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elmmaster
 
PostPosted: Thu, Dec 15 2016, 3:32 AM 

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Joined: 25 Oct 2008
Location: In my own little world.

I play PnP D&D a lot and I have to say I love everything pre-4th ed. What I love most about having the actual books to reference is being able to get ideas on what to try to bring into Amia. A lot of that has been nipped in the bud since there is no more custom scripting, but the ideas keep coming. This most recent time I was reading through the Draconomicon and started practically drooling over the draconic feats. Not all of them ate so great outside of PnP but some of them sound doable to me. Then again I am not a dev so I have no idea how hard it actually would be to code these. Any of you that have Dev experience please chime in. Anyhow, I thought I would Post this topic for discussion on these feats and how all of you would see them possibly being used. Personally I would love to see these as dc requested widgets allowing the feats for use to RDD and dc half dragons at various levels. Similar to the custom spells epic casters can gain, the special spells a black guard can get from the npc in the abyss, or the rages a barbarian can get from the npc in the barbarian encampment.

Draconomicon Dragon Breath FeatsMETABREATH FEATS
Dragons (and other creatures) have developed ways to control their breath weapons to produce varying degrees of effects, from the subtle to the conspicuous. To take a metabreath feat, a creature must have a breath weapon whose time between breaths is expressed in rounds. Therefore, a hell hound (which can breathe once every 2d4 rounds) can take metabreath feats, whereas a behir (breath weapon usable 1/minute) cannot.

Effects of Metabreath Feats: In all ways, a metabreath weapon operates in its usual fashion unless the feat specifically changes some aspect of the breath weapon. Using a metabreath feat puts stress on a dragon’s mind and body, increasing the time it must wait until the dragon can use its breath weapon again. Normally, a dragon must wait 1d4 rounds between breaths. Using a metabreath weapon
increases that wait by 1 round or more. For example, if a dragon uses an enlarged breath weapon, it just wait 1d4+1 rounds before breathing again. Multiple Metabreath Feats on a Breath Weapon: A dragon can use multiple metabreath feats on a single breath. All increases to the time the dragon must wait before breathing again are cumulative. For example, if a dragon uses an enlarged and maximized breath weapon, it must wait 1d4+4 rounds before breathing again. A dragon can use the same metabreath feat multiple times on the same breath. In some cases, this has no additional effects. In other cases, the feat’s effects are stackable. Apply the feat’s effect to the base values for the breath weapon once for each time the feat is applied and add up the extra time the dragon must wait before breathing again. For example, a Small dragon with a line-shaped breath weapon could use Enlarge breath twice on the same breath. Since the base length of the line is 40 feet, the doubly enlarged
line would become 80 feet long (20 extra feet per application of the feat), and the dragon would have to wait 1d4+2 rounds before breathing again. If a metabreath feat stacks with itself, this fact will be
noted in the Special section of the feat description. Clinging Breath (Draconomicon page 66)

CLINGING BREATH
[METABREATH]
Your breath weapon clings to creatures and continues to affect them in the round after you breathe.

Prerequisites: Con 13, breath weapon.

Benefit: Your breath weapon has its normal effect, but also clings to anything caught in its area. A clinging breath weapon lasts for 1 round. In the round after you breathe, the clinging breath weapon deals half of the damage it dealt in the previous round. Creatures that avoid damage from the breath weapon (such as creatures with the evasion special quality or incorporeal creatures) do not take the extra damage. For example, an old silver dragon uses its cold breath and deals 72 points of cold damage (or 36 points against a target that makes its save). In the following round, foes that failed their saves against the breath weapon initially take an additional 36 points of cold damage, and foes that succeeded on their saves take 18 points of cold damage. A foe can take a full-round action to attempt to remove the clinging breath weapon before taking any additional damage. It takes a successful Reflex saving throw (same DC as your normal breath weapon) to remove the effect. Rolling
around on the ground grants a +2 bonus on the saving throw, but leaves the foe prone. A clinging breath weapon cannot be removed or smothered by jumping into water. A clinging breath weapon can be magically dispelled (DC equal to your breath weapon save DC).
This feat only works on a breath weapon that has instantaneous duration and that deals some kind of damage, such as energy damage (acid, cold, electricity, fire, or sonic), ability damage, or negative levels. When you use this feat, add +1 to the number of rounds you must wait before using your breath weapon again.

Special: You can apply this feat more than once to the same breath weapon. Each time you do, the clinging breath weapon lasts an additional round. (Draconomicon page 67-68)

ENLARGE BREATH
[METABREATH]
Your breath weapon is larger than normal.

Prerequisites: Con 13, breath weapon.

Benefit: The length of your breath weapon increases by 50% (round down to the nearest multiple of 5). For example, an old silver dragon breathing an enlarged cone of cold produces
a 75-foot cone instead of a 50-foot cone. Cone-shaped breath weapons get wider when they get longer, but line shaped breath weapons do not.
When you use this feat, add +1 to the number of rounds you must wait before using your breath weapon again. (Draconomicon page 70)

HEIGHTEN BREATH
[METABREATH]
Your breath weapon is even more deadly than normal.

Prerequisites: Con 13, breath weapon.

Benefit: You can increase the save DC of your breath weapon by any number up to a maximum equal to your Constitution bonus.
For each point by which you increase the save DC, add +1 to the number of rounds you must wait before using your breath weapon again. (Draconomicon page 70)

LINGERING BREATH
[METABREATH]
Your breath weapon forms a lingering cloud.

Prerequisites: Con 15, breath weapon, Clinging Breath.

Benefit: Your breath weapon has its normal effects, but also remains as a lingering cloud of the same shape and size as the original breath weapon. This cloud lasts 1 round. Foes caught in the breath weapon’s area when you breathe take no additional damage from the lingering breath weapon, provided they leave the cloud by the shortest available route on their next turn. Otherwise, anyone who
touches or enters the cloud while it lasts takes one-half of the breath weapon’s normal effects; any saving throw the breath weapon normally allows still applies. Damaging breath weapons deal one-half their normal damage, and breath weapons with effects that have durations last for half the normal time. If a creature is affected by the same nondamaging breath weapon twice, the effects do not stack.
For example, an old silver dragon uses this feat on its cold breath weapon. Creatures caught in the 50-foot cone take 16d8 points of cold damage, and a DC 31 Reflex save reduces the damage by half. The 50-foot cone lingers for 1 round. While the cone lasts, anyone touching or entering it takes 8d8 points of cold damage, and a DC 31 Reflex save reduces the cold damage to 4d8 points. Creatures in the cone when the dragon breathed take no additional damage if they leave by the shortest available route on
their next turn.
If the same dragon uses this feat on its paralyzing breath weapon, a creature caught in the 50-foot cone must make a DC 31 Fortitude save or be paralyzed for 1d6+8 rounds. The 50-foot cone lingers for 1 round. While the cone lasts, anyone touching or entering it must make a DC 31 Fortitude save or be paralyzed for 1d3+4 rounds. Creatures in the cone when the dragon breathed take no additional damage if they leave by the shortest available route on their next turn. Creatures paralyzed by the initial breath cannot leave the cloud, but suffer no additional effects because the paralyzing effects do not stack.
When you use this feat, add +2 to the number of rounds you must wait before using your breath weapon again.

Special: You can apply this feat more than once to the same breath weapon. Each time you do, the lingering breath lasts an additional round. You can apply this feat to a breath weapon that also has
received the Clinging Breath feat, but the resulting breath clings only to foes caught in the initial breath. (Draconomicon page 71)

MAXIMIZE BREATH
[METABREATH]
You can take a full-round action to use your breath weapon to maximum effect.

Prerequisites: Con 17, breath weapon.

Benefit: If you use your breath weapon as a full-round action, all variable, numeric effects of the attack are maximized. A maximized breath weapon deals maximum damage, lasts for the maximum time, or the like. For example, an old silver dragon using a maximized cold breath weapon (damage 16d8) deals 128 points of damage. An old silver dragon using a maximized paralysis gas breath weapon (duration 1d6+8 rounds) paralyzes creatures for 14 rounds if they fail their saving throws. The DCs for saving throws against your breath weapon are not affected.
When you use this feat, add +3 to the number of rounds you must wait before using your breath weapon again. This feat stacks with the effects of breath weapons enhanced with other metabreath
feats, but does not maximize them. For example, a maximized breath weapon further enhanced by
the Tempest Breath feat produces the type of wind effect noted in that feat description, but the velocity
of the wind is not also maximized.

Special: You cannot use this feat and the Quicken Breath feat on the same breath weapon at the same time. (Draconomicon page 71-72)

RECOVER BREATH
[METABREATH]
You wait less time before being able to use your breath weapon again.

Prerequisites: Con 17, breath weapon.

Benefit: You reduce the interval between uses of your breath weapon. You wait 1 round less than usual before breathing again, but always at least 1 round. The feat stacks with the effects of metabreath feats, reducing the total time you must wait to use your breath weapon again by 1 round.

Special:If you have multiple heads with breath weapons,
all breath weapons use the reduced interval. (Draconomicon page 73)

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