Converting True Dragons

So...

Breath Weapon (Su): A mustard dragon has two types of breath weapon, a cone of disease gas and a cone of blinding gas. Creatures within a cone of disease gas suffer Strength and Dexterity damage equal to half the age category of the dragon. A successful Fortitude(?) save halves the damage. A creature reduced to Strength 0 and Dexterity 0 dies. Creatures within a cone of blinding gas must succeed on a Fortitude save or be permanenty blinded, or dazzled for 1d6 rounds plus 1 round per age category of the dragon on a successful save.


I borrowed the duration from the silver dragon's paralyzing gas.
 

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On a failed Fort save, characters hit by the disease breath should also contract a disease that does 1 Str and 1 Dex (or more?) drain per day. It should be hard to cure, though probably not supernatural.
 

Breath Weapon (Su): A mustard dragon has two types of breath weapon, a cone of disease gas and a cone of blinding gas. Creatures within a cone of disease gas suffer Strength and Dexterity damage equal to half the age category of the dragon. A successful Fortitude(?) save halves the damage. A creature reduced to Strength 0 and Dexterity 0 dies. Creatures within a cone of blinding gas must succeed on a Fortitude save or be permanenty blinded, or dazzled for 1d6 rounds plus 1 round per age category of the dragon on a successful save.

On a failed Fort save, characters hit by the disease breath should also contract a disease that does 1 Str and 1 Dex (or more?) drain per day. It should be hard to cure, though probably not supernatural.

That sounds fine to me.
 

Revising...

Breath Weapon (Su): A mustard dragon has two types of breath weapon, a cone of disease gas and a cone of blinding gas. Creatures within a cone of disease gas suffer Strength and Dexterity damage equal to half the age category of the dragon and contracts mustard rot (see below). A successful Fortitude save halves the damage and avoids contracting mustard rot. A creature reduced to Strength 0 and Dexterity 0 dies. Creatures within a cone of blinding gas must succeed on a Fortitude save or be permanenty blinded, or dazzled for 1d6 rounds plus 1 round per age category of the dragon on a successful save.

Mustard Rot (Su): Supernatural disease—breath weapon, Fortitude DC equals breath weapon DC, incubation period 1 day; damage 1 Str and 1 Dex drain. The save DC is Charisma-based.

Unlike normal diseases, mustard rot continues until the victim reaches Constitution 0 (and dies) or is cured as described below.

Mustard rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mustard rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.

To eliminate mustard rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mustard rot can be magically cured as any normal disease.
 


Revising...

Breath Weapon (Su): A mustard dragon has two types of breath weapon, a cone of disease gas and a cone of blinding gas. Creatures within a cone of disease gas suffer Strength and Dexterity damage equal to half the age category of the dragon and contracts mustard rot (see below). A successful Fortitude save halves the damage and avoids contracting mustard rot. A creature reduced to Strength 0 and Dexterity 0 dies. Creatures within a cone of blinding gas must succeed on a Fortitude save or be permanenty blinded, or dazzled for 1d6 rounds plus 1 round per age category of the dragon on a successful save.

Mustard Rot (Su): Supernatural disease—breath weapon, Fortitude DC equals breath weapon DC, incubation period 1 day; damage 1 Str and 1 Dex drain. The save DC is Charisma-based.

Unlike normal diseases, mustard rot continues until the victim reaches Constitution 0 (and dies) or is cured as described below.

Mustard rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mustard rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.

To eliminate mustard rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mustard rot can be magically cured as any normal disease.

Making the mustard rot a curse still feels a bit odd to me, but I guess if we didn't it would make the attack too trivial for most level-appropriate PCs, so I'm fine with it.
 

The original disease sounded Su to me, so I'm fine with that. However, it shouldn't be "until the victim reaches Constitution 0 (and dies)" but Str 0 and Dex 0, like the breath weapon. EDIT: should the CL checks for the healing spells be tied to the age category somehow? Like DC 15 + age category?
 

The original disease sounded Su to me, so I'm fine with that. However, it shouldn't be "until the victim reaches Constitution 0 (and dies)" but Str 0 and Dex 0, like the breath weapon. EDIT: should the CL checks for the healing spells be tied to the age category somehow? Like DC 15 + age category?

Sounds good!

Updated.

Dragon (Shapechanger?)

Environment: Any land?

Alignment: Always chaotic neutral?

*Can also cast cleric spells and those from the Charm?, Destruction?, and Trickery? domains as arcane spells.

Skills: Mustard dragons have a -x racial penalty on Sense Motive checks. Bluff, Disguise, and Hide? are considered class skills for mustard dragons.
 

Yes to all the suggestions, I think, though I'm not terribly insistent on Hide. -4 penalty to Sense Motive?
 

Sounds good!

Updated.

Dragon (Shapechanger?)

I wouldn't give it Shapechanger. A Silver Dragon has a better Alternate Form and it doesn't have that subtype.

Environment: Any land?

Alignment: Always chaotic neutral?

Both those are fine.

*Can also cast cleric spells and those from the Charm?, Destruction?, and Trickery? domains as arcane spells.

Trickery seems the only good fit. I suppose Destruction fits with the breath weapons. Maybe Healing, since "it can select Cures or Cause spells from clerical lists".

Destruction, Healing and Trickery?

Skills: Mustard dragons have a -x racial penalty on Sense Motive checks. Bluff, Disguise, and Hide? are considered class skills for mustard dragons.

Yes, a significant penalty on Sense Motive should represent their Gullibility.

Would -8 be too much?
 

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