Alurad Sorizan

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87 posts. Alias of Jamie Van Durme.


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Hey daemonslye, I just sent you an email requesting a copy. I love your conversions and am planning on using them in my next game soon.


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4d6 27/26/25 'mirror method'

- Roll 4d6, select the three highest. This is the first score.
Subtract the first score from 27. This is the second score.
- Roll 4d6, select the three highest. This is the third score.
Subtract the third score from 25. This is the fourth score.
- Roll 4d6, select the three highest. This is the fifth score.
Subtract the fifth score from 23. This is the sixth score.

Arrange the scores to taste

Everyone who uses this method ends up with an ability score total of 77.


I can't seem to locate any rules on how an invading army can destroy an open space like a farm or apiary.

I know there's some information on an invading army occupying a hex for a month and the kingdom's Unrest increases if not dealt with, but I can find nothing on an army burning crops while traveling through enemy territory and it's effect on the economy.

If there aren't any rules, I was thinking about 3 days to fully destroy farms and open spaces in a 12 mile hex.

Thoughts?


Well I guess I'll make it official, I have two friends that came late to the party and am trying to score them tickets.

I'm willing to pay more for the tickets if available...


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AS a kid of the 80's I played D&D with Iron Maiden's Powerslave album on in the background. I especially like tracks like, 'Back in the Village' and 'Rime of the Ancient Mariner'.


The idea of buying and selling magical items has been a matter of contention for quite some time in 3.0/3.5 & Pathfinder as it contributes to 'de-mystifying' of magic in general.

The process for buying and/or selling magical items is typically handled quickly by the DM approving what items are available to the players as they peer through the Core and other books. Because of the awkward nature of purchasing magic in this mundane sort of shopping experience, most players and DMs want to just get it over with quickly so they can move on to the more exciting aspects of the game.

I'm considering adding a bit more zing to the magic item buying and selling process for my next campaign by adding interesting 'set-pieces' or locales that the PCs could go to when it comes time for them to do so. Places where PCs could pick up items could be: wizard towers, hedge witch huts, arcane academies, museums, guilds, temples, labs, etc. In fact some places may not even want the PC's coin but rather a service or quest.

I've just began to think on this and would like some help in suggesting other cool places that one could acquire magic items. Also, I'd appreciate any other input on how other DMs handle the buying/selling of magic items.

Thanks


daemonslye, all your conversions/re-imaginings are top-notch! They spark new life into those old adventures and at the same time re-capture the flavor, great work!

I'm planning on incorporating a few of them into my next campaign right after Kingmaker (which can't end soon enough). I've already had a couple of them printed and bound in preparation.

Awesome work once again!

BTW, in an older post you asked what other conversions one would like to see. If you're still accepting requests; Ravenloft (original I6), The Ghost Tower of Inverness, the L series (Secret of Bonehill, Assassin's Knot, Deep Dwarven Delve), Lost Caverns of Tsojcanth, and of course ToHs would be welcome. Also, I'd like to see you finish the Slave Lord's series!

I know these conversions take you some time to finish and we appreciate all your hard work.


Can't wait, I feel like a stalker.


Would I be able to score a copy please?

arengrey@live.com


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I say nay! ... "Nay!"

Keep their alignment and code restrictions, otherwise they're not paladins anymore. If it was easy everybody would be one. It's a difficult class to play and maintain and those who do it truthfully to higher levels have earned a sense of accomplishment that other classes don't get.

It's nice to have such lofty goals and such heroes in an era where it's cool for everyone to play antiheroes.

Back in the day in the X-Men comics, when Wolverine was introduced to the group it was an interesting dynamic to see him be baddass as opposed to goody-two-shoes Cyclops, but as the anti-hero phenom grew, more "Wolvie" clones arouse not only in comics but in RPGs and all aspects of pop culture. Now we're saturated with anti-heroes and we forget what made them cool in the first place. It was to play off of real heroes like Cyclops, Superman, ...and paladins. A whole group full of "I'm more a more dark and moody anti-hero than you" is just boring.


Opened my case with a complete set including three ettins, two liches, three medusai, two half-orc barbarians, two Seelahs, and two spectres, amongst others.

My only quibble is the scale of the troll (too small) and the dire rat (too big), but this has been mentioned before.

All in all though a great job Paizo and Wizkids!


I'd love to see a low-magic, primitive Realm of the Mammoth Lords AP. Also, a Vudra AP would be cool as well as Numeria.


Hey,...you can't ask age, that's not fair!

Well okay, I'm a 41 yr old male goth who lives in his mother's basement.

Only joking about the goth and basement stuff, but I am 41 and have been playing since 81' -Keep on the Borderlands! Boo-yah!


1/ eliminate spells that emulate other class/race abilities (detect traps, knock, etc) and increase the level of troublesome spells like invisibility, fly, etc.

2/ nix the good-evil axis of alignment and let roleplaying determine the personality of a PC

3/ design each class with a package of abilities that players choose from


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I think historically speaking, the crossbow was easier to use for mass troops because it required less training and skill than the bow. Just point and shoot. This however isn't reflected in the mechanics. I'd suggest to DMs to make the bow an exotic weapon thereby making the crossbow more attractive.


Timothy Withem wrote:

Everyone (especially Arengrey, because you caught it before I could get it updated), I realized that when I added the Wayfinder items in, I mucked up some references throughout the sheet. I think I've fixed them all and just sent a revised sheet to Dale to post. Please re-download the sheet if you are using the last version with the Wayfinder items added in. I think I caught everything, but please continue to test and look for any errors.

Sorry for any inconvenience.

Aren, I haven't messed with the army sections at all from Berhagen's original sheet, although I may start looking at them soon to see if anything needs updated from BotRN.

Thanks a bunch, I think all the work you guys do is truly helpful.


Love this sheet, but I have some concerns.

It seems a few of the sums don't add up. On the Overall tab the Consumption totals don't reflect what I've put in other areas. For instance, I've put 6 in the size area on the Kingdom tab and it states only 5 in the Consumption area and I have 3 farms with apiaries yet it shows only 1 in the Consumption totals. In addition, I have 1 city but it shows no city under the totals in the overview/Consumption totals. Edicts seems to be the only sums that are correct though I haven't attempted armies yet. Also, population seems to be skewed as I have 6 hexes and 32 city blocks yet it totals the pop. at 9500 not 7600 (200/hex and per block). Finally in the city summary tab on the last page doesn't reflect my entries in the city 1 tab.

I'm using an older version of Excel so I hope that isn't the problem.


darth_borehd wrote:
Arengrey wrote:


Great work! My list in order would be

6/ Palace of the Silver Princess

Which one? The original orange cover with the questionable pictures or the "cleaned-up" green cover one?

The ever so riskee green cover version of course. Oh those 80's game designers, what were they think'n :)

Awesome quality stuff daemonslye!


In our Kingmaker campaign, we all agreed to use game science dice. Even if you don't buy their rolling probability hype, it's something we all use and there's never any concern with loaded dice, etc.


daemonslye wrote:
Shem wrote:
Is this list all those you have done so far?

Sadly, yes. Next up, finishing A Paladin in Hell.

Always interested in any others folks can think of. I occasionally look over at the H-series on the shelf, then shudder and turn reluctantly away.

~D

Great work! My list in order would be

1/ White Plume Mountain
2/ The Lost City
3/ Dwellers of the Forbidden City
4/ Pharaoh
5/ Secret of Bone Hill
6/ Palace of the Silver Princess
7/ Rahasia


Recently my group went through a harrow deck of many things reading and one of them pulled the mountain man card which increases your size by one step. Originally I thought that the enlarge person spell effects would effectively be made permanent on him, but after doing some flipping I'm not so sure as there are numerous inconsistencies regarding size modifiers to ability scores.

Do I use the Bestiary's table for monster size advancement (+8 Str, -2 Dex, +4 Con, +2 nat armor), or do I use the Giant Form spell, or enlarge person spell.

Where are the definitive size modifications to ability scores located?


Just ordered! Can't access pdf though.


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Couldn't agree more. A concise clarification on animal companions and mounted combat with expanded rules would be nice also.


Kirth Gersen wrote:

OK, file sent to everyone who provided their email.

Bear in mind it's a pretty straightforward conversion, so a lot of it is insanely goofy, and like all earlier edition modules, it's incredibly encounter-heavy.

Would I be able to purvey it's awesomeness?

vanander@shaw.ca


Craig Andrie wrote:
Arengrey wrote:
Craig Andrie wrote:
I have had some late changes of plans and have two convention and two banquet tickets i would not mind finding a new home for...

I'll scoop the two banquet tickets up!

Just send me your email

you can reach me at craig@aleatools.com

sent you email


Craig Andrie wrote:
I have had some late changes of plans and have two convention and two banquet tickets i would not mind finding a new home for...

I'll scoop the two banquet tickets up!

Just send me your email


Kyle Baird wrote:
Arengrey wrote:
Kyle Baird wrote:
0gre wrote:
I just snagged the last seat in the Friday noon Midnight Mauler game. I was trying for Kyle's Saturday game but it was full.

:(

Keep watching it. If the people signed up for it find out who's the GM, they'll likely give up their seats. ;-)

OOPS, I'm one of the player's who signed up for Saturday's Midnight Mauler game but failed to notice that it's a PFS slot, I guess I'll bow out so somebody who's involved with PFS can fill it.

See Ogre? I told you people would start to flee my table! ;-)

Arengrey, thanks for catching that. If you're interested in playing it, I guarantee you'd still have fun even if you're not interested in PFS as a whole!

That sounds good, though I'd feel crappy if I took a coveted PFS spot that somebody else was interested in. There are other things I could do if somebody was clamoring to get in. What do you think is good etiquette?


Kyle Baird wrote:
0gre wrote:
I just snagged the last seat in the Friday noon Midnight Mauler game. I was trying for Kyle's Saturday game but it was full.

:(

Keep watching it. If the people signed up for it find out who's the GM, they'll likely give up their seats. ;-)

OOPS, I'm one of the player's who signed up for Saturday's Midnight Mauler game but failed to notice that it's a PFS slot, I guess I'll bow out so somebody who's involved with PFS can fill it.


There's been some criticism over the way firearms operate in Pathfinder. While touch attacks address some of the aspects of firearms, armor and shields should account for something (maybe DR) against them.

I was wondering with all the rules out there, which in your opinions are the best and why?


Hooray! Finally!

I would also agree that having AP sets would be helpful and also a huge time-saver not having to paint so many figs. I would still however paint special/custom PCs/NPCs.

Well done Paizo


Marc Radle wrote:
I have an extra Banquet ticket and PaizoCon 3-day pass if anyone needs 'em!

I'd be interested in buying the banquet ticket!


Count me in as ready to buy it from you


Marc Radle wrote:
I have an extra Banquet ticket and PaizoCon admissions ticket if anyone needs 'em!

I will gladly scoop the banquet ticket from you.


Well I phoned again and apparently they added more rooms to the Paizo block and we are booked now (albeit with only a king bed). I would suggest to anyone who's not booked though to act quickly.


Sigh, we booked a little late and as of yesterday the Bellevue hotel is all booked up so my friends and I are going to have to stay somewhere else.


Zuxius wrote:

I think I will have an extra ticket.

I'd be interested in buying it from you.


Do you still have the two tickets?


There are companies out there like Wizkids that produce pre-painted plastic miniatures successfully, what's their secret?


Number 6 Wrote:
"Ahh yes, researching Min-Maxing capabilities. Something I'd like to avoid."

Hardly Min-Maxing, it's in the APG.

Number 6 Wrote:
"I just think a Cavalier ideally would have a horse that can carry the rider in Heavy Plate, while wearing at least medium barding at early levels."

You can; stat the horse up and look at encumbrance. The "traditional/historical" knight didn't traverse his armored destrier across the countryside for miles because it was meant solely for battle instead he rode his palfrey/riding horse with a small retinue. When the time came the cavalier and his mount would be suited up and charge into battle. Sure the horse will have a light or medium load, but big deal it can still charge and has no attack penalties.

Animal Companion/Cavalier Horse:
1st level = 16 Str, 13 Dex, and 15 Con
3rd: +1 bonus to Str and Dex = 17
4th: +2 bonus to Str and Con and a +1 bonus to one ability score (let's say Str again) = Str 20, Dex 14, and Con 17
6th: +1 bonus to Str and Dex = Str 21, Dex 15, and Con 17
9th: +1 bonus to Str and Dex and a +1 bonus to one ability score (let's say Str again) = Str 23, Dex 16, and Con 17
12th: +1 bonus to Str and Dex = Str 24, Dex 17, and Con 17
14th: +1 bonus to one ability score (let's say Str again) = Str 25, Dex 17, and Con 17
18th: +1 bonus to Str and Dex = Str 26, Dex 18, and Con 17
20th: +1 bonus to one ability score (let's say Str again) = Str 27, Dex 18, and Con 17

Number 6 Wrote:
"Also conceive of Knights not being 20th Level. Those are human-gods. A "normal" journeyman cavalier level range would be around what ... 2nd to 5th level? A normal 5th Cavalier should be far more capable than a 5th level fighter with a bankroll to buy a Heavy Horse."

A normal 5th level Cavalier IS more capable on horseback than his fighter counterpart, and his horse is waay better than Bestiary combat-trained heavy horse even at lower levels.

Don't make me stat up a 5th level Cavalier and mount vs. a 5th level fighter and mount...I'll do it.., Oh yes I'll do it.


Is there any company out there (maybe in Europe) still producing pre-painted plastic miniatures? My gut tells me yes and if so how do they do it successfully?


I'm very happy with the Cavalier and not all classes are balanced, but to use the Rogue as a comparison is laughable. As far as being a horse lord, my belief is that the game designers wanted to create a class that wasn't solely useful on horseback but could also have abilities independent and beyond his mount.

I think all this bluster comes from the initial Str stat of a combat -trained heavy horse in the Bestiary, -big deal it can haul a bigger cart of hay at 1st level. The cavalier's mount becomes far superior in a short time and leaves that horse in the dust. It will have better abilities, more HD/hp, better BAB, better saves, more feats, skill points, more tricks, plus all the other things I've mentioned in an earlier post.

If you really want a "horse lord cavalier" start him up with the human racial trait: Eye for Talent (+2 to Sense Motive and +2 to one ability score [Str, let's say since you're so hung up on it] of your animal companion), then feats like: Mounted Combat, Ride-by-Attack, Spirited Charge, Trample, Unseat, Mounted Shield, Improved Natural Attack, Improved Natural Armor, Improved Overrun, Indomitable Mount, Rhino Charge, Mounted Onslaught, Massed Charge, Charge Through, Mounted Blade, Greater Overrun, Taldan Knight, Wheeling Charge and if your cavalier is watered down by multiclassing try Boon Companion to get the most out of your mount.


I've heard that the cost to make per-painteds has risen to the point where it's not profitable, but how does Heroclix, Heroscape, Elfsera and other companies do it?

There's obviously a demand out there. I would personally pay a little extra for pre-painted than have to assemble and paint myself. Themed sets would be a great idea, based on APs or Game Mastery modules.


You don't get the heavy warhorse stat block (from the Bestiary which you should ignore when stating up an animal companion) then add the druid animal companion table progression to its stats. Your horse follows the same rules governing an animal companion, just as a paladin, ranger, and druid. Do not compare the combat trained heavy horse to the animal companion horse, they're two different things.

A Ist level PC can't generally afford a combat trained heavy warhorse (300gp) and the designers no doubt intended it that way. A 1st level fighter mounted on a "store-bought" heavy horse (without combat training = 200gp spending his initial wealth) wouldn't stand a chance against a 1st level cavalier mounted (because his horse is combat trained) who is better on horseback, has his order's abilities, his challenge and tactician. Who cares if it doesn't have the initial Str you want, it still can bear you, your armor, and charge into battle and it gains ability improvements rapidly, your 2HD horse from the Bestiary just remains stagnant. Just think of it as a cavalier; you saw potential in this particular steed and knew one day it would rule all other horses and surpass them in ability. By 2nd, 3rd and future levels beyond it's definitely better than this horse anyway having more HD (hit points, yay I can survive!), better BAB better CMB/CMD, better saves, better natural armor, more feats, more tricks, devotion, multiattack, evasion (look out fireball!) and improved evasion. Your Bestiary heavy warhorse just has Run and Endurance and 19hp that's it, no advancement....and while he may be able to carry a heavy load at 1st and 2nd level (Str-wise only), he sucks thereafter and will die many deaths over and over again.


Hmmm...


Can you use Aid Another with Combat Maneuvers? I know that it works with grapple, but I am unclear if it works with any others.

My thought is that they can work in conjunction. For example, I can see a group of kobolds swarming an adventurer and many of them using Aid Another to distract their opponent while one uses the Dirty Trick maneuver.

Any ideas?


Glutton wrote:

Keep the name dragon tongue and give a small bonus to diplomacy/bluff/intimidate +1 at 3 +2 at 8 +3 at 13 +4 at 18. If that's a bit much, consider it a bonus with only dragons/dragonkin

edit: didn't see "dragonkin" ability at 4th there. How about a bonus to reflex saves versus breath weapons?

I likey the Reflex save bonus versus breath weapon


Glutton wrote:
Dragontongue seems odd at 3rd level, should be a first level ability "at first level the dragonfire adept gains draconic as a bonus language".

Fair enough, that does make sense. I was trying to give a minor ability at 3rd level as I wanted to avoid dead levels. Any suggestions of a 3rd level themed-based ability?


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Here's my Pathfinder conversion of the Dragonfire Adept for a player whose chosen it for his character. Any opinions? Does he suck, or is he too powerful? Keep in mind my players will only have access to core plus 3 splat books to support their character's development.

DRAGONFIRE ADEPT

Whether they are bold champions defending the weak and downtrodden, or merciless raiders seeking might and riches, dragonfire adepts are imposing figures who command the magic of dragonkind. Able to call upon a dragon’s fiery breath and augment themselves with spell-like abilities, dragonfire adepts have access to powers normally beyond the reach of humanoids.
Dragonfire adepts have no arcane or divine magic, nor are they masters of martial prowess. Instead, they draw upon a direct link with the nature of draconic existence, infusing their soul with the raw magic of dragons. The most obvious incarnation of this link is their breath weapon, but as they gain experience, dragonfire adepts learn powerful invocations that allow them to access different draconic abilities. Cunning, hearty and learned, dragonfire adepts can be war leaders or sages with ease.
Role: A dragonfire adept is a student devoted to understanding the ways of dragons and emulating them. Evil dragonfire adepts are cruel tyrants who impose their will on others, seeking to control land, build strongholds, and amass vast treasures. Good dragonfire adepts are champions of justice and freedom, using their powers to aid others. Like a sorcerer, a dragonfire adept gains new powers automatically as he rises in level, tapping ever deeper into the draconic magic in his soul. Unlike a sorcerer, however, a dragonfire adept manifests this magic not in the form of spells, but as invocations that emulate draconic powers.

Alignment: Any.
Hit Dice: d6.
Starting Gold: 2d4 x 10 (50 gp).
Starting Age: As paladin.

Class Skills
The dragonfire adept’s class skills are Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Fly (Dex), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Linguistics (Int), Perception (Wis), Profession (Int), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifiers

Class Features
All of the following are class features of the dragonfire adept.

Weapon and Armor Proficiency: Dragonfire adepts are proficient with all simple weapons. They are not proficient with any type of armor or shield. Like arcane spellcasters, a dragonfire adept wearing armor or using a shield incurs a chance of arcane spell failure (all invocations have somatic components).

Draconic Invocations (Sp): A dragonfire adept has a repertoire of attacks, defenses, and other abilities known as draconic invocations, which allow him to focus the draconic energy that suffuses his soul. A dragonfire adept can use any invocations he knows at will.
A dragonfire adept’s invocations are spell-like abilities, and using one is therefore a standard action that provokes attacks of opportunity. To avoid provoking such attacks, a dragonfire adept can use an invocation defensively by making a successful Concentration check (Core rules page 206). An invocation can be disrupted, just as a spell can be ruined during casting. His invocations are subject to spell resistance unless an invocation’s description specifically states otherwise. A dragonfire adept’s caster level with his invocations is equal to his class level. He can dismiss any invocation as a standard action, just as a sorcerer can dismiss a spell.
If an invocation allows a saving throw, its DC is 10 + the equivalent spell level + the dragonfire adept’s Cha modifier. Since spell-like abilities are not spells, a dragonfire adept cannot benefit from the Spell Focus feat or from draconic feats that let him convert or spend an arcane slot to produce some other effect. He can, however, benefit from the Ability Focus feat (Bestiary page 314), as well as from feats that emulate metamagic effects for spell-like abilities.
The four grades of draconic invocations, in order of relative power, are least, lesser, greater, and dark. A 1st-level dragonfire adept begins with knowledge of one least invocation, gaining access to more invocations and higher grades as he attains levels. At any level when a dragonfire adept learns a new invocation, he can replace one he already knows with another invocation with the same or lower grade.
Unlike other spell-like abilities, draconic invocations are subject to arcane spell failure.

Finally, dragonfire adepts benefit in a specific way from prestige classes that have a level advancement benefit of “+1 level of existing arcane spellcasting class” or “+1 level of existing spellcasting class”. Taking levels in such a prestige class does not gain any other benefits of that level increase, but he gains an increased caster level when using his invocations and increased damage with his breath weapon. Levels with these prestige classes effectively stack with the dragonfire adept’s level to determine his breath weapon damage and save DC. He also gains new invocations at each prestige class level as though he had risen a level in the dragonfire adept class.
A dragonfire adept cannot qualify for prestige classes (or other game options) with spellcasting level requirements; however, he can qualify for prestige classes that have a caster level requirement.

Breath Weapon (Su): At 1st level, a dragonfire adept chooses a tier one breath weapon (cold, electricity, or fire) from Table 1-2, that he can use at will as a standard action. His breath weapon takes the form of a 15 foot cone or a 30 foot line based on the energy type chosen, some offer a choice between the two. This breath weapon deals 1d6 points of damage based on the specific energy type chosen, a successful Reflex save (DC 10 + ½ caster level + Con modifier) halves the damage. As a dragonfire adept gains levels, his breath weapon’s damage increases as shown on Table 1-1.
Dragonfire adepts are immune to the effects of their own breath weapons (but not to other breath weapons that produce similar effects, even those of other dragonfire adepts).
At 9th level, a dragonfire adept’s cone-shaped breath weapon’s range doubles to 30 feet and his line-shaped range doubles to 60 feet.

Dragontouched (Su): You gain the dragonblood subtype. With draconic essence, a dragonfire adept gains a +1 bonus on saves related to paralysis and sleep effects, +1 bonus to Perception checks and counts as both his original race and dragon for any effect related to race. In addition, he may qualify for any draconic feats as if he were a sorcerer of equal level.

Bonus Feats: At 4th, 8th, 13th, 16th, and 19th level, a dragonfire adept gains a bonus draconic feat chosen from Table 1-3. He must still meet all the prerequisites for the feat, including caster level minimums.

Breath Effect: At 2nd, 5th, 10th, 12th, 15th, and 20th level, you can select one of the breath effects from Table 1-2: Breath Effects, for which you meet the minimum level requirements. These breath effects can alter your breath weapon’s damage type or area, or apply a condition to targets in place of damage. Each time you use your breath weapon, you can chose to apply any one breath effect that you know. Some effects can only be applied to a cone-shaped breath weapon and others only to a line-shaped breath weapon. You can’t apply more than one breath effect to a breath weapon unless the effect specifically states otherwise. Also, you can’t apply the same breath effect to your breath weapon in two consecutive rounds (though you still can use your normal breath weapon every round).

Dragonscales (Ex): At 2nd level, a dragonfire adept’s skin becomes thick and gives the faint appearance of scales, granting him a +2 natural armor bonus. As the scales become denser, the natural armor bonus increases to +3 at 7th, to +4 at 12th, and to +5 at 17th.

Draconic Tongue: At 3rd level, the dragonfire adept can speak, read and write the language of Draconic.

Dragonkin (Ex): At 4th level, a dragonfire adept gains a +4 competence bonus on Diplomacy checks made to influence the attitudes of dragons or creatures with the dragon type. A dragonfire adept gains a competence bonus to his saving throw equal to his Cha modifier versus fear spells and effects including a dragon’s frightful presence ability.

Draconic Resistance: At 5th level, dragonfire adepts gain resist 5 versus acid, cold, electricity, or fire. This bonus increases to resist 10 at 10th, and resist 15 at 15th level. He need not choose the same energy type at those levels and can opt to divide the resistance between all four energy types (e.g. resist fire 5, resist cold 5, resist acid 5).

Damage Reduction (Ex): At 6th level, he gains damage reduction 3/magic, improving to 5/magic at 14th, and 10/magic at 20th.

Draconic Immunities (Ex): At 18th level, a dragonfire adept gains immunity to paralysis and sleep.

Dragonbound (Ex): By 20th level, the dragonfire adept has embraced his draconic link and is a master of drawing power from it. He is immune to fear and the frightful presence of dragons and one energy type (acid, cold, electricity, or fire) of his choosing.

Table 1-1: DRAGONFIRE ADEPT
Level BAB F/R/W Special
1 +0 2/0/2 Breath weapon 1d6, dragontouched, least invocations
2 +1 3/0/3 Breath effect tier 1, dragonscales +2
3 +1 3/1/3 Breath weapon 2d6, draconic tongue
4 +2 4/1/4 Bonus feat, dragonkin
5 +2 4/1/4 Breath weapon 3d6, breath effect tier 2, draconic resistance 5
6 +3 5/2/5 Damage reduction 3/magic, lesser invocations
7 +3 5/2/5 Breath weapon 4d6, dragonscales +3
8 +4 6/2/2 Bonus feat
9 +4 6/3/6 Breath weapon 5d6, range doubles
10 +5 7/3/7 Breath effect tier 3, draconic resistance 10
11 +5 7/3/7 Breath weapon 6d6, greater invocations
12 +6/+1 8/4/8 Breath effect, dragonscales +4
13 +6/+1 8/4/8 Breath weapon 7d6, bonus feat
14 +7/+2 9/4/9 Damage reduction 5/magic
15 +7/+2 9/5/9 Breath weapon 8d6, breath effect tier 4, draconic resistance 15
16 +8/+3 10/5/10 Dark invocations, bonus feat
17 +8/+3 10/5/10 Breath weapon 9d6, dragonscales +5
18 +9/+4 11/6/11 Draconic immunities
19 +9/+4 11/6/11 Breath weapon 10d6, bonus feat
20 +10/+5 12/6/12 Dragonbound, damage reduction 10/magic, breath effect tier 4

Known Draconic Invocations:
1st - 1
2nd - 1
3rd - 2
4th - 2
5th - 3
6th - 3
7th - 3
8th - 4
9th - 4
10th - 5
11th - 5
12th - 6
13th - 6
14th - 6
15th - 7
16th - 7
17th - 8
18th - 8
19th - 9
20th - 9

Table 1-2: Dragonfire Adept Breath Effects
Tier (Minimum Level) Breath Effect

1/ (1st) Fire Breath: Cone or line-shaped BW deals fire damage
Frost Breath: Cold-shaped BW deals cold damage
Lightning Breath: Line-shaped BW deals electrical damage
Sickening breath: Cone-shaped BW sickens creatures

2/ (5th) Acid Breath: BW deals acid damage
Shaped Breath: Create safe zones within your BW's area
Slow Breath: Cone-shaped BW slows creatures
Weakening Breath: Cone-shaped BW imposes -6 penalty to Strength

3/ (10th) Cloud Breath: BW can take form of 20-foot radius cloud
Enduring Breath: BW deals damage over 2 rounds
Sleep Breath: Cone-shaped BW puts weak creatures to sleep
Thunder Breath: Cone-shaped BW deals sonic damage

4/ (15th) Discorporating Breath: Line-shaped BW deals double damage, disintegrates creatures
Force Breath: Line-shaped BW deals force damage
Paralyzing Breath: Cone-shaped BW paralyzes creatures for 1 round
Fivefold Breath: Breathe five different BWs simultaneously

Table 1-3: Dragonfire Adept Bonus Feats
Feats Benefits
Ability Focus- One of your special attacks is particularly difficult to resist. (Bestiary)
Combat Casting- You are adept at spellcasting when threatened or distracted. (Core)
Draconic Aura- You tap into the raw power of dragons to create a variety of potent auras around you. (DM)
Draconic Heritage- You have a greater connection to your draconic heritage than others of your kind. (DM)
Draconic Knowledge- Your draconic blood lets you access ancient draconic knowledge. (DM)
Draconic Resistance- Your bloodline hardens your body against effects related to the nature of your progenitor. (RD)
Draconic Senses- Your draconic blood grants you great sensory powers. (DM)
Draconic Skin- Your skin takes on a sheen, luster, and hardness related to your draconic ancestor. (RD)
Draconic Toughness- Your draconic nature reinforces your body as you embrace your heritage. (RD)
Empower Spell-Like Ability- One of this creature’s spell-like abilities is particularly potent and powerful. (Bestiary)
Entangling Exhalation- You can use your breath weapon to create an entangling mesh of energy. (RD)
Exhaled Barrier- You can use your breath weapon to create a wall of energy. (RD)
Exhaled Immunity- You can use your breath weapon to grant a willing creature immunity to energy. (RD)
Extra Least Invocation*- You gain an additional draconic least invocation. (New)
Frightful Presence- Like a dragon, your mere presence can terrify those around you. (DRC)
Improved Natural Armor- Your hide is tougher than most. (Bestiary)
Persuasive- You are skilled at swaying attitudes and intimidating others into your way of thinking. (Core)
Quicken Spell-Like Ability- You can use one of your spell-like abilities with next to no effort. (Bestiary)
Spell Penetration- Your spells/invocations break through spell resistance more easily than most. (Core)
Toughness- You have enhanced physical stamina. (Core)
Words of Draconic Power- You tap into the great tradition of draconic magic to enhance the words of your allies. (DM)

DM = Dragon Magic
DR = Dragons Revisited
DRC = Draconomicon
RD = Races of the Dragon

*Extra Least Invocation (General)
You gain an additional draconic least invocation.
Prerequisite: Dragonfire Adept 1st level, Cha 13.
Benefit: You gain an additional Least Invocation. You may take this feat multiple times, each time gaining a new Least Invocation.


I read all kinds of varying things about DFAs, from them being one of the most powerful classes to one of the weakest. Because I'm only allowing each player 3 sources beyond core books I think the powergaming potential of the DFA might be limited.


Thanks for the advice. I think I'll consider adjusting the damage output of his breath weapon, grant some bonus "draconic" feats, and possibly tweak the level of invocations known.

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