Frage zu Drachen

Shadowbuilder

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Welche der folgenden Drachen sind eher böse und welcher eher gut?

Schattendrache
Silberdrache
schwarzer Drache
roter Drache

Das wars schon:D
 

Julien

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gugg in unser Forum!
 

TtSL

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Blooddrinker noch so ein Satz und du kannst dich verabschieden. (egal ob er weiss wie und was du es meinst)

Der einzigste gute Drache für mich, wäre der Silberne, obwohl das nie pauschal festgelegt werden kann.
Es gibt auch immer mal gute liebe nette schwarze Drachen.
Auch für Drachen gilt, kannst sie nicht alle über einen Kamm scheren. :)
 

Shadowbuilder

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Danke, der silberne is ja auch eigentlich der einzige im Spiel der hilft...
 

Beowulf

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Bei AD&D kann man die Drachen nach der Farbe einteilen, d.h. man sieht an der Farbe ob er gut oder böse ist.

Bei den genannten ist eigentlich nur der silberne gut, aber in der Hölle gibt's da eine kleine Variation. ;)
 

Cordovan

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Moin!
Ich kann mich Beowulfs Aussage nur anschließen. Die Drachen bei AD&D können an der Farbe in ein gut/böse Schema gepresst werden.

Gold-,Silber-, Bronze- und Messingdrachen sind die Guten... (was man halt so als gut bei Drachen sagen kann... Gesinnungsmäßig: rechtschaffen gut oder neutral gut).

Rote-, Schwarze-, Blaue-, Grüne- und Weiße Drachen sind die Bösen (...Gesinnung: rechtschaffen böse, chaotisch böse).

Dies ist die AD&D Einteilung zu Drachen lt. Regelwerk (2nd Edition).

Schattendrachen müßten in der Theorie wohl böse sein...

Ciao! Cordovan
 

Tari'thaley Vandree

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Hey ihr vergesst die kleinen knuddeligen Pseudo-Drachen !!!

*Pseudo-Drachenfreund sei* :D
 

skull

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ähm, was sind kleine, knuddelige pseudo-drachen?
 

Cordovan

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Pseudodrachen

Moin!

@ Skull: Pseudodrachen sind eine Art kleiner Flugechsen, die entfernt wie eine Kleinausgabe (sozusagen die Taschenausgabe :D)der Roten Drachen aussehen. Sie sind ca. 45cm lang...

@ Tari: :D:D:D Sorry...wie konnte ich sie nur vergessen :)

Ciao! Cordovan
 

Tari'thaley Vandree

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Was du kennst keine Pseudo-Drachen ???

Pseudo Drachen sind ne Art Flugechsen, die Drachenlike aussehen, aber nur 45cm groß sind. *g*
Kleine verspielte knuddelige süße Wesen !!
 

skull

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ahaaaa....:confused:
und wo und warum gibt's sowas? :confused:

PS die Lindwürmer habt ihr noch vergessen.
 

Cordovan

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@ Tari: Stimmt wiederum... eindeutig niedlich, knuddelig und verspielt :D:D:D *kleindracoamkopfkraul

Ciao! Cordovan
 

Julien

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@TtSL: Was denn? Shadow hat schon gewusst was ich meine ;)
 

Tari'thaley Vandree

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Geben auch noch gute Gefährten für Magier ab und kreuchen eigentlich in Höhlen und Wäldern herum, da wos schön warm ist !!

Lindwürmer sind keine Drachen !!!

Die haben keine Arme. *g*
Drachen müssen 4 Beine/Arme haben und nicht nur 2 wie Lindwürmer !!! *Lindwürmerhass*
 

David

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aber entfernt verwand sind die lindwürmer doch?
vielleicht die vorfahren der drachen,noch nicht ganz so weit entwickelt?

gibts in ad+d eigentlich auch knochendrachen?
wenn ich mir so nen tierchen in typisch-guter bg2 grafik vorstelle,so 1,5 bildschirme breit..
das wäre mal was!
 

skull

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und was sind knochendrachen? und wer hat die pseudo-drachen erschaffen?:confused: *drachenunkundig*
 

Tingil

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Drachenleichname; klar gibt's die:


Dracolich

CLIMATE/TERRAIN: See below
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Night
DIET: Special
INTELLIGENCE: As per individual dragon
TREASURE: B, H, S, T
ALIGNMENT: Evil (any)
NO. APPEARING: 1
ARMOR CLASS: See below
MOVEMENT: As per former dragon type
HIT DICE: As per former dragon type
THAC0: As per former dragon type
NO. OF ATTACKS: As per former dragon type
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: Breath weapon and spell use
SPECIAL DEFENSES: Spell immunities and spell use
MAGIC RESISTANCE: See below
SIZE: As per individual dragon
MORALE: See below
XP VALUE: As per individual dragon, plus 1,000 (both dracolich and host must be destroyed)


The dracolich is an undead creature resulting from the unnatural transformation of an evil dragon. The mysterious Cult of the Dragon practices the powerful magic necessary for the creation of the dracolich, though other practitioners are also rumored to exist.
A dracolich can be created from any of the evil dragon subspecies. A dracolich retains the physical appearance of its original body, except that its eyes appear as glowing points of light floating in shadowy eye sockets. Skeletal or semi-skeletal dracoliches have been observed on occasion.
The senses of a dracolich are similar to those of its original form; it can detect invisible objects and creatures (including those hidden in darkness of fog) within a 10-foot radius per age category and also possesses a natural clairaudience ability while in its lair equal to a range of 20 feet per age category. A dracolich can speak, cast spells, and employ the breath weapon of its original form; it can cast each of its spells once per day and can use its breath weapon once every three combat rounds. Additionally, a dracolich retains the intelligence and memory of its original form.

Combat: Dracoliches are immune to charm, sleep, enfeeblement, polymorph, cold (magical or natural), electricity, hold, insanity, and death spells or symbols. They cannot be poisoned, paralyzed, or turned by priests. They have the same magic resistance as their original forms; only magical attacks from wizards of 6th level or higher, or from monsters of 6 or more Hit Dice have a chance of affecting dracoliches.
The Armor Class of a dracolich is equal to the Armor Class of its original form, bettered by -2 (for example, if the AC of the original form was -1, the AC of the dracolich is -3). Attacks on a dracolich, due to its magical nature, do not gain any attack or damage roll bonuses.
Initially, a dracolich has the same morale rating as its original form. However, after a dracolich is successful in its first battle, its morale rating permanently becomes Fearless (19 base); this assumes that the opponent or opponents involved in the battle had a Hit Dice total of at least 100% of the Hit Dice of the dracolich (for instance, a 16-HD dracolich must defeat an opponent or opponents of at least 16 total HD to receive the morale increase). Once a dracolich receives the morale increase, it becomes immune to magical fear as well.
The dracolich has a slightly stronger ability to cause fear in opponents than it did in its original form; opponents must roll their saving throws vs. spell with a -1 penalty (in addition to any other relevant modifiers) to resist the dracolich's fear aura. The gaze of the dracolich's glowing eyes can also paralyze creatures within 40 yards if they fail their saving throws (creatures of 6th level {or 6 Hit Dice}or higher gain a +3 bonus to their saving throws). If a creature successfully saves against the gaze of a dracolich, it is permanently immune to the gaze of that particular dracolich.
The attack routine of a dracolich is similar to that of its original form; for example, a dracolich that was originally a green dragon will bring down a weak opponent with a series of physical attacks, but it will stalk more formidable opponents, attacking at an opportune moment with its breath weapon and spells.
All physical attacks, such as clawing and biting, inflict the same damage as the dracolich's original form, plus 2d8 points of chilling damage. A victim struck by a dracolich who fails a saving throw vs. paralyzation is paralyzed for 2d6 rounds. Immunity to cold damage, temporary or permanent, negates the chilling damage but not the paralyzation. Dracoliches cannot drain life levels.
All dracoliches can attempt undead control (as per a potion of undead control) once every three days on any variety of undead with 60 yards. The undead's saving throws against this power suffer a -3 penalty; if the undead control is successful, it lasts for one turn only. While undead control is in use, the dracolich cannot use other spells. If the dracolich interrupts its undead control before it has been used for a full turn, the dracolich must still wait three days before the power can be used again.
If a dracolich or proto-dracolich is slain, its spirit immediately returns to its host. If there is no corpse in range for it to possess, the spirit is trapped in the host until such a time -- if ever -- that a corpse becomes available. A dracolich is difficult to destroy. It can be destroyed outright by power word, kill or a similar spell. If its spirit is currently contained in its host, destroying the host when a suitable corpse is not within range effectively destroys the dracolich. Likewise, an active dracolich is unable to attempt further possessions if its host is destroyed. The fate of a disembodied dracolich spirit -- that is, a spirit with no body or host -- is unknown, but it is presumed that it is drawn to the lower planes.

Habitat/Society: The creation of a dracolich is a complex process involving the transformation of an evil dragon by arcane magical forces, the most notorious practitioners of which are members of the Cult of the Dragon. The process is usually a cooperative effort between the evil dragon and the wizards, but especially powerful wizards have been known to coerce an evil dragon to undergo the transformation against its will.
Any evil dragon is a possible candidate for transformation, although old dragons or older with spell-casting abilities are preferred. Once a candidate is secured, the wizards first prepare the dragon's host, an inanimate object that will hold the dragon's life force. The host must be a solid item of not less than 2,000 gp value resistant to decay (wood, for instance, is unsuitable). A gemstone is commonly used for a host, particularly ruby, pearl, carbuncle, and jet, and is often set in the hilt of a sword or other weapon. The host is prepared by casting enchant an item upon it and speaking the name of the evil dragon; the item may resist the spell by successfully saving vs. spell as an 11th-level wizard. If the spell is resisted, another item must be used for the host. If the spell is not resisted, the item can then function as a host. If desired, glassteel can be cast upon the host to protect it.
Next, a special potion is prepared for the evil dragon to consume. The exact composition of the potion varies according to the age and type of the dragon, but it must contain precisely seven ingredients, among them a potion of evil dragon control, a potion of invulnerability, and the blood of a vampire. When the evil dragon consumes the potion, the results are determined as follows (roll percentile dice):

Roll Result
01-10 No effect.
11-40 Potion does not work. The dragon suffers 2d12 points of damage and is helpless
with convulsions for 1-2 rounds.
41-50 Potion does not work. The dragon dies. A full wish or similar spell is needed to
restore the dragon to life; a wish to transform the dragon into a dracolich results in
another roll on this table.
51-00 Potion works.

If the potion works, the dragon's spirit transfers to the host, regardless of the distance between the dragon's body and the host. A dim light within the host indicates the presence of the spirit. While contained in the host, the spirit cannot take any actions; it cannot be contacted nor attacked by magic. The spirit can remain in the host indefinitely.
Once the spirit is contained in the host, the host must be brought within 90 feet of a reptilian corpse; under no circumstances can the spirit possess a living body. The spirit's original body is ideal, but the corpse of any reptilian creature that died or was killed within the previous 30 days is suitable.
The wizard who originally prepared the host must touch the host, cast a magic jar spell while speaking the name of the dragon, then touch the corpse. The corpse must fail a saving throw vs. spell for the spirit to successfully possess it; if it saves, it will never accept the spirit. The following modifiers apply to the roll:

-10 if the corpse is the spirit's own former body (which can be dead for any length of time).
-4 if the corpse is of the same alignment as the dragon.
-4 if the corpse is that of a true dragon (any type).
-3 if the corpse is that of a firedrake, ice lizard, wyvern, or fire lizard.
-1 if the corpse is that of a dracolisk, dragonne, dinosaur, snake, or other reptile.

If the corpse accepts the spirit, it becomes animated by the spirit. If the animated corpse is the spirit's former body, it immediately becomes a dracolich; however, it will not regain the use of its voice and breath weapon for another seven days (note that it will not be able to cast spells with verbal components during this time). At the end of seven days, the dracolich regains the use of its voice and breath weapon.
If the animated corpse is not the spirit's former body, it immediately becomes a proto-dracolich. A proto-dracolich has the mind and memories of its original form, but has the hit points and immunities to spells and priestly turning of a dracolich. A proto-dracolich can neither speak nor cast spells; further, it cannot cause chilling damage, use a breath weapon, or cause fear as a dracolich. Its strength, movement, and Armor Class are those of the possessed body.
To become a full dracolich, a proto-dracolich must devour at least 10% of its original body. Unless the body has been dispatched to another plane of existence, a proto-dracolich can always sense the presence of its original body, regardless of the distance. A proto-dracolich will tirelessly seek out its original body to the exclusion of all other activities. If its original body has been burned, dismembered, or otherwise destroyed, the proto-dracolich need only devour the ashes or pieces equal to or exceeding 10% of its original body mass (total destruction of the original body is possible only through use of a disintegrate or similar spell; the body could be reconstructed with a wish or similar spell, so long as the spell is cast in the same plane as the disintegration). If a proto-dracolich is unable to devour its original body, it is trapped in its current form until slain.
A proto-dracolich transforms into a full dracolich within seven days after it devours its original body. When the transformation is complete, the dracolich resembles its original body; it can now speak, cast spells, and employ the breath weapon of its original body, in addition to having all of the abilities of a dracolich.
The procedure for possessing a new corpse is the same as explained above, except that the assistance of a wizard is no longer necessary (casting magic jar is required only for the first possession). If the spirit successfully re-possesses its original body, it once again becomes a full dracolich. If the spirit possesses a different body, it becomes a proto-dracolich and must devour its former body to become a full dracolich.
A symbiotic relationship exists between a dracolich and the wizards who create it. The wizards honor and aid their dracolich, as well as providing it with regular offerings of treasure items. In return, the dracolich defends its wizards against enemies and other threats, as well as assisting them in their various schemes. Like dragons, dracoliches are loners, but they take comfort in the knowledge that they have allies.
Dracoliches are generally found in the same habitats as the dragons from which they were created; dracoliches created from green dragons, for instance, are likely to be found in subtropical and temperate forests. Though they do not live with their wizards, their lairs are never more than a few miles away. Dracoliches prefer darkness and are usually encountered at night, in shadowy forests, or in underground labyrinths.

Ecology: Dracoliches are never hungry, but they must eat in order to refuel their breath weapons. Like dragons, dracoliches can consume nearly anything, but prefer the food eaten by their original forms (for instance, if a dracolich was originally a red dragon, it prefers fresh meat). The body of a destroyed dracolich crumbles into a foul-smelling powder within a few hours; this powder can be used by knowledgeable wizards as a component for creating potions of undead control and similar magical substances.


Und viel Spaß mit dem Pseudodrachen:


Dragonet, Pseudodragon

CLIMATE/TERRAIN: Temperate or subtropical forests and caves
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Day
DIET: Omnivore
INTELLIGENCE: Average (8-10)
TREASURE: Q (x10)
ALIGNMENT: Neutral (good)
NO. APPEARING: 1 (50% chance of 1-8 in nests)
ARMOR CLASS: 2
MOVEMENT: 6, Fl 24 (B)
HIT DICE: 2
THAC0: 19
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-3+special
SPECIAL ATTACKS: Poison sting
SPECIAL DEFENSES: Chameleon power
MAGIC RESISTANCE: 35%
SIZE: T (1?' long)
MORALE: Champion (15)
XP VALUE: 420

Pseudodragons are a species of small flying lizard that inhabits heavily forested wilderness areas. These playful, benign creatures have magical powers that they can share with others, so they are often sought as companions.
Pseudodragons resemble miniature red dragons. They have fine scales and sharp horns and teeth. A pseudodragon's coloration is red-brown as opposed to the deep red of red dragons. Its tail is about 2 feet long (longer than the pseudodragon itself), barbed, and very flexible.
Pseudodragons communicate via a limited form of telepathy. If one elects to take a human companion, it can transmit what it sees and hears at a distance of up to 240 yards. Pseudodragons can vocalize animal noises such as a rasping purr (pleasure), a hiss (unpleasant surprise), a chirp (desire), or a growl (anger).

Combat: The pseudodragon can deliver a vicious bite with its small, dragonlike jaws, but its major weapon is its sting-equipped tail. The creature can move it with flashing speed and strikes at +4 on attack rolls. Any creature struck must save vs. poison or go into a state of catalepsy that lasts 1-6 days. The victim appears quite dead, but at the end of that time the character will either wake up unharmed (75% chance) or die (25% chance).
Pseudodragons have a chameleonlike power that allows them to alter their coloration to blend with their surroundings. They can blend into any typical forest background with an 80% chance of being undetected by creatures which cannot see invisible objects. Pseudodragons have infravision with a 60 foot range and can see invisible objects.
A pseudodragon is highly magic resistant and can transmit this magic resistance to its human companion via physical contact (a pseudodragon likes to be perched on the top of one's head or curled around the shoulders and upper back).

Habitat/Society: These forest-dwelling creatures place their lairs in the hollows of great trees or in large caves.
A pseudodragon will very rarely take a human or demihuman as its companion. Some view these pseudodragons as the human's pet; the pseudodragon will be sure to correct this misunderstanding. There are two ways to become a pseudodragon's companion; one is to use magic to summon it (a find familiar spell). Another way is to find the pseudodragon on an adventure and pursuade it to become a companion. The pseudodragon that searches for companionship will stalk a candidate silently for days, reading his thoughts via telepathy, judging his deeds to be good or evil. If the candidate is found to be good, the pseudodragon will present itself to the human as a traveling companion and observe the human's reaction. If the human seems overjoyed and promises to take very good care of it, the pseudodragon will accept. If not, it will fly away.
The personality of a pseudodragon has been described by some as catlike. A pseudodragon is willing to serve, provided that it is well-fed, groomed, and receives lots of attention. At times a pseudodragon seems arrogant, demanding, and less than willing to help. In order to gain its full cooperation, the companion must pamper the pseudodragon and make it feel as though it were the most important thing in his life. If the pseudodragon is mistreated or insulted it will leave, or worse, play pranks when least expected. Pseudodragons particularly dislike cruelty and will not serve cruel masters.

Ecology: Pseudodragons are omnivorous but prefer to eat meat. Their diet consists chiefly of rodents and small birds with occasional leaves, fruits, and berries. In the wild, pseudodragons live solitary lives, protecting small personal hoards in their nests. They gather to mate once per year, in early spring, when gatherings of dozens of pseudodragons are not uncommon. After mating, males and females separate; females lay speckled brown eggs in clutches of four to six which hatch in mid-summer; females raise the young by themselves. Pseudodragons hibernate in winter; the young leave the nest in spring to mate.
Pseudodragons have a lifespan of 10-15 years. Like dragons, they are attracted to bright shiny objects. Pseudodragon eggs can be resold for up to 10,000 gold pieces while a hatchling is worth as much as 20,000 gold pieces.


[Editiert von Tingil am 01-02-2001 um 23:20]
 

David

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wie der name schon andeutet:
untote drachen aus knochen,gibts z.B.: in (Heroes of) Might and Magic,sind meistens nicht so gut wie die anderen,aber wenn man sie so groß macht das die helden ihm nur bis zum knie gehen wären die auch mal nett..
in heroes gibts ne upgrade-variante,den geisterdrachen,da leuchten die knochen mit unheiliger energie..
 

Doc Sternau

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@Skull: Knochendrachen sind untote Drachen aus dem Dragonlance Zyklus!

@David: Untote Drachen bei AD&D sind aber mächtiger als normale!
[Editiert von Doc Sternau am 01-02-2001 um 23:25]
 

David

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da ist mir tingil wohl zuvorgekommen,ist ja schön ausführlich,fast wie im bio-buch..

vielleicht sieht man so einen ja mal in bg,grafisch sähe das jedenfalls cool aus!
am besten noch mit bläulich brennenden knochen!
 
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