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Dragonfire Adept


Conversions

Taldor

3 people marked this as a favorite.

Level-BAB---Fort----Ref-----Will----Special
1--------0------2-------0-------2------Breath Weapon 1d6, Dragon type
2--------1------3-------0-------3------Invocation
3--------2------3-------1-------3------Breath Weapon 2d6, Scales of the Wyrm +1 (Resist 5)
4--------3------4-------1-------4------Invocation
5--------3------4-------1-------4------Breath Weapon 3d6, DR 1/magic
6--------4------5-------2-------5------Invocation
7--------5------5-------2-------5------Breath Weapon 4d6, Scales of the Wyrm +2 (Resist 10)
8--------6/1----6-------2-------6------Invocation
9--------6/1----6-------3-------6------Breath Weapon 5d6, DR 2/magic
10-------7/2----7-------3-------7------Invocation
11-------8/3----7-------3-------7------Breath Weapon 6d6, Scales of the Wyrm +3 (Resist 15)
12-------9/4----8-------4-------8------Invocation
13-------9/4----8-------4-------8------Breath Weapon 7d6, DR 3/magic
14-------10/5---9-------4-------9------Invocation
15-------11/6/1-9-------5-------9------Breath Weapon 8d6, Scales of the Wyrm +4 (Resist 20)
16-------12/7/2-10------5-------10-----Invocation
17-------12/7/2-10------5-------10-----Breath Weapon 9d6, DR 4/magic
18-------13/8/3-11------6-------11-----Invocation
19-------14/9/4-11------6-------11-----Breath Weapon 10d6, Mastery of the Wyrm (Immunity)
20------15/10/5-12------6-------12-----Grand Invocation, Dragon Immunities
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Dragon Fire Adept
Hit Dice per class level: 1d8
-
Skills Per level: 6 + Int modifier:
Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Intimidate, Knowledge, Linguistics, Perception, Sense Motive, Spellcraft, and Use Magic Device
-
Weapon Proficiencies: Dragonfire Adepts are skilled in the use of all simple weapons. However they are not skilled in the use of any armor or shields.
-
Breath Weapon (su): Class level + Con mod per day: may use their breath weapon. The Reflex save DC is 10 + ½ Dragonfire Adepts class levels + Con modifier, for half. Area is a 15 foot cone or a 30 foot line, chosen and never changed. This is an elemental attack based on your chosen Scales of the Wyrm color: Fire (Gold, Brass, or Red), Cold (Silver or White), Acid (Black, Green, or Copper), Electricity (Blue or Bronze). This breath weapon adds your Constitution
modifier to the damage dealt.
-
Invocations: at every even level select one invocation from the list below (EX – always active, SU – uses a breath weapon, SP – at will), (Breath effects; may only apply one breath effect to any breath weapon attack at a time unless otherwise noted), The spell like invocations use the effective spells level for determining DC of its resistance, 10 + spells effective level + con modifier.
-
-
Least: 2nd level Minimum requirements
Aquatic Adaptation (ex/su): EX: may breathe underwater, and gain a swim speed equal to your land speed. SU: and you may use your breath weapon underwater normally.

Sickening Breath (su): This is a cone effect, the duration is a number of rounds = to the number of dice rolled (5d6 = 5 rounds), the save is to cut the duration by half round down minimum 1 round).

Draconic Combat (ex): gain a natural Bite, Claw, Claw attack Bite 1d8 + str, Claws 1d6 + str.

Beguiling Influence (ex): Gain a competence bonus to Bluff, Diplomacy, and Intimidate checks = to half your class levels.

Breath of the Night (Sp): Create a Fog Cloud Spell, (not useable with Five Fold Breath) your class level is its caster level.

Darkness (Sp): Create Darkness as the spell.

Deafening Roar (su): this is a cone effect, the duration is a number of rounds = to the number of dice rolled (5d6 = 5 rounds), the save is to cut the duration by half round down minimum 1 round).

Draconic Knowledge (Ex): Gain a bonus on knowledge checks and spellcraft checks = to ½ your class levels round down minimum +1.

Endure Exposure (Sp); Self: Endure Elements. Others: target gains immunity to your breath weapon effects, and endure elements.

Magic Insight (Sp): Detect Magic and while it is active, Identify: by touch as the spell no components required.

Scalding Gust (Sp): Gust of Wind, and deal your breath weapon damage to those in the effect equal to 1 point per die of damage. + con mod. The damage is still taken even if the save is made.

See the Unseen (Ex/Sp): EX: Gain Darkvision 60’/ SP: See Invisibility as the spell.
-
-
Lesser 6th lvl minimum requirement
Charm (Sp): Charm Monster as the spell (except limited to one creature at a time).

Extend Breath Weapon (su): +5 feet per 2 levels in this class to the cone or line.

Breath Weapon Admixture (su): apply a second energy type to your breath weapon.

Shaped Breath (su): This is a line effect that you may change its shape (the angle it travels left, right, up, down, etc.) a number of squares = to your constitution modifier but the breath weapon must remain continuous.

Slow Breath (su): This is a Cone effect, the duration is a number of rounds = to the number of dice rolled (5d6 = 5 rounds), the save is to cut the duration by half round down minimum 1 round).

Weakening Breath (su): This is a cone effect, the duration is a number of rounds = to the number of dice rolled (5d6 = 5 rounds), the save is to cut the duration by half round down minimum 1 round).

Cloud Breath (su): your breath weapon creates a 20' radius cloud.

Enduring Breath (su): Breath weapon deals its damage = to the number of dice rolled (5d6 = 5 rounds), the save is to cut the duration by half round down minimum 1 round).

Draconic Flight(ex): You grow spectral dragon wings, speed equal to base land speed, good maneuverability, +4 vs forced march tests.

Frightful Presence (su): any creature affected by your breath weapon and fails their save versus its effect is also shaken for 1 minute per die of damage rolled. This is a fear effect.

Void Sense (ex): Gain, Blind sense 30’

Voracious Dispelling Breath (su): as Dispel magic but deals damage per level of the spell effect removed (no save vs this damaging effect).

Walk Unseen (Sp): Invisibility as the spell
-
-
Greater Invocations 12th level minimum requirement
Sleep Breath (su): This is a cone effect, the duration is a number of rounds = to the number of dice rolled (5d6 = 5 rounds), the save is to cut the duration by half round down minimum 1 round).

Thunder Breath (su): This breath effect deals sonic damage instead of the normal, cone effect only.

Force Breath (su): this is a line shaped breath dealing force damage and can affect incorporeal creatures normally.

Aura of the Dragon (su): your breath weapon is inverted to sheath you in an aura of your energy, dealing 1 point of damage per die normally rolled, spell resistance WILL apply to this effect. Any creature striking you with a natural or non-reach melee weapon suffers this damage.

Chilling Fog (Sp): Solid Fog as the spell, each creature in it takes damage equal to (2) two cold damage per die of damage you would normally deal with your breath weapon, at the start of the victims' turns.

Devour Magic (Sp): Touch to use Greater Dispel Magic as the spell, gaining 5 temporary HP per spell level dispelled (or 1 HP per spell level dispelled), the temporary hp fade after 1 minute (you must take either all HP healing or all Temp HP when you use the ability, this is not a permenant choice. You cannot devour your own invocations.

Draconic Toughness (ex): Gain the Toughness feat, if you have the toughness feat gain +1 HP per level instead.

Wingstorm (ex): (Must have Draconic flight): You may use your spectral wings to create a storm of wind around you, All creatures in 20 feet roll vs Fly skill check if flying or Fortitude if not flying. The DC is as if you had used your breath weapon. Those that fail are pushed back up to 25 feet max distance away, if they strike an object or another creature and traveled more than 5 feet they take falling damage based on the distance traveled.
-
-
Dark Invocations 18th minimum level requirement
Disintegrating Breath (su): This is a line effect and deals double damage and can cause disintegration to an affected creature.

Greater Draconic Flight (ex): (must have draconic flight) Increase your flight speed by 30 feet and gain perfect maneuverability.

Instill Vulnerability (su): your breath weapon (line or cone) causes those who fail their save versus your breath weapon to gain vulnerability for 1 hour per die normally rolled. Creatures that normally have immunity to your breath effect retain their immunity without the need to save.

Perilous Veil (sp): Veil as the spell, if the subject resists the effects of veil they are subjected to your breaths basic damage as normal except it is subject to a Spell resistance test if available. This damage is not savable.

Paralyzing Breath (su): this is a cone effect, the duration is a number of rounds = to the number of dice rolled (5d6 = 5 rounds), the save is to cut the duration by half round down minimum 1 round).

Five Fold Breath (su): Breathe five different breath effects simultaneously, but only 1 set of dice is rolled. May not be combined with Disintegrating Breath.
-
-
Scales of the Wyrm (ex): Natural Armor +1 and Resistance 5 is gained at these levels and they take on a coloration of the dragon to which your bloodline runs; Fire (Gold, Brass, or Red), Cold (Silver or White), Acid (Black, Green, or Copper), and Electricity (Blue or Bronze). Natural Armor +1 - +4. At 19th lvl you have mastered the draconic form granting you energy Immunity to your chosen colors elemental effects.

Magic of the Wyrm (ex): Gain Damage Reduction magic and at lvl 20 you gain immunity to paralysis, sleep magic.
-
-
New Feat
Extra Invocation
Prerequisite: Dragonfire Adept 2nd or higher level.
Benefit: Gain one invocation, must meet the perquisites level for it still.

New Feat
Extra Breath
Prerequisite: Dragonfire Adept
Benefit: Gain 2 extra uses of your breath weapon per day.
------
The inspiration of this class is my joy of playing the 3.5 edition Dragonfire Adept in the Dragon Magic book.
I felt the class could use some revisioning for pathfinder games run with my friends and the classes inspiration for conversion was the alchemist.

I hope you all enjoy the idea
Evan

Cheliax RPG Superstar 2008 Top 4, Contributor

This is slick; I'll have to take a closer look, of course, but on the surface this seems both flavorful & rules-sharp. Thanks for posting!


Evan Riggs wrote:
Breath Weapon (su): Class level + Con mod per day....

Why this? Does this really need to be limited?


SilvercatMoonpaw wrote:
Evan Riggs wrote:
Breath Weapon (su): Class level + Con mod per day....
Why this? Does this really need to be limited?

I guess that Evan wanted to keep in line with other PF classes with similar effects (i.e. Alchemist).

(dotting for future reading)


Drejk wrote:
I guess that Evan wanted to keep in line with other PF classes with similar effects (i.e. Alchemist).

Can't find anything in the description of the Bomb class feature that limits uses per day.


Ooh! Ooh! Do want!

It is well balanced, right? I suck at judging.


SilvercatMoonpaw wrote:
Drejk wrote:
I guess that Evan wanted to keep in line with other PF classes with similar effects (i.e. Alchemist).
Can't find anything in the description of the Bomb class feature that limits uses per day.

From the PRD:

Bomb (Su): In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier....


Okay.

Still the dragonfire adept is getting fewer class features than the alchemist. I'm not sure it's comparable if you limit the breath weapon.


I do like this class, but what are the durations for the invocations?


Unlimited use of dragonfire adept's breath weapon and warlock's eldritch bolt were a major concern for many when they first appeared (i.e. "OMG! Broken overpowered classes with unilimited powers!"). Those who actually played warlocks think otherwise - that warlock was quite limited in its power and had more problem being one trick pony that overpowered. I don't recall anyone playing Dragonfire Adept but I would not be surprised if adept was suffering from this as well.

Taldor

SilvercatMoonpaw wrote:
Evan Riggs wrote:
Breath Weapon (su): Class level + Con mod per day....
Why this? Does this really need to be limited?

Drejk you would be correct.

Sure individual dm's can make it at will or a 1d4 rounds recharge before the next use can be used, i left that open.

The SP abilities are no more powerful than a witch.
the Breath weapon is no more powerful than a Alchemists bombs.

the idea of putting a feat like Extra Bomb, but call it Extra Breath, is perfectly feasable.

being that in a all pathfinder or DM only conversions, it makes perfect sense to include this type of class as an alternative to thiose players and DM's that dont want to soak up lvls/ CR with half dragon.

and gives those that preferred 3.5 or miss the draconomicon of WotC with some dragon related options other than the Dragonblooded sorcerer, however being that the class makes you dragon blooded and gives you the ability to do SP abilities without the need to prepare them, then it stands to reason that a dragon disciple is compatible with this class option idea.

Taldor

Azten wrote:

I do like this class, but what are the durations for the invocations?

the SP (spell like abilities were meant to be on par with the witch,

the witch can use most their abilities at will, being that when the duration of the spell normally runs out you have to recast it.

the drawback is do you (like the alchemist) focus on breath weapon effects, spell abilities, extraordinary static effects, or a combination.

also i left out the Grand Invocations, on purpose.

that should be left to individual DM's on what they think should go there.

im still play testing the class in my games.

if interested i am running the Serpent's Skull on the new website

Infrno.com

we get together on wednesday nights, goto this link to check it out

http://www.infrno.net/games/1361

Taldor

now a touch of explanation of this class into the pathfinder setting

http://www.infrno.net/characters/3049

this is my character made around the concept of Dragonfire Adept.

Enjoy, and it is available to be PC'ed

Taldor

Draconic Combat (ex): gain a natural Bite, Claw, Claw attack Bite 1d8 + str, Claws 1d6 + str.

this is under the assumption you are a medium sized creature, but the ability was based directly off of Feral Mutagen's ability from the alchemist.


Except that the alchemist and witch get a high variety of choices of abilities alternate to their bombs/hexes (i.e. extracts and spells, respectively) and don't have to spend feats to get more. The dragon fire adept gets a very limited variety of non-breath-weapon options and must spend precious feats to get more.

More to the point they do not even get those option at first level. You are essentially giving a class less than a "3+[ability mod]" ability as their only 1st level ability other than a minor change in type.

If you want to keep the breath weapon as-is you need to give the adept more to do at first level and more options for what to do at higher levels.

Taldor

well as for the alchemist and the (feats) issue, my saturday game character whom is 9th lvl (8 alchy/ 1 Master chemist) Every feat has gone into (Extra Discoveries)

the original (DFA) only got invocations, these were of course limited to around 12 invocations or so by lvl 20, they were static 24 hour duration powers. they didnt get traditional spells. like i have done here.

as far as more powers, they are as capable as a fighter in regard to abilities. given that they have better saves than a fighter, and the skills are better than a fighter, sure its on par to other non fighter classes however the original DFA got 4+ int, and i saw that dragons got 6+ int. so my choices were based on game balance and class balance. the alchy and witch yes were a major contributing factor to the class, but in regard to hexes and discoveries only. the other abilities are pretty pimp as is.

but seeing as you feel its not enough, throw some suggestions out that you would add to it instead of simply implying it isnt enough

Lantern Lodge

Dotting.
The next campaign is going to be an extension of a 3.5 game I ran, and Dragonfire Adept figured strongly. Thanks! ^_^


Evan Riggs wrote:
the original (DFA) only got invocations, these were of course limited to around 12 invocations or so by lvl 20, they were static 24 hour duration powers. they didnt get traditional spells. like i have done here.

They got those Invocations starting at first level.

Evan Riggs wrote:
as far as more powers, they are as capable as a fighter in regard to abilities.

Comparable to clerics they are not: they have the same BAB and saves, but far fewer effects. Comparable to rogues they have one better save, but fewer skill points and less chance to use their first-level ability.

Evan Riggs wrote:
given that they have better saves than a fighter, and the skills are better than a fighter, sure its on par to other non fighter classes however the original DFA got 4+ int, and i saw that dragons got 6+ int.

I point out that Dragons get d12 HD, full BAB, and all good saves. I'm not suggesting you give it all of that, but I'm not really sure skill points are a Dragon's main advantage to be considered.

Evan Riggs wrote:
so my choices were based on game balance and class balance.

I don't really see where the balance is: what I'm seeing is that you are giving them less than they got before when they were an okay class. I can't see how an at-will breath attack and invocations from first level were over-preferrable to other class abilities.

Evan Riggs wrote:
the other abilities are pretty pimp as is.

Why do you think this? This is the part I keep trying to understand but keep failing.

Evan Riggs wrote:
but seeing as you feel its not enough, throw some suggestions out that you would add to it instead of simply implying it isnt enough

Go back to the original class. It's lack of versatility should keep it competitive with the cleric and rogue even if it does get at-will spell-like effects and an at-will area attack.


Pathfinder Roleplaying Game Subscriber

No armor or shields for me is a big problem. The only "naked" classes are Wizard, Sorcerer, Witch and Monk. EVERYONE else has at least light armor. I don't see why you couldn't. Monk doesn't have armor but the Wis to AC is a big boost, worth at least a +2 and more likely a +3 or 4 (equivalent of light armor). The other three have spells like Mage armor and Shield to protect them or are just standing in the back lobbing spells at enemies.

Your guy here is at best a medium range fighter. Your main ability is either a line, which requires an unobstructed line of sight, OR a short range cone, but of which put you within one move of most enemies.

Secondly, there is nothing in the fluff that would explain why no armor. There is no "it interferes with your arcane finger waggling." Also there is no invocation that gives extra Natural Armor bonus. The invocations are nice, but they're not that much better than what an Alchemist or Summoner get and they both get light armor.

Taldor

SirGeshko wrote:

Dotting.

The next campaign is going to be an extension of a 3.5 game I ran, and Dragonfire Adept figured strongly. Thanks! ^_^

happy to help

Taldor

Silvercat: the nuumber of invocations originally aquired at lvl 1 was 1 invocation which then increased by 1 at lvl 3 and then every 3 levels after 3. This capped out at 8 invocations at lvl 20.

I have given them 1 invocation every even level.

you're right about dragon. I gave them the dragon Type at level 1. yes i reflected this in their skills per level.

Yes a dragon gets good saves and good bab. thank you for some of the suggestions.
------------
JB200: light armor, maybe. I do give them natural armor. How about a staged armor progression like the magus. say Start with light armor, upgrade to medium at 10th, and heavy at 19th?

ok how bout the spell-like abilities come out of the invocations. and instead give it a spell like ability class feature every x levels say, 1st and every 4 levels thereafter or 5 levels there after. CL equal to Level. and the chatracter chooses 1 spell like ability from a list of choices. they gain that ability as a spell like abillity useable x times a day that stages up each time they gain a new spell like ability.
--------------------
if the above paragraph doesnt jive in your head ill post a new class example soon for further scrutiny.

Can you all give me some ideas of possible Grand invocation ideas.

that part i left blank. but would rather only include about 4 - 6 ideas.

Taldor

1 person marked this as a favorite.

Level---BAB-----Fort----Ref-----Will----Special
1--------0-------2-------0-------2------Breath Weapon 1d6, Dragon Subtype, Spell-like Ability (1st)
2--------1-------3-------0-------3------Invocation
3--------2-------3-------1-------3------Breath Weapon 2d6, Scales of the Wyrm +1 (Resist 5)
4--------3-------4-------1-------4------Invocation, Spell-like Ability (1st - 2nd)
5--------3-------4-------1-------4------Breath Weapon 3d6, DR 1/magic
6--------4-------5-------2-------5------Invocation
7--------5-------5-------2-------5------Breath Weapon 4d6, Scales of the Wyrm +2 (Resist 10)
8--------6/1-----6-------2-------6------Invocation, Spell Like Ability (1st - 4th)
9--------6/1-----6-------3-------6------Breath Weapon 5d6, DR 2/magic, Medium Armor Proficiency
10-------7/2-----7-------3-------7------Invocation
11-------8/3-----7-------3-------7------Breath Weapon 6d6, Scales of the Wyrm +3 (Resist 15)
12-------9/4-----8-------4-------8------Invocation, Spell-like Ability (1st - 6th)
13-------9/4-----8-------4-------8------Breath Weapon 7d6, DR 3/magic
14-------10/5----9-------4-------9------Invocation
15-------11/6/1--9-------5-------9------Breath Weapon 8d6, Scales of the Wyrm +4 (Resist 20)
16-------12/7/2--10------5-------10-----Invocation, Spell-like Ability (1st - 8th)
17-------12/7/2--10------5-------10-----Breath Weapon 9d6, DR 4/magic
18-------13/8/3--11------6-------11-----Invocation
19-------14/9/4--11------6-------11-----Breath Weapon 10d6, Mastery of the Wyrm (Immunity), Heavy Armor Proficiency
20-------15/10/5--12------6-------12----Grand Invocation, Dragon Immunities, Spell-like Ability (1st - 9th)
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Dragon Fire Adept
Hit Dice per class level: 1d10
-
Skills Per level: 6 + Int modifier:
Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Intimidate, Knowledge, Linguistics, Perception, Sense Motive, Spellcraft, and Use Magic Device
-
Weapon Proficiencies: Dragonfire Adepts are skilled in the use of all simple weapons. Light Armor, no shields.
-
Breath Weapon (su): Class level + Con mod per day: may use their breath weapon. The Reflex save DC is 10 + ½ Dragonfire Adepts class levels + Con modifier, for half. Area is a 15 foot cone or a 30 foot line, chosen and never changed. This is an elemental attack based on your chosen Scales of the Wyrm color: Fire (Gold, Brass, or Red), Cold (Silver or White), Acid (Black, Green, or Copper), Electricity (Blue or Bronze). This breath weapon adds your Constitution
modifier to the damage dealt.
-
Invocations: at every even level select one invocation from the list below (EX – always active, SU – uses a breath weapon.(Breath effects; may only apply one breath effect to any breath weapon attack at a time unless otherwise noted).

Invocations
-
Least: no mimium requirements
Aquatic Adaptation (ex/su): EX: may breathe underwater, and gain a swim speed equal to your land speed. SU: and you may use your breath weapon underwater normally.

Sickening Breath (su): This is a cone effect, the duration is a number of rounds = to the number of dice rolled (5d6 = 5 rounds), the save is to cut the duration by half round down minimum 1 round).

Draconic Combat (ex): gain a natural Bite, Claw, Claw attack Bite 1d8 + str, Claws 1d6 + str. (scale damage up or down based on DFA's creature size.

Beguiling Influence (ex): Gain a competence bonus to Bluff, Diplomacy, and Intimidate checks = to half your class levels.

Breath of the Night (Su): Breath a Fog Cloud Spell, (not useable with Five Fold Breath) your class level is its caster level.

Breath of Darkness (Su): Breathe the Darkness as the spell.

Deafening Roar (su): this is a cone effect, the duration is a number of rounds = to the number of dice rolled (5d6 = 5 rounds), the save is to cut the duration by half round down minimum 1 round).

Draconic Knowledge (Ex): Gain a bonus on knowledge checks and spellcraft checks = to ½ your class levels round down minimum +1.

Endure Exposure (Su): target gains immunity to your breath weapon effects, and endure elements.

Magic Insight (Su): Continuous Detect Magic.

See the Unseen (Ex): Gain Darkvision 60’ & Tremor sense 10' per level radius.
-
Lesser 6th lvl minimum requirement
Extend Breath Weapon (su): +5 feet per 2 levels in this class to the cone or line.

Breath Weapon Admixture (su): apply a second energy type to your breath weapon.

Shaped Breath (su): This is a line effect that you may change its shape (the angle it travels left, right, up, down, etc.) a number of squares = to your constitution modifier but the breath weapon must remain continuous.

Slow Breath (su): This is a Cone effect, the duration is a number of rounds = to the number of dice rolled (5d6 = 5 rounds), the save is to cut the duration by half round down minimum 1 round).

Weakening Breath (su): This is a cone effect, the duration is a number of rounds = to the number of dice rolled (5d6 = 5 rounds), the save is to cut the duration by half round down minimum 1 round).

Cloud Breath (su): your breath weapon creates a 20' radius cloud.

Enduring Breath (su): Breath weapon deals its damage = to the number of dice rolled (5d6 = 5 rounds), the save is to cut the duration by half round down minimum 1 round).

Draconic Flight(ex): You grow spectral dragon wings, speed equal to base land speed, good maneuverability, +4 vs forced march tests.

Frightful Presence (su): any creature affected by your breath weapon and fails their save versus its effect is also shaken for 1 minute per die of damage rolled. This is a fear effect.

Void Sense (ex): Gain, Blind sense 30’

Voracious Dispelling Breath (su): as Dispel magic but deals damage per level of the spell effect removed (no save vs this damaging effect).
-
Greater Invocations 12th level minimum requirement
Sleep Breath (su): This is a cone effect, the duration is a number of rounds = to the number of dice rolled (5d6 = 5 rounds), the save is to cut the duration by half round down minimum 1 round).

Thunder Breath (su): This breath effect deals sonic damage instead of the normal, cone effect only.

Force Breath (su): this is a line shaped breath dealing force damage and can affect incorporeal creatures normally.

Aura of the Dragon (su): your breath weapon is inverted to sheath you in an aura of your energy, dealing 1 point of damage per die normally rolled, spell resistance WILL apply to this effect. Any creature striking you with a natural or non-reach melee weapon suffers this damage.

Draconic Toughness (ex): Gain the Toughness feat, if you have the toughness feat gain +1 HP per level instead.

Wingstorm (ex): (Must have Draconic flight): You may use your spectral wings to create a storm of wind around you, All creatures in 20 feet roll vs Fly skill check if flying or Fortitude if not flying. The DC is as if you had used your breath weapon. Those that fail are pushed back up to 25 feet max distance away, if they strike an object or another creature and traveled more than 5 feet they take falling damage based on the distance traveled.
-
Dark Invocations 18th minimum level requirement
Disintegrating Breath (su): This is a line effect and deals double damage and can cause disintegration to an affected creature.

Greater Draconic Flight (ex): (must have draconic flight) Increase your flight speed by 30 feet and gain perfect maneuverability.

Instill Vulnerability (su): your breath weapon (line or cone) causes those who fail their save versus your breath weapon to gain vulnerability for 1 hour per die normally rolled. Creatures that normally have immunity to your breath effect retain their immunity without the need to save.

Paralyzing Breath (su): this is a cone effect, the duration is a number of rounds = to the number of dice rolled (5d6 = 5 rounds), the save is to cut the duration by half round down minimum 1 round).

Five Fold Breath (su): Breathe five different breath effects simultaneously, but only 1 set of dice is rolled. May not be combined with Disintegrating Breath.
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Scales of the Wyrm (ex): Natural Armor +1 and Resistance 5 is gained at these levels and they take on a coloration of the dragon to which your bloodline runs; Fire (Gold, Brass, or Red), Cold (Silver or White), Acid (Black, Green, or Copper), and Electricity (Blue or Bronze). Natural Armor +1 - +4. At 19th lvl you have mastered the draconic form granting you energy Immunity to your chosen colors elemental effects.

Magic of the Wyrm (ex): Gain Damage Reduction magic and at lvl 20 you gain immunity to paralysis, sleep magic.

Spell-like Abilities: Gain a spell like ability useable at will. at 4th level and every 4 levels thereafter gain one additional spell like ability and add one spell like ability to your list of spell like abilities. Each time a new spell like ability is gained all previous spell like abilities gained through this classes list of abilities goes up one. Example: 1st lvl 1 ability. 4th lvl the 1st lvl ability is 2/day. at 8th lvl the others are 3/day, 2/day, 1/day. etc at 12th 16th and 20th.
Pick one class list of spells. Arcane: if based on Sorcerer/wizard. Divine: if based on Cleric/Oracle. your spell like abilities are chosen from that list from their forward.

-
New Feat
Extra Invocation
Prerequisite: Dragonfire Adept 2nd or higher level.
Benefit: Gain one invocation, must meet the perquisites level for it still.

New Feat
Extra Breath
Prerequisite: Dragonfire Adept
Benefit: Gain 2 extra uses of your breath weapon per day.

this is based on your suggestions and my interpretation.


Evan Riggs wrote:

Silvercat: the nuumber of invocations originally aquired at lvl 1 was 1 invocation which then increased by 1 at lvl 3 and then every 3 levels after 3. This capped out at 8 invocations at lvl 20.

I have given them 1 invocation every even level.

And how is this an improvement at first level?

The addition of the hit die increase and the extra spell-like abilities does make it better.

I'm still confused why you started this class off with a nerf of its main feature rather than maybe keeping that as-was and adjusting the rest of the class around it.


Um, after more reading:

What the Dragon subtype give it? There is no current listing for that in the SRD.

RPG Superstar 2012 Top 32

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DRAGONFIRE ADEPT

BAB: +¾
Good Saves: Fortitude and Will
Hit Dice: 1d8

Class Skills: Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), Swim (Str), Use Magic Device (Cha).

Skill Ranks per Level: 4 + Intelligence modifier

Dragonfire Adepts are proficient in all Simple Weapons. Dragonfire Adepts are not proficient in any armor or shields.

LEVEL ABILITY
1. Breath Weapon 1d6, Claws of the Dragon, Patron Dragon, Scales of the Dragon,
2. Breathing Technique, Invocation
3. Breath Weapon 2d6, Eyes of the Dragon (lowlight vision)
4. Invocation, Scales of the Dragon +1/+5
5. Breath Weapon 3d6, Wings of the Dragon (1 minute/level)
6. Breathing Technique, Invocation
7. Breath Weapon 4d6, Claws of the Dragon
8. Invocation, Scales of the Dragon +2/+10
9. Breath Weapon 5d6, Eyes of the Dragon (darkvision)
10. Breathing Technique, Invocation
11. Breath Weapon 6d6, Wings of the Dragon (1 hour/level)
12. Invocation, Scales of the Dragon +3/+15
13. Breath Weapon 7d6, Claws of the Dragon
14. Breathing Technique, Invocation
15. Breath Weapon 8d6, Eyes of the Dragon (blindsense)
16. Invocation, Scales of the Dragon +4/+20
17. Breath Weapon 9d6, Wings of the Dragon (at will)
18. Breathing Technique, Invocation
19. Breath Weapon 10d6, Claws of the Dragon
20. Invocation, Scales of the Dragon +5/+25

Breath Weapon (Su): A number of times per day equal to her class level + her Constitution modifier, the dragonfire adept can use her breath weapon as a standard action. It causes 1d6 points of damage plus her Constitution modifier at 1st level, plus an additional 1d6 points of damage for every 2 levels she has above 1st level. Creatures caught in the area of effect of the dragonfire adept’s breath weapon are allowed a Reflex saving throw for half damage; the DC is 10 + ½ the dragonfire adept’s level + the dragonfire adept’s Constitution modifier. The dragonfire adept’s breath weapon’s energy type and shape are determined by her patron dragon. A cone shaped breath has a range of 15 feet. A line shaped breath has a range of 30 feet.

Claws of the Dragon (Su): The dragonfire adept can transform her hands into draconic claws as a free action. She gains 2 primary natural weapons that cause 1d6 points of damage (1d4 if the dragonfire adept is Small, 1d8 if the dragonfire adept is Large) plus her Strength modifier. At 7th level, her claws of the dragon cause an additional 1d6 points of damage; this additional damage is energy damage as determined by her patron dragon. This additional energy damage increases to 2d6 points at 13th level and 3d6 points at 19th level.

Patron Dragon (Su): At 1st level, the dragonfire adept selects one type of dragon to be her patron. Her patron dragon determines the energy type and shape of her breath weapon, the energy type of her claws of the dragon, and the energy resistance type she gains from her scales of the dragon ability. In addition, her patron dragon grants her an additional class skill.

Patron Dragons:

Black line of acid Escape Artist
Blue line of electricity Acrobatics
Brass line of fire Disable Device
Bronze line of electricity Acrobatics
Copper line of acid Sleight of Hand
Gold cone of fire Disguise
Green cone of acid Handle Animal
Red cone of fire Perform
Silver cone of cold Disguise
White cone of cold Acrobatics

Scales of the Dragon (Su): As long as the dragonfire adept uses no armor or shield, she gains a natural armor bonus to her AC equal to her Constitution modifier (minimum 1) and energy resistance (as determined by her patron dragon) equal to her Constitution modifier (minimum 1). At 4th level, and every 4 levels thereafter, her natural armor bonus to AC increases by 1 and her energy resistance increases by 5. In addition, at 4th level, she gains DR 1/magic. This increases by 1 at 8th level and every 4 levels thereafter; at 20th level, her damage reduction improves to DR/-.

Breathing Techniques (Su): At 2nd level, and every 4 levels thereafter, the dragonfire adept learns one of the following breathing techniques.

Breathing Techniques:

Anchoring Breath Weapon: Three times per day, when the dragonfire adept uses her breath weapon, all creatures that suffer damage from her breath weapon must make a Will Save or be unable to use any teleportation effect for a number of rounds equal to the dragonfire adept’s level. The dragonfire adept must be 10th level before selecting this breathing technique.

Breath Weapon Ray: The dragonfire adept can choose to use her breath weapon as a ray. She must make a ranged touch attack, and if she successfully hits her target, she causes full breath weapon damage to her target.

Clinging Breath Weapon: Three times per day, when the dragonfire adept uses her breath weapon, it clings to the creatures in its area of effect that failed their saving throw. The following round, the affected creatures take half the initial damage of the dragonfire adept’s breath weapon.

Dazing Breath Weapon: Three times per day, when the dragonfire adept uses her breath weapon, she can force the targets that suffer damage from her breath weapon to make a Will save with a DC equal to her breath weapon or become dazed for a number of rounds equal to half the dragonfire adept’s level. Dazed creatures are allowed to make a new Will save each round as a full round action to remove the dazed effect. The dragonfire adept must be 6th level before selecting this breathing technique.

Disintegrating Breath Weapon: Three times per day, the dragonfire adept’s breath weapon causes 2d6 points of damage per level of the dragonfire adept; a successful Fortitude save reduces this damage to 5d6 points of damage. Any creature that dies from this use of the dragonfire adept’s breath weapon is reduced to a trace of dust, as if affected by a disintegrate spell. The dragonfire adept must be 18th level before selecting this breathing technique.

Dispelling Breath Weapon: Three times per day, the dragonfire adept targets all creatures within the area of effect of her breath weapon with a targeted dispel magic with a caster level equal to her dragonfire adept level.

Empowered Breath Weapon: Three times per day, the dragonfire adept can increase the damage of her breath weapon by half.

Enlarged Weapon: The size of the dragonfire adept’s breath weapon increases into either a 30 cone or a 60 foot line. The dragonfire adept must be 10th level before selecting this breathing technique.

Focused Breath Weapon: The save DC by of the dragonfire adept’s breath weapon increases by +2.
Forceful Breath Weapon: Three times per day, the dragonfire adept can choose to change the type of damage her breath weapon causes from its normal energy damage to force damage instead. The dragonfire adept must be at least 6th level before selecting this breathing technique.

Intensified Breath Weapon: The dragonfire adept adds her class level to the damage of her breath weapon.

Lingering Breath Weapon: Three times per day, when the dragonfire adept uses her breath weapon, it persists for 1 full round. Any creature that enters the area of effect of the dragonfire adept’s breath weapon during this time is affected as if it were targeted by her breath weapon.

Maximized Breath Weapon: Three times per day, the dragonfire adept causes maximum damage with her breath weapon. The dragonfire adept must be 6th level before selecting this breathing technique.

Merciful Breath Weapon: The dragonfire adept can choose to cause non-lethal damage with her breath weapon.

Mind-numbing Breath Weapon: Three times per day, when the dragonfire adept uses her breath weapon, she can force the targets that suffer damage from her breath weapon to make a Will save with a DC equal to her breath weapon or become confused for a number of rounds equal to half the dragonfire adept’s level. The dragonfire adept must be 6th level before selecting this breathing technique.

Nauseating Breath Weapon: Three times per day, when the dragonfire adept uses her breath weapon, she can force the targets that suffer damage from her breath weapon to make a Fortitude save with a DC equal to her breath weapon or become nauseated for a number of rounds equal to half the dragonfire adept’s level. The dragonfire adept must have the Sickening Breath Weapon breath technique before selecting this breath technique.

Pushing Breath Weapon: Three times per day, when the dragonfire adept uses her breath weapon, the targets of her breath weapon that fail their Reflex save are pushed back 5 feet, plus 5 feet for every 5 points they fail the Reflex save by. The dragonfire adept must be 6th level before selecting this breathing technique.

Quickened Breath Weapon: Three times per day, the dragonfire adept can use her breath weapon as a swift action. The dragonfire adept must be 6th level before selecting this breathing technique.

Rainbow Serpent Breath Weapon: Three times per day, when the dragonfire adept uses her breath weapon, it causes 10d6 points of acid damage, 10d6 points of cold damage, 10d6 points of electricity damage, 10d6 points of fire damage, and 10d6 points of sonic damage. The dragonfire adept must have the Thundering Breath Weapon and Versatile Breath Weapon breathing techniques and be 18th level before selecting this breathing technique.

Shape Breath Weapon: Each time he dragonfire adept uses her breath weapon, she can choose to use her breath weapon as a cone or line.

Sickening Breath Weapon: Three times per day, when the dragonfire adept uses her breath weapon, she can force the targets that suffer damage from her breath weapon to make a Fortitude save with a DC equal to her breath weapon or become sickened for a number of rounds equal to half the dragonfire adept’s level.

Soporific Breath Weapon: Three times per day, when the dragonfire adept uses her breath weapon, instead of causing damage, it causes creatures who fail a Will save to fall asleep for a number of minutes equal to her class level. The dragonfire adept must be 6th level to select this breathing technique.

Stunning Breath Weapon: Three times per day, when the dragonfire adept uses her breath weapon, she can force the targets that suffer damage from her breath weapon to make a Will save with a DC equal to her breath weapon or become stunned for a number of rounds equal to half the dragonfire adept’s level; stunned creatures are allowed to make a new Will save each round as a full round action to remove the stunned effect. The dragonfire adept must be 14th level and have the Dazing Breath Weapon breathing technique before selecting this breathing technique.

Sudden Breath Weapon: Three times per day, the dragonfire adept can use her breath weapon as an immediate action. She must be 14th level and have the Quicken Breath Weapon breathing technique before selecting this breathing technique.

Thundering Breath Weapon: Three times per day, the dragonfire adept can change her breath weapon energy type to the sonic energy. The dragonfire shaman must have the Versatile Breath Weapon breathing technique before selecting this breathing technique.

Venomous Breath Weapon: Three times per day, the dragonfire adept can change her breath weapon into poison. Any creature caught in the area of effect of her breath weapon must succeed on a Fortitude save or take 1 point of Constitution damage for every die of damage the dragonfire adept’s breath weapon usually causes; this replaces the energy damage the dragonfire adept’s breath weapon usually causes.

Versatile Breath Weapon: Three times per day, the dragonfire adept can change her breath weapon energy type to one of the following energy types: acid, cold, electricity, or fire.

Weakening Breath Weapon: Three times per day, the dragonfire adept can change her breath weapon into poison. Any creature caught in the area of effect of her breath weapon must succeed on a Fortitude save or take 1 point of Strength damage for every die of damage the dragonfire adept’s breath weapon usually causes; this replaces the energy damage the dragonfire adept’s breath weapon usually causes.

Invocations (Sp): At 2nd level, and every 2 levels thereafter, the dragonfire adept learns one of the following magical abilities. The save DC, if any, of the dragonfire adept’s invocations is 10 + ½ the dragonfire adept’s level + her Charisma modifier.

(To be designed later)

Eyes of the Dragon (Su): At 3rd level, the dragonfire adept gains low-light vision (or if she already low-light vision, increase its range multiplier by 1). At 9th level, the dragonfire adept gains darkvision with a range of 60 feet (or if she already has darkvision, increases its range by 30 feet). At 15th level, the dragonfire gains blindsense with a range of 30 feet.

Wings of the Dragon (Su): At 5th level, the dragonfire adept can grow a pair of dragon wings a swift action and gain a fly speed of 40 feet with average maneuverability. She can use this ability for a number of minutes per day equal to her class level; these minutes do not need to be consecutive, but they must be used in 1 minute increments. At 11th level, her flight speed increases to 60 feet, her flight maneuverability improves to good, and she can use this ability for a number of hours per day equal to her class level; these hours do not need to be consecutive, but they must be used in 1 minute increments. At 17th level, she can grow a pair of dragon wings as an immediate action at will, her flight speed increases to 90 feet, her maneuverability improves to perfect, and she can make 2 wing attacks that cause damage equal to her claws of the dragon attacks.

Taldor

well i definately like Smilodans version, and wish to see more of it but, the sub type was a hypothetical concept, considering that you basically are a dragontype, it just didnt seem t o sound right as simply saying Dragon Type. It just sounded better.

RPG Superstar 2012 Top 32

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Invocations

Least

1. All-Seeing Eyes: As comprehend languages on written material, +6 bonus on Perception checks.
2. Aquatic Adaptation: Breathe and use breath weapon underwater; gain swim speed.
3. Breath of the Night: Create a fog cloud of darkness that fatigues all who enter it.
4. Call of the Beast: Speak with animals and dragons and influence their behavior by using dragonfire adept level as druid level when making wild empathy check, +6 on Handle Animal skill checks.
5. Commanding Presence: Gain +6 on Diplomacy and Intimidate checks, use command if you successfully change your target’s attitude.
6. Deafening Roar: Cone of sound deafens creatures.
7. Draconic Fortune: Gain a luck bonus equal to your Charisma modifier on one type of saving throw.
8. Draconic Grace: Gain +6 bonus on Acrobatics and Fly checks, do not need a running start to long jump, +10 feet increase to land and flight speeds (does not give you a flight speed if you do not have one already).
9. Draconic Vision: See normally in darkness and magical darkness, see invisibility.
10. Dread Chameleon: +6 to Disguise and Stealth checks, creatures that spot you must make a Will save or be shaken for 1 round.
11. Earth Dragon’s Claw: (CMB = CL + Cha, 1d6 if pinned, arm has AC: 10 + level, Hardness 5, 4 hit points per level. Move half speed for 1 round after escaping grapple.)
12. Endure Exposure: Use endure elements as the spell; target gains immunity to your breath weapon and area effect invocations.
13. Entropic Warding: Deflect incoming ranged attacks, leave no trail, and prevent being tracked by scent.
14. Foul Dreams: 1 creature must make a Will save or sleep for 1 minute per level, you can affect a total number of hit dice equal to your dragonfire adept level plus your Charisma modifier at a time, with creatures that have been asleep the longest waking up first if additional hit dice are affected; creatures are fatigued when they awake.
15. Magic Insight: Detect magical auras; identify magic items.
16. Scalding Gust: Use gust of wind as the spell; any creature in area takes fire damage equal to your level.
17. Serpent’s Tongue: Gain the scent ability, +6 bonus on Bluff skill checks and on saves against poison, communicate two different messages at the same time.
18. Spiderwalk: Gain spider climb as the spell and you are immune to webs.
19. Summon Swarm: Use summon swarm as the spell.
20. Whispering Wyrm: Gain +6 bonus on Knowledge arcana, Knowledge planes, Knowledge religion, and Spellcraft checks, gain use of whispering wind.

Lesser

1. Charm: Cause a single creature within 60 feet to regard you as a friend if they fail a Will save, as if under the influence of a charm monster spell, for 1 day per level, but only affecting a single creature at a time.
2. Curse of the Wyrm: Curse one creature as the bestow curse spell, or hinder their attacks.
3. Draconic Will: Gain immunity to paralysis and sleep, +4 vs. fear.
4. Energy Resistance: Gain resistance 10 to acid, cold, electricity, fire, or sonic damage.
5. Enthralling Voice: Make nearby creatures fascinated if they fail a Will save, and their attitude towards you improves by one step.
6. Flee the Scene: Use short-range dimension door as the spell, and leave behind a major image.
7. Frightful Presence: As a swift action taken whenever you attack or use your breath weapon, make nearby creatures shaken for 10 minutes if they fail a Will save.
8. Humanoid Shape: Take the form of any humanoid creature.
9. Hungry Darkness: Create shadows filled with a swarm of bats.
10. Magical Fangs and Claws: Gain a +1 enhancement bonus to your natural weapons, +1 per 4 levels above 4th level.
11. Relentless Dispelling: targeted dispel magic, with additional targeted dispel magic the next turn.
12. Shield of Wings: When not using your wings for flight, you gain a shield bonus to your AC equal to +4.
13. Size Alteration: You can use enlarge person or reduce person on yourself.
14. Voracious Dispelling: Use dispel magic as the spell, causing damage to creatures whose effects are dispelled.
15. Walk Unseen: Use invisibility (self only) as the spell.

Greater

1. Aura of the Wyrm: Aura deals 1d6 + your level in damage of your energy type to creatures that strike you in melee with natural weapons, unarmed strikes, and non-reach melee weapons.
2. Baleful Geas: A single creature becomes your servant, but slowly sickens and dies.
3. Devour Magic: Use targeted greater dispel magic with a touch and gain temporary hit points based on the level of spells successfully dispelled.
4. Draconic Toughness: Gain temporary hit points equal to your Charisma modifier multiplied by your character level.

5. Fearless: You are immune to fear.
6. Form of the Dragon: You gain the ability to use Form of the Dragon 1, 2, or 3.
7. Freedom of Motion: Freedom of movement and make CL check to bypass teleport blocks.
8. Instill Vulnerability: Make target creature vulnerable to chosen energy type.
9: Painful Sleep of the Ages: Creature falls asleep, takes damage when awakened.
10. Serpentine Tentacles: Use black tentacles as the spell, and deal an extra 2d6 points of energy damage of your dragon patron to creatures in the area.
11. Spell Resistance: You gain Spell Resistance equal to 11 + your character level.
12. Terrifying Roar: Use fear as the spell; creatures shaken by effect can’t attack you.
13. Unwilling Shield: Subject shares wounds you suffer.
14. Wall of Perilous Serpents: Create a wall of fire as the spell, but half the damage from the wall results from supernatural power, the other causes damage of the same energy type as your patron dragon..
15. Wingstorm: Create powerful gusts of wind with your wings.

Ultimate

1. Astral Blockade: Creatures or objects cannot be summoned or teleport within 10 feet per level of you.
2. Caster’s Lament: Your touch can break enchantment, and you can counterspell.
3. Draconic Discorporation: Become a swarm of diminutive dragon-like shadows, gaining many benefits of the swarm subtype.
4. Draconic Foresight: Use foresight as the spell, and communicate telepathically with a close target of the effect.
5. Ghost Step: As a swift action, become incorporeal for 1 round.
6. Impenetrable Barrier: Opaque wall of force.
7. Mind Blank: Use mind blank on yourself.
8. Pythian Oracle: You gain blindsight with a range of 60 feet and can use greater scrying.
9. Rampart: You can use rampart at will, only one at a time.
10. Repulsive Ward: Creatures must make a Will save to approach within 10 feet of you.
11. Retributive Invisibility: Use greater invisibility as the spell (self only) that deals damage in a burst if dispelled.
12. Steal Summoning: Take control of another caster's summoned monster.
13. Swift Haste: You can haste yourself for as a swift action for 1d4 rounds.
14. Telekinesis: You can use telekinesis at will.
15. Unveil the Truth: It takes 1 minute to cast this invocation. You gain the benefits of discern lies and true seeing, and others within 20 feet of you act as if within a zone of truth. You can dismiss this invocation as an immediate action and gain the benefits of a true strike spell.

Grand Lodge

I am new to pathfinder but have been playing D&D for over 30 years and 3/3.5 since it came out. I have been playing a DFA in a campaign for over 2 years now.

I don't think this version of the class really works and I think you may have missed the point of the class. A DFA is all about the breath weapon. You don't limit a rogue's sneak attack or a fighter's weapon strikes nor should you limit the DFA in that way. In combat the character doesn't use weapons, doesn't use spells and only has a few invocations that have combat application, instead he breathes...in some fights every round. Your limitations are based on a character that has a lot more options and choices and possibly isn't balanced versus others and is therefore not a good example.

The idea behind the invocation users was to say, look lets put together a class whose abilities are ALL at will. We have to balance what they can do on that fact but compare a 6th level sorceror to a 6th lvl DFA. The sorc has 4 3rd level spells, 7 first and 5 second. He can put out a 6d6 fireball easily. A DFA has a 3d6 BW he can use each round, shorter range, smaller area but sure its at will, but for half the damage. Now if that fight goes on a long time the DFA will have an advantage but overall the sorceror is doing more and doing it quickly.

And that is the point. Its not all about at will vs. limited its about what you can do in a single action. It was one of the problems in 3rd edition that people failed to understand is that your actions are valuable and if can only do a little bit with them then that action isn't as valuable as the one that does much more. Remember that even at high levels they are only doing on average 35 damage with that 10d6. Good fighter can put out considerably more damage per round and wizards and sorcs can pop 32d6 damage on a single target at 18th. Giving it to them at will makes a lot more sense. Don't forget saves as well, fighter runs up and swings 4 times a monster for 2d6 + 24 a pop with each attack and your worried that DFA can do 35 save for half at will? Remember rogues sneak attack is 10d6 as well and adds on to their melee damage and is per attack.

RPG Superstar 2012 Top 32

Taenia wrote:

I am new to pathfinder but have been playing D&D for over 30 years and 3/3.5 since it came out. I have been playing a DFA in a campaign for over 2 years now.

I don't think this version of the class really works and I think you may have missed the point of the class. A DFA is all about the breath weapon. You don't limit a rogue's sneak attack or a fighter's weapon strikes nor should you limit the DFA in that way. In combat the character doesn't use weapons, doesn't use spells and only has a few invocations that have combat application, instead he breathes...in some fights every round. Your limitations are based on a character that has a lot more options and choices and possibly isn't balanced versus others and is therefore not a good example.

The idea behind the invocation users was to say, look lets put together a class whose abilities are ALL at will. We have to balance what they can do on that fact but compare a 6th level sorceror to a 6th lvl DFA. The sorc has 4 3rd level spells, 7 first and 5 second. He can put out a 6d6 fireball easily. A DFA has a 3d6 BW he can use each round, shorter range, smaller area but sure its at will, but for half the damage. Now if that fight goes on a long time the DFA will have an advantage but overall the sorceror is doing more and doing it quickly.

And that is the point. Its not all about at will vs. limited its about what you can do in a single action. It was one of the problems in 3rd edition that people failed to understand is that your actions are valuable and if can only do a little bit with them then that action isn't as valuable as the one that does much more. Remember that even at high levels they are only doing on average 35 damage with that 10d6. Good fighter can put out considerably more damage per round and wizards and sorcs can pop 32d6 damage on a single target at 18th. Giving it to them at will makes a lot more sense. Don't forget saves as well, fighter runs up and swings 4 times a monster for 2d6 + 24 a pop with each attack and your...

I'm going to have to agree with you.

I just finished a dragon shaman PC (which is very different from the dragonfire adept, but had some similar features). I played him from level 1 to 14. He had 3 main abilities: A buffing aura with a 30 foot radius, a breath weapon that did 1/2 his level in d6s and was usable every 1d4 rounds, and a double-strength 3.5 lay on hands-like ability. He had a +3/4 BAB, good Fort and Will saves, and 1d10 HD, with 2 (eventually upgraded to 4) skill points per level from a very limited list of skills.

His role in combat was similar to a tank (medium armor + shield and lots of hit points, as Con powered his breath weapon), but his medium BAB meant he didn't hit that hard, and lacked special melee or ranged attacks like the rogue or monk or buffed cleric or inquisitor or druid.

He could buff a bit like a bard, but his allies had to say really close to him (30 feet).

We were discussing the class after our session today, and it could benefit from some adjustments. I've made a conversion already (+3/4 BAB version with more skills, aura options, and some additional abilities). The GM thought it could benefit from a full BAB, and I'm beginning to agree. It's basically a smiteless paladin that buffs others, so it could use that full BAB.

The breath weapon is a half-strength fireball or lightning bolt, but with a reduced range and area of effect. It makes a nice trump card, but isn't really a great primary attack form, especially with the 1d4 round re-charge period...which gets longer with meta-breath feats.

So....back to the dragonfire adept. Since its main attack is a half-strength breath weapon, it really should be at will. Maybe meta-breath effects can only be 3/day, or have a re-charge period based on their "level adjustment" as follows: 1d2 for +1 level, 1d4 for +2 levels, +1d6 for 3 levels, and +1d8 for 4 levels. So, for example, you can use regular breath weapon at will, but you can use a quickened breath weapon only once every 1d8 rounds, or an empowered breath weapon every 1d4 rounds. A quickened empowered breath weapon would have 2 recharge rolls, 1d8 for the quickened bit, and 1d4 for the empowered bit.

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