Creature by Poll #7 - Dragon Discussion!


log in or register to remove this ad

I haven't got the Manual of the Planes with me at the moment so this is jsut a question.
Do the move speeds of the dragon on the astral plane match the rules for intellect etc. that determine movement on the astral? (if there are such rules, I forget if there are or not..)
Other than that it looks great :D
 


I don't know what sort of rules they are, but can't we just follow them without getting in trouble?

For example, if the rules are something as simple as "A creature with Int X has a Fly speed of Y (Good)", there's no way anyone could complain if we decide to give our dragon a Flye speed of X (Good).
 

Manual of the Planes:

Most of the plane's inhabitants move by merely thinking themselves in a particular direction. This is akin to flight with perfect maneuverability and a maximum speed of 10 feet per point of Intelligence. When one is maneuvering through astral space, "up" and "down" are determined solely by the traveler's orientation... . Unlike normal flying, climbs and dives on the Astral Plane don't change a character's speed, and there's no minimum speed to avoid a stall.
This continues with rules for double moves and "running", speed for Int 0 creatures, and distances, as well as carrying capacity. It ends with a note that all movement is silent on the astral.

We might say that our creature receives +10 feet of flight movement per point of Intelligence bonus, simulating these rules at a smaller scale without being too similar.
 

Ah. So instead of "40 ft., fly 150 ft. (poor)" for a Wyrmling, to "40 ft., fly 150 ft. (poor)" for a Wyrm, it would have "fly 150 ft. (perfect)" to "fly 310 ft. (perfect)"? In that case, we should probably just give it the same speed on the Material plane as well; simplifies things.

Perfect flight implies that there is no speed penalty for changing direction, and no minimum forward speed, so those aspects are covered already. How do the rules for double moves and running differ from standard? Maybe we can just add a "can take the run action while flying" clause, as is done with most swimming animals.
 

Double moves and running would reduce the maneuverability by two or four steps.

But I think, considering that the dragon is pretty loaded with special abilities already, that we shouldn't really add that on top, too.

I think we're pretty much done by now. Check the attachment for the newest version.
 


Knight Otu said:
I think we're pretty much done by now. Check the attachment for the newest version.
Uhmm... I don't really see any changes with the previous version, except for the addition of a short description of the dragon on the Astral plane.

I'm strongly in favor of changing the speeds to the ones recommended in the MotP, as indicated above: ranging from "fly 150 ft. (perfect)" for a Wyrmling, to "fly 310 ft. (perfect)" for a Wyrm, both on the Astral *and* Material plane. It's not too different from what we had already decided for the Material plane (fly 250' Perfect), it keeps the dragon from being at a disadvantage against other Astral creatures, it's more consistent with the planar rules, *and* it's just simpler as well (no dual speed stats).

Also, if the dragon actually feeds on the disintegrating effect, perhaps at least it's bite should have a similar effect. How about bite disintegrating, and other attacks "disruptive", as you suggested before?

Are we planning to do anything with destroying dimensional items such as Bags of Holding? Right now it says they "seem to be attracted to planar magic and magic items", but it doesn't specify what that means. Do they specifically make disintegrating attacks on those objects using the "strike an object" rules? Do such objects have a certain % chance of being destroyed when their owner passes through the rift?

The Multiplanar Rift power still seems somewhat ambiguous. It states that the dragon can "send" creatures from the Astral to a different transitive plane, but doesn't mention if things can go in the other directions, what happens to its rift form on the material plan meanwhile, and/or where it reappears on the material plane after the duration is up. My initial idea was that it would work essentially as a Plane Shift. If the dragon is initially on the interface between the Material and Astral, after the shift it is located on the interface between the Astral and some other plane. This would be an instantaneous effect, and last until the dragon shifts back to Material/Astral. For an observer on the Material or the "other" plane, it would look just like a Plane shift: the dragon's "rift shape" simply disappears on the Material, a appears on the other plane (with all its Astral Rift" powers). On the Astral, seemingly nothing much would happen, except that you can now see a faint outline of the other plane though the dragon's body.

Did anyone like my idea for the "Shed Skin" power over on the 1st page? That would essentially provide it a lower-powered Teleport ability within the Material plane. Plus it would leave behind a cool bit of spell component that may even lead to some foolhardy adventurers trying to hunt one of these critters. Perhaps the "Multiplanar Rift" would require the dragon to shed its skin as well, putting somewhat of a limit on the amount of teleporting and plane hopping it can do.


PS: please replace all instances of "it's" with "its" in the Astral Rift writeup... seems to be my favorite typo these days...
 
Last edited:

Conaill said:
Uhmm... I don't really see any changes with the previous version, except for the addition of a short description of the dragon on the Astral plane.
CRs, the Wyrmling LA. :eek::eek::eek::eek:
The class skills for our dragon.

Conaill said:
I'm strongly in favor of changing the speeds to the ones recommended in the MotP, as indicated above: ranging from "fly 150 ft. (perfect)" for a Wyrmling, to "fly 310 ft. (perfect)" for a Wyrm, both on the Astral *and* Material plane. It's not too different from what we had already decided for the Material plane (fly 250' Perfect), it keeps the dragon from being at a disadvantage against other Astral creatures, it's more consistent with the planar rules, *and* it's just simpler as well (no dual speed stats).
The astral power and prowess abilities were meant to be the "equalizers" for astral combat. But ok, I think we can include the speed for the final final version. :)

Conaill said:
Also, if the dragon actually feeds on the disintegrating effect, perhaps at least it's bite should have a similar effect. How about bite disintegrating, and other attacks "disruptive", as you suggested before?
I kind of like the idea that the dragon can only feed using its breath weapon, and since it doesn't need as much food, too, I don't think we need to add that to the disrupting power of the attacks.

Conaill said:
Are we planning to do anything with destroying dimensional items such as Bags of Holding? Right now it says they "seem to be attracted to planar magic and magic items", but it doesn't specify what that means. Do they specifically make disintegrating attacks on those objects using the "strike an object" rules? Do such objects have a certain % chance of being destroyed when their owner passes through the rift?
How about "[font=&quot]These dragons seem to be attracted to planar magic and magic items, but for some reasons, they are never found in the hoard of the XXX. Many sages believe that they feed on these items, but those sages that believe the rumor of the dead dragon god ascribe this attraction a far darker purpose."[/font]

Conaill said:
The Multiplanar Rift power still seems somewhat ambiguous. ...
Did anyone like my idea for the "Shed Skin" power over on the 1st page?...
Adressing both of these with the same answer: I think multiplanar rift could be dropped in favor of Shed Skin. I'm not sure if I ever could word Multiplanar Rift in as few words as the ability warrants.

Conaill said:
PS: please replace all instances of "it's" with "its" in the Astral Rift writeup... seems to be my favorite typo these days...
I'll do that. Happens to everyone. :)
 

Remove ads

Top