Help make an ECL +2 Pseudodragon!

Nifft

Penguin Herder
I'm trying to make a version of the Pseudodragon which isn't insanely powerful as an NPC. Ideally, it'd be ECL +2 (or even +1, but +2 is the highest I'm willing to go for this particular party). Here's my modified version so far:

Pseudodragon

Tiny Dragon
Hit Dice: 2d12+2 (15 hp)
Initiative: +0
Speed: 15 ft., fly 60 ft. (good)
AC: 18 (+2 size, +6 natural)
Attacks: Sting +4 melee, bite -1 melee
Damage: Sting 1d3 and poison, bite 1
Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft. (5_ft. with tail)
Special Attacks: Poison
Special Qualities: Low-light vision, telepathy, immunities
Saves: Fort +4, Ref +3, Will +4
Abilities: Str 11, Dex 11, Con 13, Int 10, Wis 12, Cha 10
Skills: Hide +16*, Intuit Direction +3, Listen +5, Search +2, Spot +5
Feats: Alertness

Climate/Terrain: Temperate and warm forest
Organization: Solitary, pair, or clutch (3-5)
Challenge Rating: 1
Treasure: None
Alignment: Usually neutral good
Advancement: by character class

A pseudodragon egg can fetch a price of up to 10,000 gp, and a hatchling as much as 20,000 gp.

Combat

Poison (Ex): Sting, Fortitude save (DC 12); initial damage sleep for 1 minute, secondary damage sleep for 1d3 days.

Telepathy (Su): A pseudodragon can communicate telepathically with a creature that speaks a language that the pseudodragon speaks, so long as they are within 60' of each other, and the pseudodragon is aware of the exact location of its target. This is a free action, usable once per round. The telepathy is one-way only.

Meeping (Ex): A pseudodragon cannot speak, save telepathically (see above). It has a beautiful 'singing voice', but can only produce pure tones and unintelligeable sounds which somewhat resemble the sound of the word "meep". Thus, a pseudodragon cannot use effects with the descriptor [Language-Dependant] on more than one subject per round.

Immunities (Ex): Pseudodragons are immune to sleep and paralysis effects.

Skills: Pseudodragons have a chameleonlike ability that grants them a +4 racial bonus to Hide checks. *In forests or overgrown areas, this bonus improves to +8.

-- Nifft

PS: I'm going to allow them to take normal Dragon Feats, at Dragon rate of advancement (1 Feat per 3 HD), if they want. Here's a preview of my Dragon Feats:

Draconic Darkvision (Prereq: Low-Light Vision)-- Darkvision 120 ft.
Scent -- +4 to Wilderness Lore when tracking by scent
Draconic Blindsight (Prereq: Darkvision, Scent, Alertness) -- Blindsight 120 ft.
 

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Pseudodragon as a Race!

Okay, here goes:

Pseudodragons

* +2 Wisdom, +2 Constitution.

* Extra Hit Die: Pseudodragons start out with 2d12 + 2 * Con bonus hit points.

* Tiny size.

* Pseudodragon base speed is 15 feet on the ground, or 60 feet flying (good maneuverability).

* Limited Equipment Use: Pseudodragons cannot use most normal equipment. The specific equipment that a Pseudodragon may use are:
- 2 rings (on wrists of fore arms)
- 1 collar
- 1 amulet
- 1 set of bracers or boots (specially crafted only, attached to hind legs)

* Natural Weapons (Ex): Pseudodragons can attack with thier bite (1 hp) or thier tail sting (1d3 hp + poison (see below)). This damage is normal (not subdual).

* Natural Armor (Ex): Pseudodragons gain a +6 racial bonus to natural armor.

* Poison (Ex): Sting, Fortitude save (DC 12); initial damage sleep for 1 minute, secondary damage sleep for 1d3 days.

* Telepathy (Su): A pseudodragon can communicate telepathically with a creature that speaks a language that the pseudodragon speaks, so long as they are within 60' of each other, and the pseudodragon is aware of the exact location of its target. This is a free action, usable once per round. The telepathy is one-way only.

* Meeping (Ex): A pseudodragon cannot speak, save telepathically (see above). It has a beautiful 'singing voice', but can only produce pure tones and unintelligeable sounds which somewhat resemble the sound of the word "meep". Thus, a pseudodragon cannot use effects with the descriptor [Language-Dependant] on more than one subject per round.

* Immunities (Ex): Pseudodragons are immune to sleep and paralysis effects.

* Skills: Pseudodragons have a chameleonlike ability that grants them a +4 racial bonus to Hide checks. In forests or overgrown areas, this bonus improves to +8.

* Low-light Vision: Pseudodragons can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.

* Dragon: For all special abilities and effects, a pseudodragon is considered a dragon.

* Automatic Languages: Sylvan.

* Bonus Languages: Draconic, Elven, Gnome, Dwarven, Halfling and Common.

* Favored Class: Sorcerer.
 

I think that is going to be greater then +2. It's really hard to say though because the limited magic items and the meeping is hard to judge.

Also, the poison save should 10+1/2 HD+con modifier, so it will increase as the dragon gains level.
 

I did the calculation with the famous ECL calculator on the web (Solonor's? I'm sure I misspelled that name ... sorry). It worked out to be around 2.7, and the instruction was to "round down". So it's "legally" a +2 ECL race, but on the high side.

How would removing the ability bonuses help? According to the calculator, that would bring the (pre-rounded) ECL down to +2.5 or so.

-- Nifft
 

As it is I think the race would be powerful at low levels, and weak at high levels. So, as is +2 should be about right since as it gains levels it will get a little weaker as those penalties get more difficult to overcome.
 

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