 5 feet and casts <em>phantasmal killer</em> and <em>enervation</em>.</p><p>Dragon: Minimally affected by the two previous spells (SR & save vs. <em>phantasmal killer</em>), takes a full attack on the poor wizard, killing it in three attacks (Cleaving into the cleric). The dragon proceeds to attack the cleric with both wings, using a <em>smite good</em> on one.</p><p>Party: Closes on dragon and damages it (to some degree).</p><p>Dragon: Attacks the already-wounded cleric, then moves 20 feet into the air and Hovers (obscuring the party's vision).</p><p>. . .</p></blockquote><p></p>
[QUOTE="CRGreathouse, post: 28739, member: 474"] Quite an interesting group, I'll say. While I'm not ready for membership, I'd be glad to help with the organization when I'm able. The real challenge is to use a dragon with low CR to challenge (and possibly defeat) the party. Run properly, a dragon with CR 1 less then the average level can kill them all, if you're a sadistic, munchkin DM. I submit the following to the members of BADD: [b]Fiendish juvenile white dragon:[/b] CR 7; Medium-size Dragon (Cold); HD 12d12+24; hp 102; Init +0; Spd 60 ft, fly 200 ft (poor), swim 60 ft, burrow 30 ft; AC 21 (+11 natural); Melee bite +15 (1d8+3), 2 claws +13 (1d6+1), 2 wings +13 (1d4+1); SA breath weapon, smite good; SQ blindsight, cold subtype, DR 10/+3, immunities, keen senses, icewalking, fire resistance 20, SR 24; AL CE; SV Fort +10, Ref +8, Will +8; Str 17, Dex 10, Con 15, Int 8, Wis 11, Cha 8. [i]Skills and Feats:[/i] Bluff +11, Listen +12, Search +11, Sense Motive +12, Spot +12; Hover, Multiattack, Power Attack, Cleave. [i]SA - Breath Weapon (Su):[/i] Cone of cold, 30 feet long, every 1d4 rounds; damage 4d6, Reflex half DC 18. [i]SA - Spell-Like Abilities:[/i] 3/day - fog cloud. [i]SA - Smite Good (Su):[/i] Once per day, this dragon adds +12 damage to a single melee attack. [i]SQ - Blindsight (Ex):[/i] Dragons can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibrations and other environmental clues); this dragon's range is 120 feet. [i]SQ - Keen Senses (Ex):[/i] Dragons can see four times as well humans in low-light conditions and twice as well in normal light. This one also has darkvision with a range of 400 feet. [i]SQ - Immunities (Ex):[/i] Immune to sleep and paralysis. [i]SQ - Icewalking (Ex):[/i] This ability works like [i]spider climb[/i], but the surfaces must be icy. It is always in effect. [i]SQ - Cold Subtype (Ex):[/i] Cold immunity, double damage from fire except on a successful save. Fire resistance 20 really helps the dragon to avoid the near-instant kill of coordinated fire attacks ([i]fireball[/i] and [i]flame strike[/i] or a double [i]firebal[/i]). You can remove cleave and replace it with either Improved Initiative (or Lightning Reflexes), if you're so inclined; I think that the benefit of tearing apart the rogue or wizard and still continuing the attack is worthwhile for the sheer effect. Here's a sample combat: Dragon: Wakes from sleep due to the noise of the party 400 feet away. Closes his eyes and pretends to sleep again. Group (pre-buffed): Sneaks up to melee range, wizard 100 feet behind the rest. Wizard: Double-[i]fireballs[/i] the "sleeping" dragon ([i]haste[/i]) as the rest of the party delays. Dragon: Takes no damage, either from SR (24!) or fire resistance (combined with a fair chance to save). Flies past the party to the wizard, biting (Power Attack?). Rogue: Shoots at the dragon and closes 30 feet Cleric: Runs up to the dragon Fighter: Shoots at the dragon and closes 30 feet Dragon: Takes no damage due to DR. Wizard: Moves back 5 feet and casts [i]phantasmal killer[/i] and [i]enervation[/i]. Dragon: Minimally affected by the two previous spells (SR & save vs. [i]phantasmal killer[/i]), takes a full attack on the poor wizard, killing it in three attacks (Cleaving into the cleric). The dragon proceeds to attack the cleric with both wings, using a [i]smite good[/i] on one. Party: Closes on dragon and damages it (to some degree). Dragon: Attacks the already-wounded cleric, then moves 20 feet into the air and Hovers (obscuring the party's vision). . . . [/QUOTE]
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