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Special Conversion Project: Greater drakes
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<blockquote data-quote="freyar" data-source="post: 4002589" data-attributes="member: 40227"><p>Bumping the skills seems right.</p><p></p><p>Fly-by Attack, Hover, or Wingover would be my feat preferences, in that order.</p><p></p><p>Should we revisit the breath weapon?</p><p></p><p>Blow Smoke Cloud (Ex): The smoke drake is named not only for its coloration but also after one of its special attack forms. Once every three rounds, the creature can expel a 20 ft cone of smoke from its nostrils at opponents. Victims caught in a fumarandi’s smoke cloud must make a Fortitude save each round (DC 15, +1 for each additional round) or spend the round coughing and choking. Victims who fail the Fort save two consecutive rounds take 1d6 points of nonlethal damage, as per the rules for smoke effects in the DMG. The fumarandi is immune to the effects of its own smoke cloud (and to those of others of its race). Unless in a closed environment (like the back of a cave), the smoke cloud dissipates in 3 rounds, and it is dispersed in 1 round by strong or stronger wind (including that caused by <em>gust of wind</em> and similar spells).</p><p></p><p>We can put this in tactics:</p><p>Fumarandi habitually start an attack by blowing smoke at their opponents, then rushing in for a claw/claw/bite routine.</p></blockquote><p></p>
[QUOTE="freyar, post: 4002589, member: 40227"] Bumping the skills seems right. Fly-by Attack, Hover, or Wingover would be my feat preferences, in that order. Should we revisit the breath weapon? Blow Smoke Cloud (Ex): The smoke drake is named not only for its coloration but also after one of its special attack forms. Once every three rounds, the creature can expel a 20 ft cone of smoke from its nostrils at opponents. Victims caught in a fumarandi’s smoke cloud must make a Fortitude save each round (DC 15, +1 for each additional round) or spend the round coughing and choking. Victims who fail the Fort save two consecutive rounds take 1d6 points of nonlethal damage, as per the rules for smoke effects in the DMG. The fumarandi is immune to the effects of its own smoke cloud (and to those of others of its race). Unless in a closed environment (like the back of a cave), the smoke cloud dissipates in 3 rounds, and it is dispersed in 1 round by strong or stronger wind (including that caused by [i]gust of wind[/i] and similar spells). We can put this in tactics: Fumarandi habitually start an attack by blowing smoke at their opponents, then rushing in for a claw/claw/bite routine. [/QUOTE]
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