Wednesday, April 1, 2015

Dragon Rules

In converting dragons, I decided to port some special rules from Pathfinder, as well as some special rules unique to dragons specifically. Some of them don't fit properly into the way SWSE does things, and my initial thoughts was to go with beast for a number of levels. But beast doesn't quite fit, at least not if we go strictly what the book says, and that's most beats follow the rule of having 1 or 2 Int. Well, that's no good for a dragon, now is it? Next I thought about going with non heroic levels, and this could work remarkably well - it would give them skills, feats, and some hp. the downside is it's a d4 for hp and we are limited in what we can do. however it would go well to making sure the dragons don't overshadow our players. Ultimately, I've decided to go a different route. Dragons will be a class unto themselves. While they can take heroic classes if they want, they won't need to. I'm hoping this will work along the lines of making them a bit mysterious and nobody quite knows type of deal, while also keeping them a credible threat in more than just combat. Not taking heroic classes would prevent them from taking talents, though, and I'd like to allow them to have some of those as well. Probably OP if we let them just keep there hit die, defenses, feats, and now gain access to talents. There has to be a balance somewhere. Maybe simply allowing a similar event as feats but they can only select form Noble talents? Or, they could keep the hit die but lose the saves?

First, all dragons have the following:

Features

A dragon has the following features.
  • d12 Hit Die.
  • Base attack bonus equal to total Hit Dice.
  • Def bonus equal to 1/2 of CL.
  • A dragon gains 1 feat + 1 per every 2 Hit Dice after the first (so, 1 at 1 HD, 2 at 3 HD, etc.). It must qualify to take a feat as normal.
  • The following are class skills for dragons (trained in 3+Int): Acrobatics, Climb, Deception, Endurance, Gather Information, Initiative, Jump, Knowledge (all skills, taken individually). Mechanics, Perception, Persuasion, Pilot, Ride, Stealth, Survival, Swim, Treat Injury, Use Computer, Use the Force.

Traits

A dragon possesses the following traits (unless otherwise noted in a creature's entry).
  • Darkvision.
  • Immunity to stun and fear effects.
  • Proficient with its natural weapons only unless humanoid in form (or capable of assuming humanoid form), in which case proficient with all simple weapons and any weapons mentioned in its entry.
  • Proficient with no armor.
  • Dragons breathe, eat, and sleep
Following this is that each type of dragon will have a subset of rules.
Sub-types are:
  •  Chromatic - Black, Blue, Green, Red, White
  • Imperial - Forest, Sea, Sky, Sovereign, Underworld
  • Metallic - Brass, Bronze, Copper, Gold, Silver
  • Primal - Brine, Cloud, Crystal, Magma, Umbral
  • Outer - Lunar, Solar, Time, Void, Vortex
Then there are various other dragons:  Aeetes', Fareie, Tidepool, Cave, Cloud, Dungeon, Skincrawler, Smoke, Wrath, Mist,  Mithral, and River.

There there are age categories. these consist of: Wyrmling, Very Young, Young, Juvenile, Young Adult, Adult, Mature Adult, Old, Very Old, Ancient, Wyrm, Great Wyrm.

Certainly not all of them use all 11 age categories, but if they did you'd end up with 407 new stat blocks of npcs. That is both awesome and cool, yet horrendously a big work load, and I'm going to say NO. Instead, I'll write the rules for each type of dragon, complete with any changes for each age category. This way, you can just go through and grab what you need. This cuts down the load from 407 to just 37, one for each type of dragon listed. Some of them are less work, using 3 or less age categories, but Using this set of above rules, and adding any ones specific to the dragon type, you should be able to effectively recreate the dragons.Magic will be an issue, as SWSE doesn't even use it, and the Force is very different. I will See which spells can be swapped out for a Force power, and which can just be made abilities. Already in the books are some creatures listed as "we don't know how it works, but it does it anyway." If I need to, I'll just use that to justify them.

 Some of the rules make dragons very effective, without needing non-heroic classes.

Here is a table that shows the avaerage hit dice a dragon would have at a given CL.
CL 1/2 1 2 3 4
5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
HD 1 2 3 4 5
6 7 8 9 11 12 13
14 16 17 18 19 21 23 25 29


Using the average of 6.5, this gives our CL 10 dragon an hp of 65. If we use a Chromatic Red Adult Dragon, which is size large, it get s a +16 to Con, which is a +3 before even giving stats. That puts us up to 95 hp and it'll only got higher with stats. If we presume that this dragon, at level 10, has a 16 for Con, and being large gives it a +16 to Con for a total of Con score of 32. This gives us a +11 modifier. Our dragon's HP is now 205. Which is a lot at level 10. Level 20 with those same stats? I will assume the dragon did not put any stat increases in Con, so we still have a 32/+11. At level 20, it now has 408 hp. All of this is using the average roll of 6.5 for the d12.

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