PDA

View Full Version : Figment Dragons [Monsters, Isle Design Contest]



Lord Tataraus
2007-12-13, 03:14 PM
First off, this is to be included as part of my contest entry for the Isle of X. My island is Uni Isle if you want to check it out. (http://www.giantitp.com/forums/showthread.php?t=66417) Basically it is a dream island and one of the inhabitants are Figment Dragons. So I need help in the form of critiques. There are two types of Figment Dragons: Friendly and Fearsome. So here we go:

Friendly Figment Dragon

Type: Dragon [Dream]
Environment: Uni Isle, forests and bluffs
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Rating: Wyrmling ?; very young ?; young ?; juvenile ?; young adult ?; adult ?; mature adult ?; old ?; very old ?; ancient ?; wyrm ?; great wyrm ?
Treasure: Triple standard
Alignment: CG
Advancement: Wyrmling 6-7 HD; very young 9-10 HD; young 12-13 HD; juvenile 15-16 HD; young adult 18-19 HD; adult 21-22 HD; mature adult 24-25 HD; old 27-28 HD; very old 30-31 HD; ancient 33-34 HD; wyrm 36-37 HD; great wyrm 39+ HD
Level Adjustment: Wyrmling +?; very young +?; young +?; juvenile +?; others —

{table=head]
Age|
Size|
Hit Dice (hp)|
Str|
Dex|
Con|
Int|
Wis|
Cha|
Base Attack/Grapple|
Attack|
Fort Save|
Ref Save|
Will Save|
Breath Weapon (DC)|
Sleep Aura DC

Wyrmling|
T|
5d12+5 (37)|
11|
10|
13|
12|
13|
12|
+5/-3|
+7|
+5|
+4|
+5|
1d4 (13)|


Very young|
S|
8d12+8 (60)|
12|
10|
13|
12|
13|
13|
+8/+5|
+10|
+7|
+6|
+7|
2d4 (15)|


Young|
M|
11d12+22(93)|
14|
10|
15|
14|
15|
15|
+11/+13|
+13|
+9|
+7|
+9|
3d4 (17)|


Juvenile|
M|
14d12+28 (119)|
14|
10|
15|
14|
15|
17|
+14/+17|
+17|
+11|
+9|
+11|
4d4 (19)|


Young adult|
L|
17d12+51 (161)|
16|
10|
17|
16|
17|
19|
+17/+25|
+20|
+13|
+10|
+13|
5d4 (21)|
21

Adult|
L|
20d12+80 (210)|
16|
10|
17|
16|
19|
23|
+20/+30|
+25|
+16|
+12|
+15|
6d4 (24)|
23

Mature adult|
H|
23d12+115 (264)|
18|
10|
19|
18|
21|
27|
+23/+39|
+29|
+18|
+13|
+17|
7d4 (26)|
25

Old|
H|
26d12+130 (299)|
18|
10|
19|
18|
21|
29|
+26/+43|
+33|
+20|
+15|
+19|
8d4 (28)|
27

Very old|
H|
29d12+174 (362)|
20|
10|
21|
20|
23|
31|
+29/+47|
+37|
+22|
+16|
+21|
9d4 (30)|
29

Ancient|
H|
32d12+192 (400)|
20|
10|
21|
20|
23|
33|
+32/+51|
+41|
+24|
+18|
+23|
10d4 (32)|
31

Wyrm|
G|
35d12+245 (472)|
22|
10|
23|
22|
25|
35|
+35/+59|
+43|
+26|
+19|
+25|
11d4 (34)|
33

Great wyrm|
G|
38d12+304 (551)|
22|
10|
23|
22|
27|
37|
+38/+63|
+47|
+29|
+21|
+27|
12d4 (37)|
35

[/table]

{table=head]
Age|
Speed|
Initiative|
AC|
Special Abilities|
Caster Level|
SR

Wyrmling|40 ft., fly 100 ft. (average)|
+0|16 (+2 size, +4 natural), touch 12, flat-footed 16|Immunity to mental drain, figment|
—|


Very young|40 ft., fly 100 ft. (average)|
+0|18 (+1 size, +7 natural), touch 11, flat-footed 18|-|
—|


Young|40 ft., fly 150 ft. (poor)|
+0|20 (+10 natural), touch 10, flat-footed 20|-|
1st|


Juvenile|40 ft., fly 150 ft. (poor)|
+0|23 (+13 natural), touch 10, flat-footed 23|-|
3rd|


Young adult|40 ft., fly 150 ft. (poor)|
+0|25 (-1 size, +16 natural), touch 9, flat-footed 25|DR 5/magic|
5th|
19

Adult|40 ft., fly 150 ft. (poor)|
+0|28 (-1 size, +19 natural), touch 9, flat-footed 28|Greater figment|
7th|
21

Mature adult|40 ft., fly 150 ft. (poor)|
+0|30 (-2 size, +22 natural), touch 8, flat-footed 30|DR 10/magic|
9th|
23

Old|40 ft., fly 150 ft. (poor)|
+0|33 (-2 size, +25 natural), touch 8, flat-footed 33|Force Awake|
11th|
25

Very old|40 ft., fly 150 ft. (poor)|
+0|36 (-2 size, +28 natural), touch 8, flat-footed 36|DR 15/magic|
13th|
26

Ancient|40 ft., fly 150 ft. (poor)|
+0|39 (-2 size, +31 natural), touch 8, flat-footed 39|?|
15th|
28

Wyrm|40 ft., fly 200 ft. (clumsy)|
+0|40 (-4 size, +34 natural), touch 6, flat-footed 40|DR 20/magic|
17th|
29

Great wyrm|40 ft., fly 200 ft. (clumsy)|
+0|43 (-4 size, +37 natural), touch 6, flat-footed 43|Consume Dream Essence|
19th|
31

[/table]

Combat
Friendly Figment Dragons prefer to protect rather than harm and are always considered helpful or friendly towards every creature unless that creature takes an offensive action. Friendly Figment Dragons prefer to fight in the dream world where they are the most powerful, immediately using their Sleep Aura then entering the dream world to attack with its breath weapon and various abilities. If it cannot cause its enemies to fight in the dream world, it uses its figment ability to attack them.

Breath Weapon (Su): A Figment Dragon's breath weapon is a cone of force damage, but it may only use its breath weapon while in the dream world.

Sleep Aura (Su): A Figment Dragon gives off an aura of magical sleep, causing all in its radius to instantly fall into a deep slepp, thereby entering the dream world.

Immunity to mental drain: A Friendly Figment Dragon is immune to all effects that drain or damage intelligence, wisdom, or charisma.

Figment (Sp): A Friendly Figment Dragon has the ability to manifest a quasi-real form in the material plane while it is in the dream world. A Friendly Figment Dragon may use this ability at will as the spell figment, except there is no duration.

Greater Figment (Sp): A Friendly Figment Dragon may use the greater figment spell as a spell-like ability 3/day.

Heal Dream Essence (Su): A Friendly Figment Dragon may heal the dream essence of itself or others. While in the dream world, a Friendly Figment Dragon may use the spell heal 3/day. This is not a positive energy effect.
[hr]
Fearsome Figment Dragon

Type: Dragon [Dream]
Environment: Uni Isle, forests and bluffs
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Rating: Wyrmling ?; very young ?; young ?; juvenile ?; young adult ?; adult ?; mature adult ?; old ?; very old ?; ancient ?; wyrm ?; great wyrm ?
Treasure: Triple standard
Alignment: CE
Advancement: Wyrmling 6-7 HD; very young 9-10 HD; young 12-13 HD; juvenile 15-16 HD; young adult 18-19 HD; adult 21-22 HD; mature adult 24-25 HD; old 27-28 HD; very old 30-31 HD; ancient 33-34 HD; wyrm 36-37 HD; great wyrm 39+ HD
Level Adjustment: Wyrmling +?; very young +?; young +?; juvenile +?; others —

{table=head]
Age|
Size|
Hit Dice (hp)|
Str|
Dex|
Con|
Int|
Wis|
Cha|
Base Attack/Grapple|
Attack|
Fort Save|
Ref Save|
Will Save|
Breath Weapon (DC)|
Sleep Aura DC

Wyrmling|
T|
5d12+5 (37)|
11|
10|
13|
12|
13|
12|
+5/-3|
+7|
+5|
+4|
+5|
1d4 (13)|


Very young|
S|
8d12+8 (60)|
12|
10|
13|
12|
13|
13|
+8/+5|
+10|
+7|
+6|
+7|
2d4 (15)|


Young|
M|
11d12+22(93)|
14|
10|
15|
14|
15|
15|
+11/+13|
+13|
+9|
+7|
+9|
3d4 (17)|


Juvenile|
M|
14d12+28 (119)|
14|
10|
15|
14|
15|
17|
+14/+17|
+17|
+11|
+9|
+11|
4d4 (19)|


Young adult|
L|
17d12+51 (161)|
16|
10|
17|
16|
17|
19|
+17/+25|
+20|
+13|
+10|
+13|
5d4 (21)|
21

Adult|
L|
20d12+80 (210)|
16|
10|
17|
16|
19|
23|
+20/+30|
+25|
+16|
+12|
+15|
6d4 (24)|
23

Mature adult|
H|
23d12+115 (264)|
18|
10|
19|
18|
21|
27|
+23/+39|
+29|
+18|
+13|
+17|
7d4 (26)|
25

Old|
H|
26d12+130 (299)|
18|
10|
19|
18|
21|
29|
+26/+43|
+33|
+20|
+15|
+19|
8d4 (28)|
27

Very old|
H|
29d12+174 (362)|
20|
10|
21|
20|
23|
31|
+29/+47|
+37|
+22|
+16|
+21|
9d4 (30)|
29

Ancient|
H|
32d12+192 (400)|
20|
10|
21|
20|
23|
33|
+32/+51|
+41|
+24|
+18|
+23|
10d4 (32)|
31

Wyrm|
G|
35d12+245 (472)|
22|
10|
23|
22|
25|
35|
+35/+59|
+43|
+26|
+19|
+25|
11d4 (34)|
33

Great wyrm|
G|
38d12+304 (551)|
22|
10|
23|
22|
27|
37|
+38/+63|
+47|
+29|
+21|
+27|
12d4 (37)|
35

[/table]

{table=head]
Age|
Speed|
Initiative|
AC|
Special Abilities|
Caster Level|
SR

Wyrmling|40 ft., fly 100 ft. (average)|
+0|16 (+2 size, +4 natural), touch 12, flat-footed 16|Immunity to mental drain, figment|
—|


Very young|40 ft., fly 100 ft. (average)|
+0|18 (+1 size, +7 natural), touch 11, flat-footed 18|-|
—|


Young|40 ft., fly 150 ft. (poor)|
+0|20 (+10 natural), touch 10, flat-footed 20|-|
1st|


Juvenile|40 ft., fly 150 ft. (poor)|
+0|23 (+13 natural), touch 10, flat-footed 23|-|
3rd|


Young adult|40 ft., fly 150 ft. (poor)|
+0|25 (-1 size, +16 natural), touch 9, flat-footed 25|DR 5/magic|
5th|
19

Adult|40 ft., fly 150 ft. (poor)|
+0|28 (-1 size, +19 natural), touch 9, flat-footed 28|Greater figment|
7th|
21

Mature adult|40 ft., fly 150 ft. (poor)|
+0|30 (-2 size, +22 natural), touch 8, flat-footed 30|DR 10/magic|
9th|
23

Old|40 ft., fly 150 ft. (poor)|
+0|33 (-2 size, +25 natural), touch 8, flat-footed 33|Force Awake|
11th|
25

Very old|40 ft., fly 150 ft. (poor)|
+0|36 (-2 size, +28 natural), touch 8, flat-footed 36|DR 15/magic|
13th|
26

Ancient|40 ft., fly 150 ft. (poor)|
+0|39 (-2 size, +31 natural), touch 8, flat-footed 39|?|
15th|
28

Wyrm|40 ft., fly 200 ft. (clumsy)|
+0|40 (-4 size, +34 natural), touch 6, flat-footed 40|DR 20/magic|
17th|
29

Great wyrm|40 ft., fly 200 ft. (clumsy)|
+0|43 (-4 size, +37 natural), touch 6, flat-footed 43|Consume Dream Essence|
19th|
31

[/table]

Combat
Fearsome Figment Dragons prefer to destroy anything that gets too close and are always considered hostile towards every creature. Fearsome Figment Dragons prefer to fight in the dream world where they are the most powerful, immediately using their Sleep Aura then entering the dream world to attack with its breath weapon and various abilities. If it cannot cause its enemies to fight in the dream world, it uses its figment ability to attack them.

Breath Weapon (Su): A Figment Dragon's breath weapon is a cone of force damage, but it may only use its breath weapon while in the dream world.

Sleep Aura (Su): A Figment Dragon gives off an aura of magical sleep, causing all in its radius to instantly fall into a deep slepp, thereby entering the dream world.

Immunity to mental drain: A Fearsome Figment Dragon is immune to all effects that drain or damage intelligence, wisdom, or charisma.

Figment (Sp): A Fearsome Figment Dragon has the ability to manifest a quasi-real form in the material plane while it is in the dream world. A Fearsome Figment Dragon may use this ability at will as the spell figment, except there is no duration.

Greater Figment (Sp): A Fearsome Figment Dragon may use the greater figment spell as a spell-like ability 3/day.

Consume Dream Essence (Su): A Fearsome Figment Dragon may disrupt the dream essence of others. While in the dream world, a Fearsome Figment Dragon may use the spell harm 3/day. This is not a negative energy effect.
[hr]
Dream subtype: Creatures with the dream subtype are native to the dream world and have unique powers while dreaming. Creatures with the dream subtype gain the following traits unless otherwise noted in their entry:
Blindsight 120ft while in the dream world
Darkvision 60ft, low-light vision
Immunity to Awaken effects
Tongues while in the dream world
Dream Body - While in the dream world, the creature's strength and dexterity scores are replaced by the creature's charisma score and the creature's constitution score is replaced by the creature's wisdom score, this may increase or decrease hit points. Additionally, the creature becomes immune to all effects of positive and negative energy.
Dream Essence - While in the dream world, the creature takes all damage as physical damage after awaking and if the creature is killed while in the dream world it dies and cannot be resurrected. Additionally, once the creature enters the dream world its physical body does as well.
Oneiromic Control - While in the dream world, the creature gains a number of special abilities:

All attacks are made as touch attacks.
The creature may teleport up to its current land speed as a move action that does not provoke attacks of opportunity twice per round.
If a creature would deal 40 or more damage, he may forgo that damage to expel the target from the dream world causing the target to become dazed for 1 round +1 for every 10 damage beyond 40 that would have been dealt.
If the creature can cast arcane or divine spells all prepared spells are lost and may be immediately replaced by spells with the dream subtype as if the caster had just had 8 hours of rest.
The creature gains a number of power points equal to his charisma score. If the creature does not normally have the ability to manifest psionic powers, the creature may choose one psionic power each time he enters the dream world to manifest. This power must be drawn from the psion power list.
Do not need to eat or drink as long as they enter the dream world for at least 8 hours per day.
Automatically fail all saving throws to resist sleep.

New Spells:
New spell subtype - Dream: Spells with the Dream subtype may only be used while in the dream world.

Awake (Enchantment [Compulsion, Dream])
Level: Cleric 1, Bard 1, Wizard/Sorcerer 1
Components: V
Casting Time: 1 standard action
Range: Close (25 +5ft/level)
Target: 1 creature/level
Duration: instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
The target instantly awakes and is ejected from the dream world into the material plane or whenever your body is. Targets with 8 or more HD automatically succeed the will save.

Figment (Transmutation [Dream])
Level: Cleric 3, Wizard/Sorcerer 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: 1 creature
Duration: 1 round/level (D)
Spell Resistance: No
Your dream form along with your equipment manifests on the material plane in ethereal form. You become ethereal, but visible. You may use any natural weapons as touch attacks that are considered magical and deal magical damage. Additionally, you may use any weapons you are wielding though all none-ethereal targets are have a 50% miss chance unless you have a ghost touch weapon. While in this form, your dream form is vulnerable to all attacks and considered helpless. You are not considered in the dream world while in this form and become dazed for 1 round after the spell effect ends.

Force Awake (Enchantment [Compulsion, Dream])
Level: Cleric 4, Bard 4, Wizard/Sorcerer 4
Components: V
Casting Time: 1 standard action
Range: Close (25 +5ft/level)
Target: 1 creature/level
Duration: instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
The target instantly awakes and is ejected from the dream world into the material plane or whenever your body is and becomes dazed for 2d6 rounds.

Greater Figment (Transmutation [Dream])
Level: Cleric 6, Wizard/Sorcerer 6
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: 1 creature
Duration: 1 minute/level (D)
Spell Resistance: No
As the spell figment except you all your weapons are considered to have the ghost touch ability and all your attacks are made as touch attacks.

Lord Tataraus
2007-12-14, 12:49 PM
*bump*

Any help please? I need to get the CR right and I'm not too good at that. Also, are they too powerful? Any clarifications needed? What should the Ancient special ability be?

RandomFellow
2007-12-14, 01:41 PM
...
<hr>

I'm not going to comment on the Dragons. I never liked Dragons and never use them. So...without experiencing using any Dragons, balancing those against existing dragons of similar CR isn't possible for me.



Dream subtype: Creatures with the dream subtype are native to the dream world and have unique powers while dreaming. Creatures with the dream subtype gain the following traits unless otherwise noted in their entry:
Blindsight 120ft while in the dream world
Darkvision 60ft, low-light vision
Immunity to Awaken effects
Tongues while in the dream world
Dream Body - While in the dream world, the creature's strength and dexterity scores are replaced by the creature's charisma score and the creature's constitution score is replaced by the creature's wisdom score, this may increase or decrease hit points. Additionally, the creature becomes immune to all effects of positive and negative energy.

So only Fast Healing and Natural healing is possible in the Dream World since you can't use Cure X Wounds, Heal, etc?



Dream Essence - While in the dream world, the creature takes all damage as physical damage after awaking and if the creature is killed while in the dream world it dies and cannot be resurrected. Additionally, once the creature enters the dream world its physical body does as well.
Oneiromic Control - While in the dream world, the creature gains a number of special abilities:

All attacks are made as touch attacks.
The creature may teleport up to its current land speed as a move action that does not provoke attacks of opportunity twice per round.
If a creature would deal 40 or more damage, he may forgo that damage to expel the target from the dream world causing the target to become dazed for 1 round +1 for every 10 damage beyond 40 that would have been dealt.
If the creature can cast arcane or divine spells all prepared spells are lost and may be immediately replaced by spells with the dream subtype as if the caster had just had 8 hours of rest.
The creature gains a number of power points equal to his charisma score. If the creature does not normally have the ability to manifest psionic powers, the creature may choose one psionic power each time he enters the dream world to manifest. This power must be drawn from the psion power list.
Do not need to eat or drink as long as they enter the dream world for at least 8 hours per day.
Automatically fail all saving throws to resist sleep.

This subtype is really strong. It reduces the stats that matter to Int, Wis, Cha. So if you spend 100% of your time in 'dream world' as a psion or wilder your effectively several levels more powerful since you only need mental stats AND based on that description you don't lose your spells like everyone else. Or most of them, considering how few 'dream spells' there are. And with no real drawbacks, except perma-death.

My two cents:
Give arcane/divine spellcasters access to Illusion & Enchantment schools rather than just 'Dream' spells. Also, treat anything with this Subtype with an LA/CR of at least 2-3 higher than they would have otherwise.



New Spells:
New spell subtype - Dream: Spells with the Dream subtype may only be used while in the dream world.

Awake (Enchantment [Compulsion, Dream])
Level: Cleric 1, Bard 1, Wizard/Sorcerer 1
Components: V
Casting Time: 1 standard action
Range: Close (25 +5ft/level)
Target: 1 creature/level
Duration: instantaneous
Saving Throw: Will negates
The target instantly awakes and is ejected from the dream world.

Seems fine. Although most first level spells that are Save or Die/Suck have HD limits. Also...where do they go when ejected since their physical form goes into the dream world with them if they have the [Dream] subtype?



Figment (Transmutation [Dream])
Level: Cleric 3, Wizard/Sorcerer 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: 1 creature
Duration: 1 round/level (D)
Your dream form along with your equipment manifests on the material plane in ethereal form. You become ethereal, but visible. You may use any natural weapons as touch attacks that are considered magical and deal magical damage. Additionally, you may use any weapons you are wielding though all none-ethereal targets are have a 50% miss chance unless you have a ghost touch weapon. While in this form, your dream form is vulnerable to all attacks and considered helpless. You are not considered in the dream world while in this form and become dazed for 1 round after the spell effect ends.

Why would I use a spell that lets people coupe de grace me while I have full health? This seems more offense than defensive in nature considering being 'helpless' means anyone can coupe de grace the person while they are effected by the spell.



Force Awake (Enchantment [Compulsion, Dream])
Level: Cleric 4, Bard 4, Wizard/Sorcerer 4
Components: V
Casting Time: 1 standard action
Range: Close (25 +5ft/level)
Target: 1 creature/level
Duration: instantaneous
Saving Throw: Will negates
The target instantly awakes and is ejected from the dream world and becomes dazed for 2d6 rounds.

Same second question as first spell.



Greater Figment (Transmutation [Dream])
Level: Cleric 6, Wizard/Sorcerer 6
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: 1 creature
Duration: 1 minute/level (D)
As the spell figment except you all your weapons are considered to have the ghost touch ability and all your attacks are made as touch attacks.
Same as the questions for the second spell.

Lord Tataraus
2007-12-14, 02:20 PM
I'm not going to comment on the Dragons. I never liked Dragons and never use them. So...without experiencing using any Dragons, balancing those against existing dragons of similar CR isn't possible for me.
Fair enough.


So only Fast Healing and Natural healing is possible in the Dream World since you can't use Cure X Wounds, Heal, etc?
Currently, yes though I will be adding cure spells with the dream subtype.


This subtype is really strong. It reduces the stats that matter to Int, Wis, Cha. So if you spend 100% of your time in 'dream world' as a psion or wilder your effectively several levels more powerful since you only need mental stats AND based on that description you don't lose your spells like everyone else. Or most of them, considering how few 'dream spells' there are. And with no real drawbacks, except perma-death.
True it is very strong, but so is everything else in the dream world. Powers are not lost because the dream world is innately psionic. I am considering having some sort of balancing factor to psionics like the wilder's surge negative effect but for all powers used by psionic classes and races.


My two cents:
Give arcane/divine spellcasters access to Illusion & Enchantment schools rather than just 'Dream' spells. Also, treat anything with this Subtype with an LA/CR of at least 2-3 higher than they would have otherwise.
I was planning on making those schools have all spells usable in the dream world, or at least most of them. I'm also going to include a few conjuration spells with dream subtype equivalents. As for the LA increase, anything in the dream world receives a lot of the same abilities so I thought it would balance out a bit, but there might be some bugs.



Seems fine. Although most first level spells that are Save or Die/Suck have HD limits. Also...where do they go when ejected since their physical form goes into the dream world with them if they have the [Dream] subtype?
Ah right, HD limit, I'll include that. When your ejected from the dream world, all of you returns to the material plane.



Why would I use a spell that lets people coupe de grace me while I have full health? This seems more offense than defensive in nature considering being 'helpless' means anyone can coupe de grace the person while they are effected by the spell.
During the day time there is very little activity in the dream world so this gives you a bonus when fighting those in the real world. Of course that is a major drawback, but you might have allies to protect you and you know the condition of your body.

Thanks for your input.

RandomFellow
2007-12-14, 03:18 PM
Your welcome. =)

DracoDei
2007-12-14, 07:43 PM
Will have to take a look at your full entry some time. You forgot to change "Negative Energy" to "Positive Energy" in the Great Wyrm ability for the CG dragons. The spells need lines in the header for spell resistance.

Too tired to really look through the dragons...