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?
OTOH trying to mind control Mind Dragons is just the kind of hubristic thing that most of our evil enemies would love to do.

Surprise Pikachu is the name of the game.
 
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.
 
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?
It's perfect. The Mind Flayers are in for a nasty surprise.
 
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.
 
It's perfect. The Mind Flayers are in for a nasty surprise.
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.
 
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.
We'll just need to relocate it to SD.
 
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
  1. Your strength score is 8 higher than normal when determining your carrying capacity.
  2. 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)
  3. 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
  4. 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 Amulet of Arcane Freedom:
  1. Convert any spell of 4th level and above to Freedom of Movement.
  2. 2/Day apply the Still Spell Metamagic feat to a spell as a Swift Action.
  3. Hold breath for up to 12 hours before having to make a Constitution check.
Greater Radiant Circlet of Rapid Casting:
  1. Immunity to Blindness and Dazzling effects.
  2. Convert any spell of 3rd level and above to Fireball.
  3. 1/Day: Negate stun, daze, confusion, fascination (Does not include the effects of Chronomancy)
  4. 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
  5. 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)
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:
  1. 2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
  2. 3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
Ring of Untarnished Glory: +4 Charisma, +2 Wisdom
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
  3. 5/Day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.
Tail-Ring of Zephyr's Grace: +3 Dexterity
  1. 3/Day as a Swift Action, your tail elongates, extending its Reach by 10 feet for one round.
  2. 3/Day use Wings of Air to increase your aerial maneuverability from Good to Perfect for three minutes.
  3. 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.
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)

@Goldfish, how come the Mind Dragons don't have a Monk's Belt enchantment?
 
Inserted tally
Adhoc vote count started by Goldfish on Nov 25, 2019 at 9:13 PM, finished with 118 posts and 11 votes.

  • [X] Insist that they be told at once and the checkups begin
    -[X] "My own mages will perform the examinations, my lord, and at no cost to your coffers. Should they learn the Wild Magic confluence is having a negative effect on your employees, then we will seek to cure them of the damage or determine how long a worker may be exposed before the damage becomes truly dangerous."
    --[X] "This is not merely a matter of protecting the lives of consenting adults who choose to risk themselves in your mines, my lord. Wild Magic can be dangerous in any number of ways. That is precisely why it is termed 'Wild', and among those dangers is the potential for...metamorphosis, of both the mind and body. You should not discount the possibility of willing miners becoming unwilling monsters. I certainly would not."
    ---[X] "Warn your workers of the dangers, tell them that you have arranged for outside experts to monitor their health, and make them aware that they should report any unusual symptoms or afflictions immediately."
    -[X] In the meantime, we will arrange for a more in-depth study of the Wild Magic effects in the coming weeks. If we are not mistaken, Denys Trainer should be up to the task, with Mercy along to provide assistance, conduct the examinations, and provide medical care should it be needed. (Will require a research action next month: 10 progress)
 
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. :V
 
@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.
 
Yeah, there's another take on that. We've been playing this Quest for like three years and still haven't conquered Westeros. :V
Viserys: "This is happening on my terms. Consider yourself lucky I've decided to minimize the chaos of the Conquest."
@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.
I'm not sure, but I believed the Queen Rhaella was her own captain.
 
Diana is the Captain. Or described as such by @DragonParadox anyway.

Edit: And I'm pretty sure this is the case specifically so that Rhaella would have a representative who actually understood humans.
 
But then what happened to that whole line of the Ship being attracted to Lohos in that interlude. She blushed if I recall. And he was gathering a crew too from another. It never got tied together maybe, but there was another interlude with Lohos Asha and Theon on Queen Rhaella doing something. Raising old ships maybe?
 
Back
Top