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| #1neofenrirFeb 07, 2009 16:35:19 | I'm playing in a dragon game as a Gray Linnorm (I was surprised it was allowed too). ECL is ignored for this game; instead we go off of HD. I've got 13 dragon HD from the linnorm, 1 cleric and 1 Singer HD, so I have 6 feats to choose. So far, I've got Divine Spell Power, Knowledge Devotion, Multiattack, and Spontaneous Domains. I've so far taken 4 domains: Dragon, Knowledge, Spell, and Travel, with plans to take Magic as the Singer 2 bonus domain. The DM ruled that the linnorm gets 2 domains from its racial casting levels, and 2 more from the cleric level. So, I need to take 2 more feats, and I'm stumped. Not from a lack of ideas, but from a lack of focus. I'm not sure if I should focus more on the awesome cleric casting (CL 19 at 15 HD) or on the dragon's natural abilities (Rapidstrike, Flyby Attack, etc). I'm not dead set on my thus-far-chosen feats (or domains), so if you have any advice there, I'd love to hear it as well. Any official book is allowed, except for books specific to Faerun and Eberron, though of course the final approval is up to the DM. Edit: I should probably tell a bit more about the character and game. The game follows a group of dragons who serve Io. There is some great danger to dragonkind, and Io wishes to unite the dragons against it. There are two other groups, one following Tiamat and one Bahamut, each with their own agendas and a burning hate for the other group. He's a young linnorm, and believes that his birth was a gift from Io, and that Io has chosen him to redeem his fellow linnorms. He believes that by following Io's will (trying to unite the dragons) and by converting linnorms to the worship of Io, his kind can be saved from extinction. His role isn't very well defined, as the party is a rather eclectic group, but I'd say he's a caster first, other roles second (and he's a cleric, so he can fill other roles as needed). |
| #2carnivoreFeb 09, 2009 5:39:59 | wow... Gray Linnorm... for those who dont know... here are thier stats... from MM2: adjusted per Update: http://www.wizards.com/default.asp?x=dnd/dnd/20030718a Huge Dragon Speed: 30 ft., fly 90 ft. (good), swim 30 ft. AC: 27 (–2 size, +19 natural),touch 8, flat-footed 27 Str +14, Con +10, Int +4, Wis +8, Cha +6 Face/Reach 15 ft./10 ft.; DR 15/magic SR 31 Racial Class Skills: Bluff ,Concentration,Diplomacy, Intimidate, Knowledge (arcana), Listen, Search, Sense Motive, Spellcraft, Spot, Swim COMBAT Linnorms rely on their breath weapons and prodigious strength in battle. They are also brilliant tacticians and strategists, so they usually delay attacking until conditions are to their advantage. Once battle is joined, they quickly single out the most dangerous foes for swift elimination. Breath Weapon (Su):Using a breath weapon is a standard action. Once a linnorm breathes, it must wait 1d4 rounds before using a breath weapon again, no matter how many kinds it has. A blast from a breath weapon always starts at the linnorm’s mouth and extends in a direction of its choice, with an area as noted in the description. At the time of use, the linnorm can choose to shape its breath weapon into either a line or a cone. The exact dimensions vary with the variety of linnorm (see the individual descriptions), but lines are always 5 feet high and 5 feet wide, and cones are as high and wide as they are long. If the breath weapon deals damage, each creature caught in the area can attempt a Reflex save (see individual descriptions for DCs) to take half damage. Saves against nondamaging breath weapons use the same DC, but the types vary as noted. Crush (Ex): A flying linnorm can land on opponents three or more size categories smaller than itself as a standard action. A crush attack affects as many creatures as can fit under the linnorm’s body. Each creature in the affected area must succeed at a Reflex save (DC equal to that for the linnorm’s breath weapon) or be pinned, automatically taking the given amount of bludgeoning damage. Thereafter, if the linnorm chooses to maintain the pin, treat it as a normal grapple attack. While pinned, the opponent takes crush damage each round. Tail Sweep: A linnorm can sweep with its tail as a standard action. The sweep affects creatures four or more size categories smaller than the linnorm within a 20-foot-radius half-circle centered on the linnorm’s rear. Each affected creature that fails a Reflex save (DC equal to that for the linnorm’s breath weapon) takes the given amount of damage; a successful save halves the damage. Blindsense (Ex): A linnorm can ascertain its surroundings by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues). This ability enables it to discern objects and creatures within 120 feet. A linnorm usually does not need to make Spot or Listen checks to notice creatures within range of its blindsense. Immunities: A linnorm is immune to sleep and paralysis effects. Keen Senses (Ex): A linnorm sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 120 feet. Combat A gray linnorm casts as many spells as possible while closing in on enemies, but it prefers fighting tooth and claw to standing off and pelting foes with magic. On the other hand, it prefers casting spells to taking a beating, so it always errs on the side of survival. In dire straits, a gray linnorm typically uses meld into stone to hide, and then wind walk or some other spell to leave the area. Acid Breath (Su): A gray linnorm can breathe caustic slime in either a 50-foot cone or a 100-foot line. This attack deals 6d8 points of acid damage, or half that amount on a successful Reflex save (DC 21). On a failed save, the slime also eats away the target’s nonmagical metal weapons and armor, making them useless in 1d6+5 rounds. Poison (Ex): The tip of a gray linnorm’s tail carries a venomous stinger that delivers its poison (Fortitude save DC 21) with each successful tail slap attack. The initial damage is 1d6 points of Constitution damage, and the secondary damage is 2d6 points of Constitution damage. Spell-Like Abilities: At will—fly, protection from arrows; 3/day—contagion, meld into stone, shapechange, wind walk. Caster level 17th; save DC 13 + spell level. Spells: A gray linnorm can cast divine spells as a 17th level cleric. It has access to spells from the Destruction and Evil domains (spells/day 6/6/6/6/6/4/4/3/2/1; save DC 14 + spell level). Feats: Alertness, Flyby Attack, Multiattack, Power Attack, Snatch: A creature that is flung by a gray linnorm after being snatched travels 70 feet and takes 7d6 points of damage. If the gray linnorm is flying, the creature takes this damage or the appropriate falling damage, whichever is greater. i would suggest focusing on Natural abilities Flight or Breath Weapon: Air Heritage [Heritage](Planar Handbook) You are descended from creatures native to the Elemental Plane of Air. You share some of your ancestors’ natural agility and grace. Benefit: Your fly speed increases by 30 feet (up to a maximum increase equal to your normal fly speed). If you don’t have a fly speed as a racial ability, this benefit has no effect.You also gain a +2 bonus on Balance and Jump checks when carrying a light load or no load and wearing light armor or no armor. IMPROVED FLIGHT(Complete Adventurer) You gain greater maneuverability when flying than you would normally have. Prerequisite: Ability to fly (naturally, magically, or through shapechanging). Benefit: Your maneuverability class while flying improves by one step—clumsy to poor, poor to average, average to good, or good to perfect. QUICKEN BREATH [METABREATH](Dracominicon) You can loose your breath weapon with but a thought. Prerequisites: Con 19, breath weapon. Benefit: Using your breath weapon is a free action. When you use this feat, add +4 to the number of rounds you must wait before using your breath weapon again. Special: You cannot use this feat and the Maximize Breath feat on the same weapon at the same time. SPLIT BREATH [METABREATH](Dracominicon) You can split your breath weapon into a pair of weaker effects. Prerequisites: Con 13, breath weapon, Shape Breath, size Small or larger. Benefit: Your breath weapon retains its size and shape, but splits into two areas that you aim separately. Each portion deals half the damage the breath weapon normally deals or lasts half as long as the effect normally lasts. For example, an old silver dragon that uses this feat on its cold breath weapon produces two 50-foot cones of cold that deal 8d8 points of cold damage each. If the same dragon used this feat on its paralyzing gas breath weapon, it would produce two cones of gas, each of which could paralyze a creature for 1d3+4 rounds. You can aim the split breath effects so that their areas overlap. Creatures caught in the area of overlap are struck by both weapons and are affected twice, subject to all the normal rules for stacking magical effects. ENTANGLING EXHALATION [BREATH](Races of the Dragon) You can use your breath weapon to create an entangling mesh of energy. Prerequisites: Dragonblood subtype, breath weapon. Benefi t: When you use your breath weapon, you can choose to enmesh all creatures in its area instead of producing its normal effect. Your breath weapon deals only half its normal damage; however, any creature that takes damage from your breath weapon becomes entangled and takes an extra 1d6 points of damage, of the same energy type as normally dealt by your breath weapon, each round at the start of your turn. This effect lasts for 1d4 rounds. If your breath weapon doesn’t deal energy damage, creatures damaged by the initial breath are still entangled but don’t take additional damage on later rounds. :D |