Author Topic: Steel Dragon  (Read 5280 times)

Offline Retrokinesis

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Steel Dragon
« on: April 21, 2016, 04:01:37 AM »
Steel Dragon


HD: d10
LevelBABFortRefWillFeature
1+0+2+0+2Steel Dragon Body, Acidic Breath, Humanoid Form
2+1+3+0+3Keen Senses, Lesser Steel Magic, +1 Cha
3+2+3+1+3Blindsense 60 ft., Poison Breath, Arcane Blood
4+3+4+1+4Wings, Cosmopolitan, +1 Str
5+3+4+1+4Arcane Shield (Minor), Lore, +1 Con
6+4+5+2+5Growth (Medium), Steel Magic
7+5+5+2+5Arcane Shield (Moderate), Vault of Memory (Knowledge), +1 Cha
8+6+6+2+6Enthralling Speech, +1 Str
9+6+6+3+6Web of Peers, Domain
10+7+7+3+7Greater Steel Magic, +1 Con
11+8+7+3+7Arcane Skin, Venomous Touch
12+9+8+4+8Growth (Large), Iron Scales, +1 Cha
13+9+8+4+8Poisonous Words, +1 Str
14+10+9+4+9Vault of Memory (Spell), +1 Con
15+11+9+5+9Comfortable Casting, +1 Str, +1 Cha
16+12+10+5+10Frightful Presence, +1 Con, +1 Cha
17+12+10+5+10Superior Steel Magic, +1 Str, +1 Con
18+13+11+6+11Vault of Memory (Spell), +1 Str, +1 Cha
19+14+11+6+11Growth (Huge)
20+15+12+6+12Exarch, +1 Str, +1 Con, +1 Cha

Skills: 4 + Int mod per level, quadruple at 1st level. Class skills:  Appraise, Bluff, Concentration, Craft (any), Decipher Script, Diplomacy, Disguise, Gather Information, Knowledge (any), Listen, Profession (any), Search, Sense Motive, Spellcraft, Spot, Swim.

Proficiencies: Its own natural weapons only.

Features:

Steel Dragon Body: At 1st level of this class the steel dragon loses all racial bonuses and gains Dragon traits (60 ft. Darkvision, low-light vision, and immunity to sleep and paralysis) and the Air subtype. It is a Small Dragon with a bite (1d6 + Str modifier), 2 claws (1d4 + ½ Str modifier), a base speed of 40 feet, and a swim speed equal to half its land speed. The steel dragon has wings, but they’re too weak to do anything at this level. Its claws are capable of fine manipulation and can be used for somatic components.

The steel dragon also gets a Natural Armor bonus equal to its Con modifier. Whenever it grows one size category, its Natural Armor increases by 1.

The steel dragon is immune to poison. It has no particular vulnerability.

Acidic Breath: At 1st level the steel dragon can fire a 60 ft. line that deals 1d6 acid damage/HD (Reflex save 10 + ½ HD + Con modifier for half) every 1d4 turns. The range increases by 10 ft. for every HD past this one.

Humanoid Form: Steel dragons are typically far more comfortable in their alternate forms than most dragons. At first level, the steel dragon gains Deceivingly Innocent Form as a bonus feat. It may choose any Small or Medium Humanoid race, but neither the form’s race nor appearance may be changed later. This form is far more subtle than most DIFs; the only obviously-unusual aspect it retains is one steel gray feature (hair, eyes, tattoo, etc.) of the dragon’s choice, and its original form cannot be determined with a Knowledge check unless it is actively employing obvious abilities such as its breath weapon.

Ability Bonus: Steel dragons gain permanent ability increases as shown below:

Level Bonus
2 +1 Cha
4 +1 Str
5 +1 Con
7 +1 Cha
8 +1 Str
10 +1 Con
12 +1 Cha
13 +1 Str
14 +1 Con
15 +1 Str, +1 Cha
16 +1 Con, +1 Cha
17 +1 Str, +1 Con
18 +1 Str, +1 Cha
20 +1 Str, +1 Con, +1 Cha

For a total of +7 Str, +6 Con, and +7 Cha at level 20.

Keen Senses: At 2nd level the steel dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. Its Darkvision increases to 120 ft.

Lesser Steel Magic: At 2nd level, the steel dragon may use Charm Person and Disguise Self 1/day for each 2 HD it has.

At 8 HD, Charm Person upgrades to Charm Monster.

Blindsense: At 3rd level, the steel dragon gains Blindsense out to 60 ft.

Poison Breath: At 3rd level, instead of inflicting acid damage with its breath weapon, the steel dragon may instead choose to fire a 30 ft. cone that deals 1 Constitution damage (Fort negates) per 2 HD. A second Fort save must be made after 1 minute or the same damage is inflicted again. This is a poison effect. The range increases by 5 feet for every HD past this one.

Poison Breath shares a cooldown with Acidic Breath.

Arcane Blood: Steel dragons have a stronger connection to arcane magic than most other dragons. At 3rd level, it casts spells as a Sorcerer of its class level -2. If it multiclasses as a Sorcerer, the levels stack for spellcasting purposes but not Sorcerer class features such as familiars.

Wings: At 4th level, the steel dragon’s wings become fully functional. It gains a fly speed of 10 ft. per HD with Poor maneuverability. Each wing can also be used to deliver a natural attack dealing 1d3 + Str modifier (accounting for its current Small size) damage.

Cosmopolitan: Steel dragons have the time and inclination to master a wide variety of civilized skills. At 4th level, the steel dragon receives a bonus to Bluff, Craft, Profession, and Spellcraft checks equal to half its HD. It may make Craft and Profession checks untrained.

Arcane Shield: At 5th level, the steel dragon gains SR equal to its HD+11, but only against arcane spells. It can raise or lower this at any time as a free action.

At 7th level, its SR is increased by +4 if targeted by an arcane spell of 4th level or lower.

Lore: At 5th level, the steel dragon may make Bardic Knowledge checks as a Bard of its class level, adding its Int modifier as normal.

Growth: At 6th level, the steel dragon grows to Medium size.

It grows again to Large size at 12th level.

It grows again to Huge size at 19th level.

Steel Magic: At 6th level, the steel dragon may use Suggestion 1/day for each 3 HD it has.

At 12 HD, it may choose to use Mass Suggestion instead.

Vault of Memory: Steel dragons practice a mental discipline known as Vaulting, allowing them to organize memories acquired over dozens of human lifetimes. This gives them a tremendous ability to process and recall information.

At 7th level, this manifests as a permanent nonmagical Tongues effect, the ability to make Knowledge checks untrained, and a bonus to Knowledge checks equal to half the steel dragon’s HD.

At 14th level, the steel dragon may add a single spell from any spell list to their spells known. If the spell appears on both the Sorcerer/Wizard spell list and another spell list, the dragon must choose the Sorcerer/Wizard version. The steel dragon may swap this spell for another when it readies its spells each morning.

At 18th level, it may choose a second such spell.

Enthralling Speech: At 8th level, as a full-round action, the steel dragon may capture the attention of any number of creatures. Treat this as the Enthrall spell, except that it is a nonmagical effect and SR does not apply, and the HD limit for the effect is equal to half the steel dragon’s HD. The save DC is equal to 10 + ½ the steel dragon’s HD + Cha modifier. Those unaffected by the ability may attempt to end it via heckling as normal, but the steel dragon adds its HD to the opposed Cha test.

The steel dragon may cast spells while speaking, weaving any components into its words or movement. Treat the spell as Stilled and Silent, and remove any visual effects. Enthralled targets never notice unless the spell has obvious nonvisual effects, such as a summoned creature or heat from a Fireball. Targets who resisted the initial effect are allowed a Spot check (at the same DC as the main ability) to notice something unusual, although a Spellcraft check is required to identify the exact spell as normal. 

Web of Peers: At 9th level, the steel dragon finalizes a network of contacts and allies that spans much of the civilized world. As long as it is operating within a relatively populated area, the steel dragon may sell items at full price instead of half and arrange the delivery of any item that could be purchased in the area with the highest GP limit in the setting. This item always arrives within 24 hours, though the steel dragon must pay for it as normal and may only have one outstanding request at a time.

The steel dragon may take 10 on Diplomacy and Gather Information checks even when rushed or threatened, never has to spend gold to make Gather Information checks, and may do so in minutes instead of hours.

Domain: At 9th level, the steel dragon may choose one of the Knowledge, Magic, or Spell domains and add the domain spells to its spells known list as arcane spells.

Greater Steel Magic: At 10th level, the steel dragon may cast Polymorph (self-only) 1/day per 5 HD.

Arcane Skin: At 11th level the steel dragon gains SR equal to its HD+11 against all spells. It can raise or lower this at any time as a free action. This supersedes Arcane Shield. However, it retains the +4 to SR against arcane spells of 4th level or lower.

Venomous Touch: At 11th level, the steel dragon can deliver their Poison Breath with a touch while in their Humanoid Form. This requires a melee touch attack if in combat or a casual touch otherwise. The steel dragon may delay the initial onset of the poison up to a number of minutes equal to their Cha modifier, though the secondary effect is always 1 minute after that. Targets who pass the Fort save to resist are unaware of the attempt.

Iron Scales: At 12th level the steel dragon gains DR/Magic equal to half its HD.

Poisonous Words: At 13th level the steel dragon’s Poison Breath may affect even enemies immune to poison. They must make the Fort save as normal, with a +5 bonus. If they fail, they take half damage despite their immunity. If the target has no Con score they take Cha damage instead.

Comfortable Casting: The steel dragon is now more comfortable casting spells while disguised than in their draconic form. At 15th level, they increase their CL by 2 as long as they are in their Humanoid Form.

Frightful Presence: At 16th level, this ability activates automatically whenever the dragon attacks, charges, or flies overhead. Enemies within a radius of 30 ft. x half the dragon's class level are subject to the effect if they have fewer HD than the dragon. A potentially-affected enemy that succeeds on a Will save (DC 10 + ½ HD + Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, enemies with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Superior Steel Magic: At 17th level, the steel dragon may use Mass Charm Monster 1/day per 6 HD.

Exarch: By 20th level, the steel dragon is a mastermind beyond compare with a will of cold steel. It benefits from a permanent nonmagical Mind Blank effect that cannot be bypassed by anything, including epic magic and literal divine intervention. Once per day it may retroactively take one action it would otherwise be capable of, such as arranging reinforcements or bringing a specific magic item with it. This cannot change something that has already occurred.

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Offline Retrokinesis

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Re: Steel Dragon
« Reply #1 on: April 21, 2016, 04:05:03 AM »
So, here's the Steel Dragon. Completely unsure how balanced or useful it is, but I used several of the other dragons as a guidepost so it shouldn't be too outrageous?

It starts at Small and doesn't hit Huge until level 19, so I'm not sure if it should have Tail Slap and Crush attacks or not. Most of the other dragons seem to gain them at Large and Huge respectively but the actual creature doesn't have them at all.

Offline oslecamo

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Re: Steel Dragon
« Reply #2 on: May 11, 2016, 09:00:29 PM »
Ok, been some busy weeks lately got some time after updating my campaigns, initial review:

-For a monster that's expected to grow really big, starting as small is kinda schryzophenic. It means you can't really invest in grapple/big sized stuff from the start. If anything, there's a trait in the monster feats thread to allow you to start small if that's really the player's cup of tea.

-I remember commenting on you that if you granted superior spellcasting, you would need to hold back on the other abilities. However it seems like the Steel Dragon has both superior spellcasting and superior secondary abilities to the other dragons. Bonus to dozens of skills, including Bluff and Spellcraft, whereas the other dragons get only a couple, half the bard abilities because why not, selling items at full price plus express delivery so that the whole party can change their loadout in a few days. And in return the steel dragon gets a bit less HP and Bab. And then at 20th level a big FUCK YOU to about 1/4-1/3 the enemies out there that will be completely shut down by uber undispellable unbreakable mindblank, which is probably the most OP dragon capstone around here before taking in account free retroactive action. That's not balanced. At all.

-Also it just doesn't feel right that this is a dragon class where you never ever want to actually take dragon form. This is just an humanoid sorceror/bard gestalt with an acid/poison breath and superior ability scores that'll always remain in Deceivingly Innocent Form for superior CL/AC/attack rolls.

Offline dmanus

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Re: Steel Dragon
« Reply #3 on: May 12, 2016, 10:28:11 PM »
Thanks Retro for doing the steel dragon.  This was always a player favorite exactly because it was a mighty dragon that was a bit smaller and weaker but in many ways more powerful than the other dragons, and it walked around as a human all of the time (as an awesome NPC or an overpowered PC).