Dungeons and Dragons Pseudodragon 3.5 PBP RPG

Fri, 22nd February, 2019 - 11:08 pm GMT
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Pseudodragon

Pseudodragon

Tiny Dragon

Hit Dice:

2d12+2 (15 hp)

Initiative:

+2

Speed:

15 ft. (3 squares), fly 60 ft. (good)

Armor Class:

18 (+2 size, +2 Dex, +4 natural), touch 14, flat-footed 16

Base Attack/Grapple:

+2/-8

Attack:

Sting +4 melee (1d3-2 plus poison)

Full Attack:

Sting +4 melee (1d3-2 plus poison) and bite -1 melee (1)

Space/Reach:

2-1/2 ft./0 ft. (5 ft. with tail)

Special Attacks:

Poison

Special Qualities:

Blindsense 60 ft., darkvision 60 ft., immunity to sleep and paralysis, low-light vision, spell resistance 19, telepathy 60 ft.

Saves:

Fort +4, Ref +5, Will +4

Abilities:

Str 6, Dex 15, Con 13, Int 10, Wis 12, Cha 10

Skills:

Diplomacy +2, Hide +20*, Listen +7, Search +6, Sense Motive +7, Spot +7, Survival +1 (+3 following tracks)

Feats:

Weapon Finesse

Environment:

Temperate forests

Organization:

Solitary, pair, or clutch (3-5)

Challenge Rating:

1

Treasure:

None

Alignment:

Always neutral good

Advancement:

3-4 HD (Tiny)

Level Adjustment:

+3

A pseudodragon has a body about 1 foot long, with a 2-foot tail. It weights about 7 pounds.

A pseudodragon can communicate telepathically and can also vocalize animal noises.

Combat

A pseudodragon can deliver a vicious bite, but its principal weapon is its sting-equipped tail.

Poison (Ex): Injury, Fortitude DC 14, initial damage sleep for 1 minute, secondary damage sleep for 1d3 hours. The save DC is Constitution-based and includes a +2 racial bonus.

Blindsense (Ex): A pseudodragon can locate creatures within 60 feet by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues). Opponents the pseudodragon can't actually see still have total concealment against the pseudodragon.

Telepathy (Su): Pseudodragons can communicate telepathically with creatures that speak Common or Sylvan, provided they are within 60 feet.

Skills: Pseudodragons have a chameleonlike ability that grants them a +4 racial bonus on Hide checks. *In forests or overgrown areas, this bonus improves to +8.


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I’d be very interested to see how this pans out.

A thought would be that it would be nice if character progression could be had without increasingly dangerous conflicts.

In many games, despite there being a broad range of skills (Many of which come into play later) many of the quests involve fighting tougher and harder enemies thus making it essential to ignore more character building stuff in favour of advanced combat prowess.

I’d suggest that this was even more relevant in a system similar to Traveller where you could build a great scientist or diplomat but ‘in game’ have very little opportunity to develop skills above and beyond those that you selected in the beginning.

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