Converting True Dragons

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The breath weapon of the scintillating dragon is a shimmering beam of energy, 10 feet wide and with length equal to five times the length of the dragon (up to a maximum of 230 feet). The presence of the beam is practically undetectable; the beam itself is invisible, but when it is in use the affected area resembles thousands of glinting dust particles in a strong beam of light. Damage is computed by rolling one d6 for each hit die the dragon has (up to 12d6), with a saving throw vs. breath weapon for half damage. The dragon can use this breath weapon up to 3 times per day.

The damage from this breath manifests itself in an unusual form. Only half the damage is felt immediately (round down), as "burn damage." The remainder appears over the course of the next two days (half of the remainder each day) as the victim gradually weakens (losing 1-3 strength points each day) and breaks out in large burns. Non-magical healing from these wounds doesn't begin until the fourth day after infection and proceeds at only half the usual rate. Magical healing applied on the day of the attack heals only half the damage rolled for at the time of the healing, but the remaining half of regained hit points will be applied against the delayed damage.

Only after the victim's healing is completed (by magic, time or a combination of the two), he victim may become aware of the worst effect of this insidious ray: Short of the use of regeneration or a limited wish spell, not all of the damage done by the breath weapon will heal. Permanent damage to a victim is reflected in a reduction in the victim's number of recoverable hit points.

To compute the amount of permanent damage, roll percentile dice and multiply the result, as a percentage, times the amount of delayed damage incurred by the victim (round down). This gives the number of hit points that may not be recovered thereafter without the use of high-level magic. If the hit points or strength points of a victim drop below zero at any time during the "delayed damage" process, he is dead.

The loss of strength points is independent of the amount of damage taken, even if more than one breath attack is used on the same figure. The lost strength points will be recovered at the same rate as lost hit points (one every 2 days), and magical cures will not help this (except for regeneration). When a healing/curing spell is used on a character who has also suffered damage of another sort, the other damage is recovered first, before applying any of the healing power to the breath damage.

Example: Kasanati the Unwise, sixth level fighter, and his party are involved in a melee with a scintillating dragon 39 feet long. During the fight, the dragon breathes on Kasanati, doing 10d6 of damage. Kasanati successfully rolls his saving throw, cutting the damage in half, but still suffers 14 points of damage. Seven points are applied immediately. The party's cleric casts a cure light wounds spell, expecting to heal about 4 points of damage, and is puzzled when only 2 points are cured. (The spell actually did heal 4 points of damage, but only half of the healing points are applied immediately.)

The next day, as they travel, Kasanati feels weak (he has lost 1 strength point) and, by day's end, he has lost another 3 hit points (4 minus 1 of the "healing points") and large blemished areas are appearing on his skin.

The next day, Kasanati loses another d3 of strength (2 points this time) and 2 more points of damage (3 minus the last "healing point"). Kasanati does not die, since his original hit-point total and strength score were high enough to stand these losses. The DM now rolls percentile dice for permanent damage, getting a 68. This means that the unlucky fighter will be unable to recover 68% of the hit points he lost to the "delayed damage" effect of the dragon breath. The delayed loss was 7 hit points (simply half of the total damage; the effect of the cure spell does not enter into this calculation).

So, of the hit points Kasanati lost to delayed damage, four are lost forever (68% of 7 = 4.76, rounded down to 4) and the other three can be recovered. The maximum number of hit points Kasanati can have when at full strength is now four less than it was before he decided to engage the scintillating dragon (as if he had never rolled those four hit points in the first place). This reduction can only be offset by regeneration, limited wish, or alter reality spells.

My bold above. First off, what breath weapon progression do we want to use? This lists 1d6 per age category (I think), so what does that compare best to?

Next, seems like half the hp damage is delayed. A bit awkward, but ok. Also, there's delayed Str damage. Finally, some of the hp damage is "permanent." Do we want to model that on Con drain?
 

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freyar said:
My bold above. First off, what breath weapon progression do we want to use? This lists 1d6 per age category (I think), so what does that compare best to?

The white and topaz both had 1d6/age category progression in 2e. The white retains this in 3e, but the topaz gets a huge jump in damage. I'd say stick with the 1d6/age category progression. It deals enough secondary effects to be quite potent.

freyar said:
Next, seems like half the hp damage is delayed. A bit awkward, but ok. Also, there's delayed Str damage. Finally, some of the hp damage is "permanent." Do we want to model that on Con drain?

I'd much prefer Con drain to permanent hp damage. I'm not a fan of things that cannot be undone (like the lavawight or winter wight's ability to permanently remove hit points).
 

Had a thought about this. What if we do 1d6/age category damage immediately, 1d3 Str damage a day on the two following days and 1 pt Con drain/age category per day the next two days? It's not quite the same, but I think it pretty well covers the bases. We could up the Con drain if we want.
 

So this dragon has a breath weapon that behaves in some ways like a disease that has an incubation period before the full effects work. The Styx dragon's acid breath deals damage over three rounds (half damage in the 2nd round and quarter damage in the 3rd round), so there is precedence for this. And in line with what Shade says, I don't know of any dragon so far who's breath weapon deals permanent HP damage or ability drain.
 

The fang dragon has ability drain on a bite attack; the shadow dragon does negative levels. That's about as close as we'll get, methinks.
 

Ok, I'll give this a try.

Breath Weapon (Su): A scintillating dragon has a single breath weapon, a line that does untyped damage. In addition, a victim that takes hit point damage from the breath weapon takes additional damage on the following two days. One and two days after being damaged by the scintillating dragon's breath weapon, the victim must make a Fortitude save or take 1d3 points of Str damage and 1 point of Con drain per age category of the dragon. Ability damage and drain caused by separate uses of the breath weapon stack.
 

Looks pretty good!

What else do we need? As landragons, they don't have spells or spell-like abilities.

Suggested class skills?
 

Did we handle the scintillating scales yet?
The scales have a soft glow of their own, which intensifies the "moving rainbow" effect and actually turns the dragon's appearance into a sort of natural weapon.

The dragon's strange appearance will entrance some adventurers. Upon sighting the dragon, all humanoids must attempt to save by rolling their intelligence or less on d20, with a -3 modifier to the die roll. Those failing this roll will either run away in panic (if the roll would have failed without the adjustment) or stand entranced by the flashing colors. Those thus enraptured will continue to watch the dragon until they are attacked or until the dragon moves out of view.

The entrancing effect will be negated if victims are forcibly turned to face away from the dragon or blinded in some way (a hood, for instance) and kept from viewing the dragon for one round. Likewise, it takes one round for characters to "snap out of it" after the dragon leaves their viewing area. But if an entranced character is attacked, the trance is broken immediately. The entrancing effects of the dragon's scintillating hide can only "charm" a character upon first glance (when the saving throws are rolled). Those who make this saving throw will not be affected as long as the dragon remains in viewing range. However, a new round of saving throws would be required if the dragon moved out of, and then back into, viewing range.
 


Here's a shot at it. Rainbow Pattern almost does it, but not the fleeing part. The biggest thing I can't decide is whether the save should be Con or Cha based (and if Cha based, does it only work at age categories when the dragon has frightful presence).

Scintillating Scales (Su): The scales of a scintillating dragon glow softly on their own, which acts to fascinate all creatures. When any creature first comes within sight of a scintillating dragon, it must make a Will save or become fascinated by the dragon. If the creature fails the Will save by 5 or more, it becomes panicked by the dragon. A successful save indicates that the creature is immune to that scintillating dragon's scintillating scales for 1 minute. The save DC is X-based.

The fascination effect lasts until the creature has been unable to see the scintillating dragon for one full round. Otherwise, a potential threat allows a new Will save and an obvious threat automatically breaks the fascination. Another character may also break the fascination by using a standard action.
 

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