- Location
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I think it is pretty good. I like it. It is perfect for...capture purposes. Especially with more than one beating down on a monster.
OTOH trying to mind control Mind Dragons is just the kind of hubristic thing that most of our evil enemies would love to do.I've been fine tuning the Mind Dragons off and on over the past couple days (/nerdflex). I originally picked Dimension Door as their 4th level spell due to the utility and extra mobility, but then I came across Psychic Poison. It's technically an Evil spell, but that's just fluff and it's no worse morally than many much more devastating or icky spells.
A Mind Dragon could cast Psychic Poison on themselves ahead of time, then any time they are targeted by a Mind-Affecting or Divination effect, or any psionic power, the attacker would have to make a DC 27 Will save or fall victim to the Psychic Poison effect. The best choice from those available for use on a living creature would inflict 1d8 points of Wisdom damage as an Initial and Secondary effect.
As neat as this could be, especially when used against the Deep Ones, it could also be completely useless if they aren't ever targeted by a relevant effect.
What do ya'll think?
Also I have noticed the thread has a tendency to escalate hella high. The item cost for Zathir's help was CL 30. We ended up paying up up to CL 520. We ended up overpaying by at least 17 times. Holy hell.
It's perfect. The Mind Flayers are in for a nasty surprise.I've been fine tuning the Mind Dragons off and on over the past couple days (/nerdflex). I originally picked Dimension Door as their 4th level spell due to the utility and extra mobility, but then I came across Psychic Poison. It's technically an Evil spell, but that's just fluff and it's no worse morally than many much more devastating or icky spells.
A Mind Dragon could cast Psychic Poison on themselves ahead of time, then any time they are targeted by a Mind-Affecting or Divination effect, or any psionic power, the attacker would have to make a DC 27 Will save or fall victim to the Psychic Poison effect. The best choice from those available for use on a living creature would inflict 1d8 points of Wisdom damage as an Initial and Secondary effect.
As neat as this could be, especially when used against the Deep Ones, it could also be completely useless if they aren't ever targeted by a relevant effect.
What do ya'll think?
The best part is that our Mighty Mind Dragons are innately immune to Mind-Affecting effects, so there isn't even any fear that they'll suffer for using Psychic Poison without first using their Mind Blank SLA. Also, if they don't use Mind Blank, they remain vulnerable to Divination effects, which would also subject the user to Psychic Poison.
We'll just need to relocate it to SD.I just had a thought. I was thinking about Zathir and thought "Hey he still needs a temple" and then I thought about the Citadel. Now I am wondering if that could be his temple. It is a place of learning, it is a fairly large building and it would be slapping the Maesters in the face.
A mobile hall of learning? Zathir could cart it around the Imperium teaching people using his cadres of students.Shunt it into a demiplane and transport it? We can use Miracle now.
We could put it in a large Permanent Greater Demiplane, then every few weeks open a portal Gate to it from a different Imperial city, timing it so that it only ever connects to one city at a time.
With @DragonParadox's suggestion, I've updated the Mindhunter Pseudodragon sheet. Now it's a Mind Dragon.
I removed the Pseudodragon's chameleon-like camouflage ability and changed the poison to go along with the "Mind Dragon" theme.
New Poison (Ex): Injury, Fortitude DC 28; Initial Damage: 1d6 Wisdom damage, plus Dazed for 1 round, Secondary Damage: 2d6 Wisdom damage, plus Stunned for 1d4 minutes. The save DC is Constitution-based and includes a +2 racial bonus.
Old Poison (Ex): Injury, Fortitude DC 28, initial damage sleep for 1 minute, secondary damage sleep for 1d3 hours. The save DC is Constitution-based and includes a +2 racial bonus.
Mighty Mind Dragon
Advanced Mighty Gigantean Telepathic Sorcerer Creature Pseudodragon (CR 15)
Size/Type: Huge Dragon
Hit Dice: 12d12 + 120 + 120[Mighty] (318 HP)
Initiative: +5 (Mighty) + 2 (DEX) = +7
Speed: Ground: 90 ft, Swim: 90ft (Heart of Water), Fly: 270 ft (Good)
Armor Class: 30 (-2 Size, +2 Dex, +5 Dodge, +11 Natural, +4 Mage Armor), Touch 19, Flat-Footed 23
Base Attack/Grapple: +17; Melee (+30/+38), Ranged (+19)
Attack: Tail Sting +30 (2d6+24 plus poison)
Full Attack: Tail Sting +30 (2d6+24 plus poison), Bite +25 (2d8+18), 2 Claws +25 (2d6+11), 2 Wings +25 (1d8+11), Crush +30 (2d8+24)
Space/Reach: 15 ft./10 ft. (15ft. with bite, 20 ft. with tail)
Special Attacks: Poison
Special Qualities: Damage Reduction 4/--, Blindsense 240 ft, Darkvision 240 ft, Low-Light Vision, Immunity to Sleep & Paralysis, Immunity to Mind-Affecting effects, Spell Resistance 27, Telepathy 240 ft, Resist Cold & Electricity 5
Saves: Fort +23, Ref +15, Will +19
Abilities: Str 34(36)*, Dex 11(14), Con 27(30), Int 14, Wis 16(18), Cha 18(22); *+8 for the purposes of determining carrying capacity.
Skills*: Bluff +16, Concentration +30, Diplomacy +31, Knowledge (Arcana) +22, Knowledge (Dungeoneering) +22, Knowledge (The Planes) +17, Knowledge (War) +12, Listen +14, Sense Motive +29, Spellcraft +22, Spot +14, Swim +23; *Gain a +5 Competence bonus to any untrained skill check made using skills not listed here.
Feats: Arcane Mastery, Draconic Bloodline, Expanded Arcana (Ancestral Awakening, Elemental Dart), Expanded Arcana (Dispel Magic, Hydrophobia), Iron Will(B), Mindsight, Versatile Spellcaster
Languages: Draconic, Low Valyrian (Braavosi), Valyrian, Westerosi (Common)
Alignment: Any Good
Poison (Ex): Injury, Fortitude DC 28; Initial Damage: 1d6 Wisdom damage, plus Dazed for 1 round, Secondary Damage: 2d6 Wisdom damage, plus Stunned for 1d4 minutes. The save DC is Constitution-based and includes a +2 Racial bonus.
Spell Tail (Ex): By default, Mind Dragons deliver Touch spells using their long flexible tails rather than their shorter less dexterous claws. They can choose whether or not to inflict damage or inject their poison when making tail-based Touch attacks.
Alternate Forms (Su): Using their Alter Self spell, Mind Dragons can assume one of two different forms, that of either a Tiny-sized Pseudodragon or a unique Medium-sized Human.
Telepathy (Su): Mind Dragons can communicate Telepathically with any creature who speaks one of its known languages, provided they are within 240 feet.
Informed Prediction (Su): If the Mind Dragon has successfully used Detect Thoughts against a creature within 24 hours, it gains a +2 Dodge bonus against that creature's attacks and a +2 Insight bonus on saves against that creature's spells and special attacks.
Skills: Mind Dragons gain a +5 Racial bonus to Bluff, Diplomacy, and Sense Motive checks.
Spell-Like Abilities (Sp): Caster Level: 12th, At Will: Detect Thoughts (DC 25), 1/Day: Dream, Mind Blank, Phantasmal Killer (DC 27), Telepathic Bond.
Spells Known (Caster Level 12): Spell DC = 10 + 6 (CHA) + 7 (Mighty) + Spell Level
Level 0: Arcane Mark, Detect Magic, Detect Poison, Light, Mage Hand, Mending, Message, Prestidigitation (6/day)
Level 1: Comprehend Languages, Enlarge Tail, Mage Armor, Magic Missile(RotF), Shield, Touch of Blindness, True Casting (6+2/day)
Level 2: Alter Self, Elemental Dart, Mirror Image, Scintillating Scales, Wings of Cover (6+2/day)
Level 3: Ancestral Awakening, Dispel Magic, Fireball(RotF), Heart of Water, Hydrophobia, Protection from Energy, Venomfire (5+1/day)
Level 4: Dimension Door, Fear, Freedom of Movement(RotF) (3+1/day)
Contingency Spells: Renewal Pact; Stalwart Pact
Boneward Belt: +3 Constitution, +2 Strength
Greater Amulet of Arcane Freedom:
- Your strength score is 8 higher than normal when determining your carrying capacity.
- Healing (3 Charges/Day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8 points of damage), or 3 charges(Heal 4d8 points of damage)
- Reinforcement (3 Charges/Day): 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
- As a Standard Action, you can deploy or stow a masterwork quality military saddle comfortably attached to the back of your belt strap. It can accommodate a single Medium-sized passenger.
Greater Radiant Circlet of Rapid Casting:
- Convert any spell of 4th level and above to Freedom of Movement.
- 2/Day apply the Still Spell Metamagic feat to a spell as a Swift Action.
- Hold breath for up to 12 hours before having to make a Constitution check.
Raiment of the Four(Incomplete): Uniting the magic of three enchanted items (Ring of Untarnished Glory, Greater Radiant Circlet of Rapid Casting, Greater Amulet of Arcane Freedom) grants the following benefits:
- Immunity to Blindness and Dazzling effects.
- Convert any spell of 3rd level and above to Fireball.
- 1/Day: Negate stun, daze, confusion, fascination (Does not include the effects of Chronomancy)
- 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
- 3 Charges/Day: 1 Charge (Cast a single spell of 2nd level or less as a Swift Action), 2 Charges (3rd level spell), 3 Charges (4th level spell)
Ring of Untarnished Glory: +4 Charisma, +2 Wisdom
- 2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
- 3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
Tail-Ring of Zephyr's Grace: +3 Dexterity
- Glow as if affected with a Light spell at will.
- Convert any spell of 1st level and above to Magic Missile.
- 5/Day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.
Equipped Magic Items: Boneward Belt (+3 CON, +2 STR), Greater Amulet of Arcane Freedom, Greater Radiant Circlet of Rapid Casting, Ring of Sustenance, Ring of Untarnished Glory (+4 CHA, +2 WIS), Tail-Ring of Zephyr's Grace (+3 DEX)
- 3/Day as a Swift Action, your tail elongates, extending its Reach by 10 feet for one round.
- 3/Day use Wings of Air to increase your aerial maneuverability from Good to Perfect for three minutes.
- 2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
Colorized, 294 AC.Suddenly I'm imagining Maesters chasing the vanishing Citadel to the tune of the Benny Hill theme.
Crafting capacity mostly. Everything I have assigned to them right now is being for them this month. I guess I could include the Monk's Belt upgrade, too, and just put it on next month's schedule.@Goldfish, how come the Mind Dragons don't have a Monk's Belt enchantment?
Speaking of which, we're still in freaking 294 AC. About 5 years away from the canonical ASOIAF War of the Five Kings, and (it appears) long before the Others even get to the North proper. We've done a lot.
Yeah, there's another take on that. We've been playing this Quest for like three years and still haven't conquered Westeros.Speaking of which, we're still in freaking 294 AC. About 5 years away from the canonical ASOIAF War of the Five Kings, and (it appears) long before the Others even get to the North proper. We've done a lot.
Viserys: "This is happening on my terms. Consider yourself lucky I've decided to minimize the chaos of the Conquest."Yeah, there's another take on that. We've been playing this Quest for like three years and still haven't conquered Westeros.
I'm not sure, but I believed the Queen Rhaella was her own captain.@DragonParadox, it would be nice if a little blurb could be attached to the Windword Society members about what they're doing post reincarnation, and maybe even what they look like. I think some of those blurbs are honestly original to their first introduction in Bravos. This chapter (Burrows hunting) you mentioned Koron and it's been so long I didn't even know who he is, and I'm binging through these chapters.
Lohos is also here, which is odd because I thought he was the Capitan of Queen Rhaella? Or who is the capitan of that ship? There's no discription of the ship on the Front Page either, just a seaweed Leshy crewmember.