Each time you select this feat, the damage cap increases by 10 dice or 5 dice, as appropriate to the spell, and the enhanced spell takes up a spell slot an additional four levels higher (thus, a twice-enhanced fireball would be an 11th-level spell). Without this feat, use the damage dice caps indicated in the spell's description. Dreadnought is a Exclusive Galactic-Cyber mutant which can be obtained through the Challenge Hall. 1 Appearance 2 Stats 3 Attacks 4 Biography 5 Trivia 6 Possible references 7 Gallery Appears to be a red colored space battleship with animal like head. It has a turret mounted on its back and a pair of beam cannon shooters on each of its side. Attack: Apocalyptical Life: Juggernaut Speed: Slow. Its like Jester said.its pretty much on a case-by-case basis. There arent really hard and fast rules for converting DR from 3e to 3.5 (though as he mentioned, most all feys have DR xx/cold iron, lycanthropes have DR xx/silver, etc.). The astral dreadnought makes three attacks: one with its bite and two with its claws. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 36 (5d10 + 9) piercing damage. If the target is a creature of Huge size or smaller and this damage reduces it to 0 hit points or it is incapacitated, the astral dreadnought swallows it. Astral dreadnoughts were gargantuan outsiders.3 1 Description 2 Combat 3 Abilities 4 Ecology 5 History 6 Uses 7 Appendix 7.1 Appearances 7.2 Gallery 7.3 References Astral dreadnoughts were massive creatures. They had a single, large eye above a large mouth filled with sharp teeth. Instead of hands, they had crab-like pincers, which were incredibly strong and lined with sharp, serrated edges.
Level | Special |
---|---|
1st | Unstoppable 1/day |
2nd | Unmovable 1/day |
3rd | Shrug off punishment |
4th | Thick skinned |
5th | Bonus feat |
6th | Unstoppable 2/day |
7th | Unmovable 2/day |
8th | Shrug off punishment |
9th | Thick skinned |
10th | Bonus feat |
Hit Die
d12.
Requirements
To qualify to become a legendary dreadnought, a character must fulfill all the following criteria.
Base Attack Bonus
+23.
Skills
Intimidate 15 ranks.
Feats
Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Critical.
Class Skills
The legendary dreadnought’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), and Swim (Str).
Skill Points at Each Level
2 + Int modifier.
Class Features
The following are class features of the legendary dreadnought prestige class.
Weapon and Armor Proficiency
A legendary dreadnought is proficient with all simple and martial weapons, all armor, and all shields.
Unstoppable (Ex)
At 1st level, the legendary dreadnought can concentrate his or her power, gaining a +20 bonus on his or her Strength check to break or burst a door or item once per day, plus one additional time per day every five levels thereafter. As a special use of this ability, the legendary dreadnought can attempt to break a wall of force (Strength DC 32, and the character applies his or her unstoppable bonus to this check as well). Alternatively, the legendary dreadnought can apply the +20 bonus to a single attack roll.
Unmovable (Ex)
Dreadnought Dnd 3.0 Dmg Download
At 2nd level, the legendary dreadnought can concentrate his or her power, making him or herself unmovable once per day, plus one additional time per day every five levels thereafter. This power grants the character a +20 bonus on any one of the following:
A grapple check made to avoid being grabbed with the improved grab ability.
A Strength check to avoid the effects of a bull rush, trip attempt, or similar effect.
A Strength check against any effect that would move the character either physically or magically.
Any one saving throw. If an effect that would move the character either physically or magically does not normally allow a saving throw, the legendary dreadnought can use this ability to gain a Will saving throw. He or she still gains the +20 bonus on the saving throw in such a case.
Shrug off Punishment (Ex)
The legendary dreadnought gains 12 bonus hit points at 3rd level and 12 more every five levels thereafter.
Thick Skinned (Ex)
Dreadnought Dnd 3.0 Dmg
At 4th level, the legendary dreadnought gains damage reduction 3/-. This does not stack with damage reduction granted by magic items or nonpermanent magical effects, but it does stack with any damage reduction granted by permanent magical effects, class features, the Damage Reduction feat, and this ability itself. The damage reduction improves by 3 points every five levels thereafter
Bonus Feats
The legendary dreadnought gets a bonus feat at 5th level and an additional bonus feat every five levels thereafter. These bonus feats must be selected from the following list: Armor Skin, Devastating Critical, Dire Charge, Epic Fortitude, Epic Prowess, Epic Toughness, Epic Weapon Focus, Epic Weapon Specialization, Fast Healing, Great Constitution, Great Strength, Improved Combat Reflexes, Overwhelming Critical, Penetrate Damage Reduction.
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Enhance Spell
(Epic Level Handbook, p. 53)[Epic, Metamagic]
You can increase the power limit of your damage-dealing spells.
Prerequisite
Maximize Spell (PH),
Dreadnought Dnd 3.0 Dmg File
Benefit
The damage cap for your spells increases by 10 dice (for spells that deal a number of dice of damage equal to your caster level, such as fireball) or by 5 dice (for spells that deal a number of dice of damage equal to half your level, such as searing light). An enhanced spell uses up a spell slot four levels higher than the spell's actual level. For example, an enhanced fireball has a damage cap of 20d6 (rather than 10d6). An enhanced searing light has a damage cap of 10d8 (rather than 5d8). This feat has no effect on spells that don't specifically deal a number of dice of damage equal to your level or half your level, even if the spell's effect is largely dictated by your level. Thus, it has no effect on magic missile (even though your level indicates how many missiles you fire),Melf's acid arrow (even though your level indicates how many rounds the acid deals damage), or produce flame (even though you add your level to the base 1d4 damage dealt).
Special
You may gain this feat multiple times. Each time you select this feat, the damage cap increases by 10 dice or 5 dice, as appropriate to the spell, and the enhanced spell takes up a spell slot an additional four levels higher (thus, a twice-enhanced fireball would be an 11th-level spell).
Normal
Without this feat, use the damage dice caps indicated in the spell's description.