It's really cool that we are doing this.
I love it.

You are aware though, that by not protesting when the concept of a new dragon-type first came up you also volunteered to build their Wyrmlings based on the assumption that the original Mind Dragons are Mature Adult (or somewhere around there) of their species?;)

[X] Goldfish
Wait, Goldfish's proposed versions grow more powerful? I thought that that was as strong as they get. The Flesh Forge shouldn't be able to make creatures beyond CR 15 yet.
Yeah, our Flesh Forges Mind Dragons are full adults, which would normally be CR 10 of not for the Mighty template. That's how they'll be when they reproduce naturally. Further power will need to come via leveling, preferably as Sorcerers to stack with their inborn abilities.

I've been meaning to stat up a few age categories for the natural Mind Dragons, @Artemis1992. Thanks for the reminder. Not gonna do all normal True Dragon age categories, though, since they normally cap out at CR 10.

Will probably make gratuitous use of stacked Young templates to model them.
 
Wait, Goldfish's proposed versions grow more powerful? I thought that that was as strong as they get. The Flesh Forge shouldn't be able to make creatures beyond CR 15 yet.
If they are True Dragons they should never stop growing in power.

But that's a matter of centuries at that point, so it won't be game-relevant, just like Amrelath reaching the next age-category is not something we'll ever see in the quest.
 
Yeah, our Flesh Forges Mind Dragons are full adults, which would normally be CR 10 of not for the Mighty template. That's how they'll be when they reproduce naturally. Further power will need to come via leveling, preferably as Sorcerers to stack with their inborn abilities.

I've been meaning to stat up a few age categories for the natural Mind Dragons, @Artemis1992. Thanks for the reminder. Not gonna do all normal True Dragon age categories, though, since they normally cap out at CR 10.

Will probably make gratuitous use of stacked Young templates to model them.
Wait, the produced Mind Dragons are the biggest of their kind already?
I thought they would be somewhere in the middle, age-wise.

Just to repeat, this is not about powergaming for me since the Mind Dragons will never grow to Wyrm-age in the boundaries of the quest.
But if they are True Dragon they should have the potential to do so, on principle.
Anything else would be admitting that we merely produced a downgraded copy of Tiamat's work, not a True Dragon in its own right.
 
Wait, the produced Mind Dragons are the biggest of their kind already?
I thought they would be somewhere in the middle, age-wise.

Just to repeat, this is not about powergaming for me since the Mind Dragons will never grow to Wyrm-age in the boundaries of the quest.
But if they are True Dragon they should have the potential to do so, on principle.
Anything else would be admitting that we merely produced a downgraded copy of Tiamat's work, not a True Dragon in its own right.
They were always meant to be downgraded True Dragons. It always stuck me as odd that DP was allowing this at all because there is in fact a prerequisite which we haven't completed yet.
 
Wait, the produced Mind Dragons are the biggest of their kind already?
I thought they would be somewhere in the middle, age-wise.

Just to repeat, this is not about powergaming for me since the Mind Dragons will never grow to Wyrm-age in the boundaries of the quest.
But if they are True Dragon they should have the potential to do so, on principle.
Anything else would be admitting that we merely produced a downgraded copy of Tiamat's work, not a True Dragon in its own right.
Some kinds of Dragons don't go through the full range of Age Categories, though, like Dragon Turtles, which are still Dragons.

For our first effort in Dragon creation, I think the Mind Dragons are fine capping out at CR 10 normally. They will also reach maturity much faster than typical of True Dragons, and they can always gain class levels to increase their power. They can keep progressing as Sorcerers or immediately transition into any PRCs they qualify for.
 
Finally caught up.

We are making true dragons?

And when we deal with tiamat, will she be split into five dragons so we can feed all of our usual gods?

Yss is going to be a fat snake if so.
 
Finally caught up.

We are making true dragons?

And when we deal with tiamat, will she be split into five dragons so we can feed all of our usual gods?

Yss is going to be a fat snake if so.
In order:

Welcome to the thread

Yes we accidentally made a true dragon

We probably won't do that. The plan, from my understanding, is to mess her up as hard as possible while taking at least one of her divine domains. I am looking at Glory personally. That or Magic.

Yss is probably going to be a very fat snake. He already is.
 
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)

Here it is

@Zavvnao
 
What happened to Dewchaser and her crossbow?
Pretty sure we sacrificed Dewchaser to Yss or the OG. His crossbow is in the Armory waiting to be given to Glyra.
When did we do that?
When we were coming up with this month's orders to place in the Flesh and Fungal Forges, I designed the Mind Dragon, an amped up Pseudodragon modified with various templates to be CR 15. DP ruled that it was going to become a new type of viable Dragon. We're growing four of them in the Flesh Forge this month.
 
We could make some Wyverns to beef up the airforce if need be also. We can make a lot of stuff nowadays. All we need are corpses...looks at Slaver's Bay daring then to fight us.
 
We could make some Wyverns to beef up the airforce if need be also. We can make a lot of stuff nowadays. All we need are corpses...looks at Slaver's Bay daring then to fight us.
I designed Assassin Wyverns for the Shaitan earlier this month, but they didn't order any of them. We had to make them Feral so they wouldn't be sentient, but we could make them for ourselves without that handicap.
Assassin Wyvern
Advanced Feral Quickling Forked-Tail Wyvern - CR 8

N Large Dragon
Init +15; Senses darkvision 60 ft., low-light vision, scent; Listen +9, Spot +18
DEFENSE
AC
30, touch 20, flat-footed 19 (+7 Dex, +4 Dodge, +10 natural, -1 size)
HP 139 (9d12+81)
Fort +15, Ref +13, Will +9
Immune: dragon traits, magic paralysis and sleep; Resist acid 10, fire 10; SR 19, Fast Healing 1
OFFENSE
Speed:
80 ft., fly 240 ft. (Average), swim 160 ft.
Melee: bite +17 (2d6+9 plus grab), 2 stings +17 (1d6+9 plus poison), 2 wings +12 (1d6+4)
Space: 10 ft.; Reach 5 ft.
Special Attacks: breath weapon (30-ft. cone, 6d6 fire damage plus fumes, Reflex DC 23 half, usable every 1d4 rounds), rake (2 talons +20, 1d6+9)
STATISTICS
Str 29, Dex 24, Con 28, Int 2, Wis 12, Cha 15
Base Attack/Grapple: +9/+13
Feats: Ability Focus(Poison), Combat Reflexes, Deadly Poison, Dodge, Flyby Attack, Improved Initiative, Improved Poison, Mobility, Spring Attack
Skills: Balance +17, Jump +19, Listen +9, Spot +18, Swim +9, Tumble +17; Racial Modifiers +8 Listen & Spot, +10 Balance, Jump, & Tumble

Breath Weapon (Su): Once every 1d4 rounds, an Assassin Wyvern can emit a cloud of noxious fire in a 30-foot cone that deals 6d6 points of fire damage and the fumes cause temporary blindness as though affected by Glitterdust for 4 rounds. A DC 23 Reflex save halves the fire damage and negates the Glitterdust effect. The save DC is Constitution-based.

Poison (Ex): Injury - Fortitude DC 25: Initial 2d8 Constitution damage, Secondary 4d8 Constitution damage. The save DC is Constitution-based.

Rapid Actions (Ex): An Assassin Wyvern gains one extra attack or move action each round. This does not stack with other haste effects.

Hold Breath (Ex): The Assassin Wyvern can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.

Aging Vulnerability (Ex): An Assassin Wyvern takes 50% more damage from aging effects, including the number of years aged.
 
I designed Assassin Wyverns for the Shaitan earlier this month, but they didn't order any of them. We had to make them Feral so they wouldn't be sentient, but we could make them for ourselves without that handicap.
Assassin Wyvern
Advanced Feral Quickling Forked-Tail Wyvern - CR 8

N Large Dragon
Init +15; Senses darkvision 60 ft., low-light vision, scent; Listen +9, Spot +18
DEFENSE
AC
30, touch 20, flat-footed 19 (+7 Dex, +4 Dodge, +10 natural, -1 size)
HP 139 (9d12+81)
Fort +15, Ref +13, Will +9
Immune: dragon traits, magic paralysis and sleep; Resist acid 10, fire 10; SR 19, Fast Healing 1
OFFENSE
Speed:
80 ft., fly 240 ft. (Average), swim 160 ft.
Melee: bite +17 (2d6+9 plus grab), 2 stings +17 (1d6+9 plus poison), 2 wings +12 (1d6+4)
Space: 10 ft.; Reach 5 ft.
Special Attacks: breath weapon (30-ft. cone, 6d6 fire damage plus fumes, Reflex DC 23 half, usable every 1d4 rounds), rake (2 talons +20, 1d6+9)
STATISTICS
Str 29, Dex 24, Con 28, Int 2, Wis 12, Cha 15
Base Attack/Grapple: +9/+13
Feats: Ability Focus(Poison), Combat Reflexes, Deadly Poison, Dodge, Flyby Attack, Improved Initiative, Improved Poison, Mobility, Spring Attack
Skills: Balance +17, Jump +19, Listen +9, Spot +18, Swim +9, Tumble +17; Racial Modifiers +8 Listen & Spot, +10 Balance, Jump, & Tumble

Breath Weapon (Su): Once every 1d4 rounds, an Assassin Wyvern can emit a cloud of noxious fire in a 30-foot cone that deals 6d6 points of fire damage and the fumes cause temporary blindness as though affected by Glitterdust for 4 rounds. A DC 23 Reflex save halves the fire damage and negates the Glitterdust effect. The save DC is Constitution-based.

Poison (Ex): Injury - Fortitude DC 25: Initial 2d8 Constitution damage, Secondary 4d8 Constitution damage. The save DC is Constitution-based.

Rapid Actions (Ex): An Assassin Wyvern gains one extra attack or move action each round. This does not stack with other haste effects.

Hold Breath (Ex): The Assassin Wyvern can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.

Aging Vulnerability (Ex): An Assassin Wyvern takes 50% more damage from aging effects, including the number of years aged.

We could. Those looked amazing and the more the merrier I say.
 
I designed Assassin Wyverns for the Shaitan earlier this month, but they didn't order any of them. We had to make them Feral so they wouldn't be sentient, but we could make them for ourselves without that handicap.
Assassin Wyvern
Advanced Feral Quickling Forked-Tail Wyvern - CR 8

N Large Dragon
Init +15; Senses darkvision 60 ft., low-light vision, scent; Listen +9, Spot +18
DEFENSE
AC
30, touch 20, flat-footed 19 (+7 Dex, +4 Dodge, +10 natural, -1 size)
HP 139 (9d12+81)
Fort +15, Ref +13, Will +9
Immune: dragon traits, magic paralysis and sleep; Resist acid 10, fire 10; SR 19, Fast Healing 1
OFFENSE
Speed:
80 ft., fly 240 ft. (Average), swim 160 ft.
Melee: bite +17 (2d6+9 plus grab), 2 stings +17 (1d6+9 plus poison), 2 wings +12 (1d6+4)
Space: 10 ft.; Reach 5 ft.
Special Attacks: breath weapon (30-ft. cone, 6d6 fire damage plus fumes, Reflex DC 23 half, usable every 1d4 rounds), rake (2 talons +20, 1d6+9)
STATISTICS
Str 29, Dex 24, Con 28, Int 2, Wis 12, Cha 15
Base Attack/Grapple: +9/+13
Feats: Ability Focus(Poison), Combat Reflexes, Deadly Poison, Dodge, Flyby Attack, Improved Initiative, Improved Poison, Mobility, Spring Attack
Skills: Balance +17, Jump +19, Listen +9, Spot +18, Swim +9, Tumble +17; Racial Modifiers +8 Listen & Spot, +10 Balance, Jump, & Tumble

Breath Weapon (Su): Once every 1d4 rounds, an Assassin Wyvern can emit a cloud of noxious fire in a 30-foot cone that deals 6d6 points of fire damage and the fumes cause temporary blindness as though affected by Glitterdust for 4 rounds. A DC 23 Reflex save halves the fire damage and negates the Glitterdust effect. The save DC is Constitution-based.

Poison (Ex): Injury - Fortitude DC 25: Initial 2d8 Constitution damage, Secondary 4d8 Constitution damage. The save DC is Constitution-based.

Rapid Actions (Ex): An Assassin Wyvern gains one extra attack or move action each round. This does not stack with other haste effects.

Hold Breath (Ex): The Assassin Wyvern can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.

Aging Vulnerability (Ex): An Assassin Wyvern takes 50% more damage from aging effects, including the number of years aged.
If we're talking about Flesh Forge orders to come I'd like to remind you to commission several dozen Guardian Nagas alongside the first batch of those Flame Drakes I was kicking around a while back.
 
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?
 
Back
Top