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View Full Version : Draconic Adept - Shaman+Dragonfire Adept, Plus Half Dragon [3.5 Base class]



Lix Lorn
2013-07-29, 02:23 PM
Draconic Adept
‘I wield the power of the dragons.’

Background: Draconic Adepts are wide ranging, some of them true worshippers of draconic ideals, while others are merely power hungry, attempting to steal the limitless power of the dragons. In both cases, they tap into the fury and power of something massive.
For the descendants of the dragons, the path is much simpler. It is simply the path to their heritage.
Races: Any race can grow jealous of the dragon’s might. Humans are, as always, common, while elves show an interest. Orcs are oddly drawn to it, seeking undeniable strength.
Other Classes: Draconic Adepts can work well with Warlocks, using their respective raw, arcane power to mimic each other’s abilities. Arcanists have a slightly disturbing tendency to study them.
Role: A Draconic Adept provides decent AoE damage with their breath weapon, but is mostly a generalist and a support character.
Draconic Adepts in the World: Most Adepts are adventurers, although some can be found guarding exotic locations, or in the service of the dragons they worship.
Inspiration: This character needs a dragon based class. Let’s glue the two that exist together and see what happens.

Hit Die: d8
Starting Gold: 3d4x10 (75gp)
Starting Age: As Paladin
Class Skills-The Draconic Adept’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (All) (Int), Listen (Wis), Search (Wis), Sense Motive (Wis), Speak Language (-), Spot (Wis) and Use Magic Device (Cha).
Skill Points at 1st level: (4+ Int Modifier) x4
Skill Points per Level: 4+ Int Modifier

Draconic Adept


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Invocations Known


1st

+0

+2

+0

+2
Breath Weapon (1), Dragontouched, Least Invocations
1


2nd

+1

+3

+0

+3
Scales of the Dragon
2


3rd

+2

+3

+1

+3
Breath Weapon (2)
3


4th

+3

+4

+1

+4
Untouched Resolve
3


5th

+3

+4

+1

+4
Breath Weapon (3)
4


6th

+4

+5

+2

+5
Lesser Invocations
5


7th

+5

+5

+2

+5
Breath Weapon (4)
5


8th

+6/+1

+6

+2

+6
Taste of Sky
6


9th

+6/+1

+6

+3

+6
Breath Weapon (5)
7


10th

+7/+2

+7

+3

+7
Frightful Presence
7


11th

+8/+3

+7

+3

+7
Breath Weapon (6), Greater Invocations
8


12th

+9/+4

+8

+4

+8
Energy Immunity
9


13th

+9/+4

+8

+4

+8
Breath Weapon (7)
9


14th

+10/+5

+9

+4

+9
Alternate Form
10


15th

+11/+6/+1

+9

+5

+9
Breath Weapon (8)
11


16th

+12/+7/+2

+10

+5

+10
Wyrm Invocations
11


17th

+12/+7/+2

+10

+5

+10
Breath Weapon (9)
12


18th

+13/+8/+3

+11

+6

+11
Inferno
13


19th

+14/+9/+4

+11

+6

+11
Breath Weapon (10)
13


20th

+15/+10/+5

+12

+6

+12
Ascension of Wing and Flame
14



Weapon and Armour Proficiency: Draconic Adepts are proficient with simple weapons and light armour. Wearing heavier than light armour, or using a shield, interferes with the use of their powers, functioning exactly like arcane spell failure.

Breath Weapon (Su): A Draconic Adept always possesses the ability to project a draconic breath from their mouth, similarly to a half dragon. This weapon is a line, with range 30ft+5ft/level, or a cone of range 15ft+5ft/2 levels.
The breath weapon has a DC equal to 10+1/2 ECL + con mod. It deals dice of damage equal to the number indicated in the table, plus the Adept’s constitution modifier. This breath weapon may be used once every 1d4 rounds.
The damage type of the breath weapon usually depends on the dragon they worship, serve, or that inspires them. This damage type determines the size of its damage die. For common damage types, such as fire and acid, it deals d10. For physical damage – including nonlethal – it deals d8. For rarer energies such as Sonic, negative or positive energy (which always do damage) it deals d6. For exceedingly rare damage types such as force, or for breath weapons with untyped damage, it deals d4.

A character may have a breath weapon dealing a mixture of damages, such as the fire/sonic of a Pyrotic or the randomised breath of a Chaos, treating it as the highest category its components are within, or one higher if all components are of the same level. (So, a Chaos breath weapon would deal d6, as Sonic is the highest. A breath weapon that did not include sonic, but randomised the four basic types would also deal d6, as all components are equal.)
Some invocations allow a character to change the damage type of his breath weapon. He may mix and match damage types. (Mixed damage types function as mentioned above.)

A character who already has a breath weapon adds the damage of his original breath weapon to that of his Draconic Adept levels. He must select the same shape and damage type.

Dragontouched: A Draconic Adept receives the Dragontouched feat as a bonus feat.

Invocations (Sp): A Draconic Adept has a repertoire of attacks, defenses, and other abilities known as draconic invocations, which allow her to focus the ambient energy that suffuses her
being. She can use any invocation she knows at will, except where they specify otherwise.

A Draconic Adept’s invocations are spell-like abilities: using an invocation is therefore a standard action that provokes attacks of opportunity. To avoid provoking such attacks, a Draconic Adept can use an invocation defensively by making a successful Concentration check. An invocation can be disrupted, just as a spell can be ruined during casting. If a Draconic Adept is hit by an attack while invoking, she is entitled to a Concentration check to successfully use the invocation, just as a spellcaster would be. Her invocations are subject to spell resistance unless an invocation's description specifically states otherwise. A Draconic Adept’s caster level with her invocations is equal to her class level. She can dismiss any invocation as a standard action, just as a wizard can dismiss a spell.

If an invocation allows a saving throw, its DC is 10 + the equivalent spell level + the Draconic Adept's Cha modifier. Since spell like abilities are not spells, a Draconic Adept cannot benefit from the Spell Focus feat or from draconic feats that let her convert or spend an arcane spell slot to produce some other effect. She can, however, benefit from the Ability Focus feat (MM 303), as well as from feats that emulate metamagic effects for spell-like abilities. The four grades of draconic invocations, in order of their relative power, are least, lesser, greater, and wyrm.

A 1st-level Draconic Adept begins with knowledge of one least invocation, gaining access to more invocations and higher grades as she attains levels. At any level when a Draconic Adept learns a new invocation, she can also replace an invocation she already knows with another invocation of the same or lower grade. See Draconic Invocations, below, for a list of available invocations.

Unlike other spell-like abilities, draconic invocations are subject to arcane spell failure chance as described under Weapon and Armor Proficiency, above.

Finally, just like warlocks (see Complete Arcane), Draconic Adepts can qualify for some prestige classes usually intended for spellcasters.

Scales of the Dragon (Su): A 2nd level adept begins to harden her skin with her incoming power. She receives a +1 bonus to her natural armour, and resistance 10 to the damage type her breath weapon deals. If her breath weapon deals different damage types, untyped damage, or has a d3 damage die, she chooses a basic energy type. At each fourth level after, she increases her armour bonus by one, and adds 5 to either this resistance or any energy resistance – acid, cold, electricity, fire, or sonic.

Untouched Resolve (Ex): An adept of 4th level barely sleeps, and is untouched by magic that would freeze him. He is immune to paralysis and magical sleep effects.

Taste of Sky (Ex): At 8th level, an adept’s world is opened. She can fly. Usually, she grows draconic wings, but any other obvious effect is valid. She gains a fly speed equal to twice her base land speed, with average manoeuvrability. If she already possesses flight of this level or better, she adds 30ft to its speed, and increases her manoeuvrability by one step.

Frightful Presence (Ex): At 10th level, the growing power of the adept manifests in an aura of killing intent. Whenever they attack, charge, or fly overhead, they may cause foes within a radius of 30ft+5ft/2 levels with less HD than them to make a will save, with DC equal to 10+1/2 class level+cha mod, or else suffer fear. Creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Other dragons and Draconic Adepts with this ability are immune to Frightful Presence, and anyone who successfully saves against the effect becomes immune to that source’s Frightful Presence for 24 hours.

This ability confers immunity to Frightful Presence.

Energy Immunity (Su): At 12th level, the Adept becomes entirely immune to one form of damage. This is always the damage type she gained resistance 10 for at level 2.

Alternate Form (Su): At 14th level, the Adept gains the ability to change their form, suppressing any and all signs of their draconic nature – wings, claws, scales. They lose the benefits of abilities suppressed in this way, but appear to be a normal member of their non-draconic species, usually themselves before they took this path. This ability grants a single form of their original race, defined when taken.

Inferno (Su): At 18th level, an Adept can blanket an area in destruction. Once per encounter, she may use her breath weapon as a swift action, without triggering a 1d4 round cooldown.

Ascension of Wing and Flame (Ex): A 20th level Adept ascends past their mortal form – they become a dragon. Their lifespan is now measured in millennia, if it risks ending. They acquire the Dragon type, and all benefits thereof. Their Energy Immunity, Scales of the Dragon and Breath Weapon abilities become (Ex). They may still use their Alternate Form to obtain a human form.

Finally, they may choose to grow one size and obtain a dragon’s appearance. If they do, they may choose to make that form or their pure form from Alternate Form their base, true self, using that ability to change to the other at will.

Invocations
Some Draconic Adept invocations affect their Breath Weapon. They may use more than one of these invocations in the same action, but the total level of the effect must be equal to or less than half the Adept’s class level. (Minimum one)
Least
Aquatic Adaptation: Breathe and use breath weapon underwater; gain swim speed. (Dragon Magic)
Arctic Breath: Breath weapon may slow, can be cold damage.
Aura of Competence: Aura grants bonus to skills, attack rolls.
Aura of Senses: Aura grants bonus to spot, listen, and initiative.
Blazing Strike: Use your breath weapon to enhance an attack.
Darkness: As the spell. (Complete Arcane)
Deafening Roar: Cone of sound deafens creatures. (DMag)
Draconic Knowledge: Gain bonus on Knowledge and Spellcraft checks. (DMag)
Draconic Utterance: Speak draconic word of power to shatter object. As Baleful Utterance (CArc)
Dragon's Claws: Grow vicious claws.
Endure Exposure: Use endure elements as the spell; target gains immunity to your breath weapon. (DMag)
Inferno’s Breath: Your breath weapon deals bonus damage, can be fire damage.
Magic Insight: Detect magical auras; identity magic items. (DMag)
Sickening Breath: Your breath weapon may sicken, can be acid damage.
Scalding Gust: Use gust of wind as the spell; any creature in area takes fire damage equal to your level. (DMag)
Serpent’s Tongue: Gain the glibness of a dragon. As Beguiling Influence. (CArc)
Sight Perfected: Grants See Invisibility and darkvision. As See the Unseen. (CArc)
Smoke Dragon’s Breath: Breathe out a Fog Cloud. As Breath of the Night. (CArc)
Storm’s Passing: Breath weapon may daze, can be electricity damage.
Arctic Breath
Spell Level: 1
When you use this breath weapon, a foe who fails their save is slowed for a number of rounds equal to a quarter of your caster level, minimum one.
From now on, you may choose to use your breath weapon as if it dealt cold damage. (Possibly changing damage die size.) This is considered a function of your Breath Weapon ability, rather than part of the invocation.

Aura of Competence
Spell Level: 2
This invocation is used as a swift action, and lasts until the Adept uses another Aura invocation.
While active, the Adept, and all allies within 10ft+5ft/2 caster levels, gain a bonus to skill checks and attack rolls equal to half the level of the highest level Aura invocation the Adept can use.

Aura of Senses
Spell Level: 2
This invocation is used as a swift action, and lasts until the Adept uses another Aura invocation.
While active, the Adept, and all allies within 10ft+5ft/2 caster levels, gain a bonus to spot and listen checks equal to the level of the highest level Aura invocation the Adept can use, and a bonus of half that size to Initiative checks.

Blazing Strike
Spell Level: 1
This invocation is used as a swift action, and triggers the 1d4 round cooldown of your breath weapon. The next time the user strikes a foe with an attack roll not originating from an invocation, the foe is affected as if by the Adept's breath weapon. A successful fortitude save halves the breath weapon's damage. The adept may use other breath invocations with this invocation.

Dragon's Claws
Spell Level: 1
You gain two claws, functioning as primary natural weapons, dealing 1d4+cha damage for a medium character. This invocation lasts for 24 hours.

Inferno’s Breath
Spell Level: 1
When you use this breath weapon, a foe who fails their save takes additional damage equal to your caster level.
From now on, you may choose to use your breath weapon as if it dealt fire damage. (Possibly changing damage die size.) This is considered a function of your Breath Weapon ability, rather than part of the invocation.

Sickening Breath
Spell Level: 1
When you use this breath weapon, a foe who fails their save is Sickened for a number of rounds equal to a quarter of your caster level, minimum one.
From now on, you may choose to use your breath weapon as if it dealt acid damage. (Possibly changing damage die size.) This is considered a function of your Breath Weapon ability, rather than part of the invocation.

Storm’s Passing
Spell Level: 1
When you use this breath weapon, a foe who fails their save is dazed for one round. They gain a bonus to saves against Storm’s Passing enhanced breath weapons equal to the number of rounds they have spent dazed due to it this encounter.
From now on, you may choose to use your breath weapon as if it dealt electricity damage. (Possibly changing damage die size.) This is considered a function of your Breath Weapon ability, rather than part of the invocation.

Lesser
Aura of Dragonfire: Aura places energy damage on ally’s weapons.
Aura of Resistance: Aura grants energy resistance.
Breathshaping: Your breath weapon can be shaped to avoid allies, can be line or cone.
Charm: Cause a single creature to regard you as a friend. (CArc)
Draconic Flight: Sprout wings and fly at good maneuverability; fly longer overland. As Fell Flight (CArc)
Energy Bullet: Strike one foe at great distance as if with your breath weapon.
Enthralling Voice: Enthrall nearby creatures. (DMag)
Fell Breath: Your breath weapon animates those killed as undead, can be negative energy damage.
Frightful Presence: Make nearby creatures shaken. (DMag)
Gambler’s Laceration: Your breath weapon has a chance of critting, can be slashing damage.
Holy Breath: Your breath weapon can turn struck undead, can be positive energy damage.
Roaring Breath: Your breath weapon may deafen, can be sonic damage.
Somnolence Breath: Your breath weapon causes sleep.
Voidsense: Gain blindsense 30 feet. (CArc)
Voracious Dispelling: Use dispel magic as the spell, dealing damage to creatures whose effects are dispelled. (CArc)
Walk Unseen: Use invisibility (self only) as the spell. (CArc)
Aura of Dragonfire
Spell Level: 4
This invocation is used as a swift action, and lasts until the Adept uses another Aura invocation.
While active, the Adept, and all allies within 10ft+5ft/2 caster levels, have their weapons engulfed in a corona of power. Whenever they strike a foe, that foe takes a number of dice of damage equal to half the level of the highest level Aura invocation the Adept can use. The damage type and die size is the same as Adept’s breath weapon, but can be changed using breath invocations when this Aura is activated.

Aura of Resistance
Spell Level: 4
This invocation is used as a swift action, and lasts until the Adept uses another Aura invocation.
While active, the Adept, and all allies within 10ft+5ft/2 caster levels, are protected from energy. They gain resistance to the damage type of the Adept’s breath weapon equal to half the size of their damage die for each level of the highest level Aura invocation the Adept can use. If their breath weapon deals untyped damage, they grant resistance to the damage type they gained resistance 10 to at level 2.
So, a fire breath weapon (d10), and no aura of higher level than Aura of Resistance (4), it would grant 5x4=20 resistance to fire.
A sonic breath weapon (d6), and access to Aura of Vigour (6), it would grant 3x6=18 sonic resistance.

If a character would receive resistance 35 from this Aura, it instead receives Immunity.

Breathshaping
Spell Level: 3
When you use this breath weapon, you may designate any number of squares within the area of your breath weapon to not take damage..
From now on, you may choose to use your breath weapon as if were a line or a cone, at will. (Changing its range.) This is considered a function of your Breath Weapon ability, rather than part of the invocation.

Energy Bullet
Spell Level: 3
Make a ranged touch attack with 60ft range. The target, if hit, takes damage as if from your breath weapon. They are not entitled to a save. You may use breath invocations in conjunction with this invocation, but if any invocations used mention a saving throw, a ‘fortitude half’ save is allowed.

Fell Breath
Spell Level: 4
When you use this breath weapon, foes killed by the effect are animated as zombies under your control. At the end of the encounter, any undead that surpass the limit of undead you can control no longer obey your commands, and may attack you.
From now on, you may choose to use your breath weapon as if dealt negative energy damage. (Possibly changing damage die size.) This is considered a function of your Breath Weapon ability, rather than part of the invocation.

Gambler’s Laceration
Spell Level: 3
When you use this breath weapon, roll a d20. On a 19 or a 20, you deal double damage, treated as a critical hit. On a 1, you do no damage. You may qualify for Improved Critical for this ability with the prerequisites BAB +8, Ability Focus (Breath Weapon).
From now on, you may choose to use your breath weapon as if dealt slashing damage. (Possibly changing damage die size.) This is considered a function of your Breath Weapon ability, rather than part of the invocation.

Holy Breath
Spell Level: 3
When you use this breath weapon, undead within range are affected as if you used Turn Undead, using your caster level as your cleric level. Closer foes are affected first, but otherwise the range is only limited by that of your breath weapon.
From now on, you may choose to use your breath weapon as if dealt positive energy damage. (Possibly changing damage die size.) This is considered a function of your Breath Weapon ability, rather than part of the invocation.

This positive energy is harmful, causing cancerous growths from an influx of unneeded life, or other unpleasant affects. It does not heal.

Roaring Breath
Spell Level: 3
When you use this breath weapon, foes who fail their saving throw are deafened for 1d6 rounds.
From now on, you may choose to use your breath weapon as if dealt sonic damage. (Possibly changing damage die size.) This is considered a function of your Breath Weapon ability, rather than part of the invocation.

Somnoloence Breath
Spell Level: 4
When you use this breath weapon, foes who fail their save fall asleep. Noise does not wake them, but damage will.

Greater
Aura of Storms: Aura deals energy damage to foes who strike its subjects.
Aura of Vigour: Aura grants fast healing to half health.
Baleful Geas: A single creature becomes your servant, but slowly sickens and dies. (DMag)
Blazing Fury: Attacks you make release furious power.
Chilling Fog: Create solid fog that deals cold damage. (DMag)
Devour Magic: Use targeted greater dispel innate with a touch and gain temporary hit points based on the level of the spell successfully dispelled. (CArc)
Draconic Toughness: Gain temporary hit points equal to your level. (DMag)
Enervating Breath: Your breath weapon grants negative levels, can be nonlethal damage.
Paralyzing Breath: Your breath weapon can paralyze.
Sharding Breath: Your breath weapon causes constitution damage from bleeding, can be piercing damage.
Tempest Breath: Your breath weapon sends foes flying, can be bludgeoning damage.
Terrifying Roar: Use fear as the spell; creatures shaken by effect can't attack you. (DMag)
Wingstorm: Create powerful gusts of wind with your invocation-granted wings. (DMag)
Aura of Storms
Spell Level: 6
This invocation is used as a swift action, and lasts until the Adept uses another Aura invocation.
While active, the Adept, and all allies within 10ft+5ft/2 caster levels, are protected with a halo of energy. Anyone who deals melee damage to them suffers dice of damage equal to half the level of the highest level Aura invocation the Adept can use. The damage type and die size is the same as Adept’s breath weapon, but can be changed using breath invocations when this Aura is activated.

Aura of Vigour
Spell Level: 6
This invocation is used as a swift action, and lasts until the Adept uses another Aura invocation.
While active, the Adept, and all allies within 10ft+5ft/2 caster levels, heals rapidly. They have fast healing equal to the level of the highest level Aura invocation the Adept can use, but only to half their health.

Enervating Breath
Spell Level: 6
When you use this breath weapon, foes who fail their save suffer 1d3 negative levels.
From now on, you may choose to use your breath weapon as if dealt nonlethal damage. (Possibly changing damage die size.) This is considered a function of your Breath Weapon ability, rather than part of the invocation.

Blazing Fury
Spell Level: 5
This invocation is used as a swift action, and triggers the 1d4 round cooldown of your breath weapon.
Whenever the user strikes a foe with an attack roll not originating from an invocation before the beginning of his next turn, the foe is affected as if by the Adept's breath weapon. A successful fortitude save halves the breath weapon's damage. The adept may use other breath invocations with this invocation, but must use the same set of invocations for all attacks he makes before his next round. A foe can only be affected by the additional effects of a single invocation due to this invocation once per round. (IE, a Blazing Fury/Enervating Breath can only cause a creature to save vs negative levels once.)

Paralyzing Breath
Spell Level: 5
When you use this breath weapon, foes who fail their save are paralyzed for 1d3 rounds.

Sharding Breath
Spell Level: 5
When you use this breath weapon, foes who fail their save suffer 2d3 constitution damage, and foes who pass suffer one.
From now on, you may choose to use your breath weapon as if dealt piercing damage. (Possibly changing damage die size.) This is considered a function of your Breath Weapon ability, rather than part of the invocation.

Tempest Breath
Spell Level: 5
When you use this breath weapon, foes who fail their save are thrown back 10ft for each dice of damage you deal. If they strike an object, they and the object take 1d10 bludgeoning damage for each 10ft they do not travel.
From now on, you may choose to use your breath weapon as if dealt bludgeoning damage. (Possibly changing damage die size.) This is considered a function of your Breath Weapon ability, rather than part of the invocation.

Wyrm
Aura of Diamonds: Aura grants resistance to damage.
Aura of Perfection: Aura grants bonus to one ability score.
Bahamut’s Discorporating Breath: Your breath weapon deals tremendous damage.
Draconic Flight, Greater: Sprout wings and fly at perfect maneuverability; gain overland speed. (DMag)
Energy Immunity: Gain immunity to acid, cold, electricity, fire, or sonic damage. (DMag)
Ethereal Blast: Your breath weapon strikes incorporeal foes, deals force damage.
Fivefold Breath of Tiamat:Produce five breath weapons at once.
Instill Vulnerability: Make target creature vulnerable to specified energy type.
Perilous Veil: Use veil as the spell; anyone succeeding on Will save to negate the illusion takes damage. (DMag)
Prismatic Breath: Your breath weapon has prismatic effects, can deal untyped damage.Aura of Diamonds
Spell Level: 8
This invocation is used as a swift action, and lasts until the Adept uses another Aura invocation.
While active, the Adept, and all allies within 10ft+5ft/2 caster levels, gains great resistance to damage. They have Resist equal to the level of the highest level Aura invocation the Adept can use.

Aura of Perfection
Spell Level: 8
This invocation is used as a swift action, and lasts until the Adept uses another Aura invocation.
While active, the Adept, and all allies within 10ft+5ft/2 caster levels, perfect one aspect of their being. They gain an Enhancement bonus to one ability score equal to the level of the highest level Aura invocation the Adept can use.

Bahamut’s Discorporating Breath
Spell Level: 8
When you use this breath weapon, foes who fail their save suffer double damage. Foes and objects slain or destroyed by this breath weapon are disintegrated, as the spell.

Ethereal Blast
Spell Level: 7
When you use this breath weapon, you affect incorporeal foes.
From now on, you may choose to use your breath weapon as if dealt force damage. (Possibly changing damage die size.) This is considered a function of your Breath Weapon ability, rather than part of the invocation.

Fivefold Breath of Tiamat
Spell Level: 8
When you use this breath weapon, you produce five breath weapons at once. If you don’t modify them with other invocations, each is a cone, and each deals a different energy damage. (Acid, cold, electricity, and fire, and sonic.) Each one allows a save for half damage, and deals damage equal to half of your normal damage.

Instill Vulnerability
Spell Level: 7
You imbue a single creature within 30 feet with vulnerability to a particular type of damage (usually acid, cold, electricity, fire, or sonic, but you may always choose the default type of your breath weapon). A successful Fortitude save negates the effect; creatures that have immunity to the chosen damage type automatically succeed on the saving throw to resist this effect. The vulnerability lasts for 24 hours or until you use the invocation on the creature a second time, in which case the first effect ends and the new vulnerability and duration take effect.

Prismatic Breath
Spell Level: 7
When you use this breath weapon, you affect foes who fail their save with a random ability from the following list, decided by rolling 1d8:
1: Red; suffer fire damage equal to caster level.
2: Orange; suffer acid damage equal to 1.5xcaster level.
3: Yellow; suffer electricity damage equal to twice caster level.
4: Green; make another fortitude save or suffer 3d6 constitution damage from poison.
5: Blue; make another will save or be turned to stone, as Flesh to Stone.
6: Indigo; make another will save or go insane, as Insanity.
7: Violet; make another reflex save or be sent to a random plane.
8: Roll twice more.

From now on, you may choose to use your breath weapon as if it dealt untyped damage, usually representing light. (Possibly changing damage die size.) This is considered a function of your Breath Weapon ability, rather than part of the invocation.


Feats
Dracologist
Prerequisites: Int 13, about to or have already taken at least one level of Draconic Adept
Benefit: Class abilities and invocations usually based on charisma are instead based on Intelligence.
Normal: Bookwyrm is an insult, not a source to ultimate power.

Instinct of Dragons
Prerequisites: Wis 13, about to or have already taken at least one level of Draconic Adept
Benefit: Class abilities and invocations usually based on charisma are instead based on Wisdom.
Normal: Dreaming about flying means something quite different.

Breath of Life and Death
Prerequisites: Capable of producing a breath weapon dealing positive or negative energy damage.
Benefit: When breathing positive or negative energy, you heal targets that would usually be healed by that energy type.
Normal: Your breath weapon is a WEAPON.

Lix Lorn
2013-07-29, 02:27 PM
Reworked Half Dragon Template
"Half-dragon" is an inherited template that can be added to any living, corporeal creature.
A half-dragon uses all the base creature’s statistics and special abilities except as noted here.
Size/Type: The creature’s type becomes Dragon. Size is unchanged.
Hit Dice: Increase racial hit dice by one size, to a maximum of d12.
Speed: A Half Dragon usually possesses wings, granting it a fly speed equal to twice its base land speed, with average manoeuvrability.
Armor Class: A Half Dragon increases its natural armor bonus to four if it would be less, or by two.
Natural Weapons: A Half Dragon has two primary claw attacks, dealing 1d4+Str damage each, and a secondary bite attack dealing 1d6+Str damage.
Breath Weapon: A Half Dragon possesses a breath weapon similar to that of its draconic parent. This weapon is either a line, with range 30ft+5ft/two effective character levels, or a cone with range 15ft+5ft/four effective character levels.
The breath weapon has a DC equal to 10+1/2 ECL + con mod. It deals one dice of damage, plus one more dice for each fourth character level. It adds the Half-Dragon’s constitution modifier to damage. This breath weapon may be used once every 1d4 rounds.
The damage type of the breath weapon depends on their parent, and determines the size of its damage die. For common damage types, such as fire and acid, it deals d10. For physical damage – including nonlethal – it deals d8. For rarer energies such as Sonic, negative or positive energy (which always do damage) it deals d6. For exceedingly rare damage types such as force, or for breath weapons with untyped damage, it deals d4.

A character may have a breath weapon dealing a mixture of damages, such as the fire/sonic of a Pyrotic or the randomised breath of a Chaos, treating it as the highest category its components are within, or one higher if all components are of the same level. (So, a Chaos breath weapon would deal d6, as Sonic is the highest. A breath weapon that did not include sonic, but randomised the four basic types would also deal d6, as all components are equal.)

When making a half-dragon that is the child of a dragon without a breath weapon, consider granting a weak SLA with the same cooldown, or else find a related energy type instead.
Special Qualities: A half-dragon has all the special qualities of the base creature, plus darkvision out to 60 feet and low-light vision. A half-dragon has immunity to sleep and paralysis effects, and an additional immunity based on its dragon variety – usually to the appropriate energy type, but consult Races of the Dragon, pages 70-72 for less basic dragons.
Abilities: +4 Str, +2 Con, +2 Int, +2 Cha
Level Adjustment: +3
Favored Class: A Half Dragon receives Draconic Adept as an additional favoured class. They gain the Inferno ability at class level 15, rather than 18, and the Ascension of Sky and Flame ability at class level 17, rather than 20.

Okay. Possibly they didn't need the buff, but two dragon classes, one of which is considered terriboring, kinda begged me to combine them.
Plus the half dragon's breath weapon/wings have bugged me for years.

Stake A Vamp
2013-07-29, 08:39 PM
i designed a dragonfire adept a while back for the PF grab bag, was there another class by this name?

Lix Lorn
2013-07-29, 08:45 PM
Yes, it's in Dragon Magic.

Stake A Vamp
2013-07-29, 09:16 PM
Yes, it's in Dragon Magic.

oh, great, now everything about that class was lifted:smallredface:

Lix Lorn
2013-09-01, 06:28 PM
Someone told me they wanted to comment, so I'm casting Raise Thread so they don't get in trouble. :smallsmile:

dolcet40
2013-09-01, 07:00 PM
I am the one who asked him to re-open this thread. I love what he did here but my gm felt it need some tweaking so i spent the day doing so. This is this first time i have ever changed a class though i have been an playing/running RPG's since i was 5 (my baby sitter taught me how back in 1975 which makes it 38 years now).

there were a few changes to the special abilities mostly just clearing things up. Which means Lix Lorn did a great job!:smallbiggrin: most of the changes were in the Invocations.

A some of the changes were:
converting the immunity to paralysis at 4th level to a bonus to paralysis saves equal to ½ his level

removing the flying trigger on Frightful Presence & changing its range from 30+5ft/2 levels to 5ft/2 levels

Adding "Can only use 1 breath weapon per round" to the end of Inferno So it you could not use a breath weapon twice in the action

The biggest change out side of the Invocations was in the breath weapon here is what it got converted to:

Breath Weapon (Su): A Draconic Adept always possesses the ability to project a draconic breath from their mouth, similarly to a half dragon. This weapon is a line, with range 30ft+5ft/level, or a cone of range 15ft+5ft/2 levels.

The breath weapon has a DC equal to 10+1/2 ECL + con mod. It deals a d8 of damage equal to the number indicated in the table, plus the Adept’s constitution modifier (ex. 1d8+4). This breath weapon may be used once every 1d4 rounds.

The damage type of the breath weapon usually depends on the dragon they worship, serve, or that inspires them. This damage type is initially limited to one of the 5 basic energy types (Acid, Fire, Ice, Electricity, Sonic) chosen at the time of creation.

Some invocations allow a character to change the damage type of his breath weapon. He may mix and match damage types.


now if someone will kindly explain to me on how to setup the spoiler thing i will post the Invocations in another post. I tend to lurk & rarely make long post on boards. :tongue:

Lix Lorn
2013-09-02, 12:45 AM
Interesting.

You make a spoiler with the button on the top right of the post. With 'spoil' on it. :)
Also I'm a she.

dolcet40
2013-09-02, 07:26 AM
Thanks for the info.:smallredface:i can't beleave i missed that. Also sorry about the gender mix-up, I tend to call people on the he unless they tell me otherwise.

I made a standard change to all of the "Aura" invocations from:

This invocation is used as a swift action, and lasts until the Adept uses another Aura invocation

to

Lasts until the Adept uses another Aura invocation or 24 hours

now on to the Invocations :smallsmile:

Least
Aquatic Adaptation: Breathe and use breath weapon underwater; gain swim speed. (Dragon Magic)

Arctic Breath
Spell Level: 1
When you use this breath weapon, a foe who fails their save is slowed for a number of rounds equal to a quarter of your caster level, minimum one.

From now on, you may choose to use your breath weapon as if it dealt cold damage. This is considered a function of your Breath Weapon ability, rather than part of the invocation.

Aura of Competence
Spell Level: 2
Lasts until the Adept uses another Aura invocation or 24 hours.
While active, the Adept, and all allies within 10ft+5ft/2 caster levels, gain a +1 Competence bonus to skill checks and attack rolls for every 4 levels of the Adept

here I changed the bonus from an unnamed type and made the level dependency more in line with the rest of the game (mostly a cosmetic change the bonus is remains almost the same)

Aura of Senses
Spell Level: 2
Lasts until the Adept uses another Aura invocation or 24 hours.
While active, the Adept, and all allies within 10ft+5ft/2 caster levels, gain gain a +1 Competence bonus to skill checks and attack rolls for every 2 levels of the Adept and a competence bonus of half that size to Initiative checks.

Blazing Strike
Spell Level: 1
This invocation is used as a swift action. The next time the user strikes a foe with an attack roll not originating from an invocation, the type of attack is changed to the energy type of Adept's breath weapon. The adept may use other breath invocations with this invocation.

here is one of the major changes blazing Strike the way it was written read like the target was damaged by my breath weapon & the original attack with no saving throw for the breath weapon. that could have led to some nasty interactions (for example using an avascular mass spell from a wand meant you could roll an ranged touch attack to strip them of half of their hp & possibly stunning them & then applying the damage from breath weapon with no save) which i don't think the she intended.

Darkness: As the spell. (Complete Arcane)

Deafening Roar: Cone of sound deafens creatures. (DMag)

Draconic Knowledge: Gain bonus on Knowledge and Spellcraft checks. (DMag)

Draconic Utterance: Speak draconic word of power to shatter object. As Baleful Utterance (CArc)

Dragon's Claws
Spell Level: 1
You gain two claws, functioning as primary natural weapons, dealing 1d6+cha damage for a medium character. This invocation lasts for 24 hours.

Here all i did was increase the damage to base for a medium creature

Endure Exposure: Use endure elements as the spell; target gains immunity to your breath weapon. (DMag)

Inferno’s Breath
Spell Level: 1
When you use this breath weapon, a foe who fails their save takes additional damage equal to your caster level.
From now on, you may choose to use your breath weapon as if it dealt fire damage. This is considered a function of your Breath Weapon ability, rather than part of the invocation.

Scalding Gust: Use gust of wind as the spell; any creature in area takes fire damage equal to your level. (DMag)

Serpent’s Tongue: Gain the glibness of a dragon. As Beguiling Influence. (CArc)

Sight Perfected: Grants See Invisibility and darkvision. As See the Unseen. (CArc)

Sickening Breath
Spell Level: 1
When you use this breath weapon, a foe who fails their save is Sickened for a number of rounds equal to a quarter of your caster level, minimum one.
From now on, you may choose to use your breath weapon as if it dealt acid damage. This is considered a function of your Breath Weapon ability, rather than part of the invocation.

Smoke Dragon’s Breath: Breathe out a Fog Cloud. As Breath of the Night. (CArc)

Storm’s Passing
Spell Level: 1
When you use this breath weapon, a foe who fails their save is dazed for one round. They gain a bonus to saves against Storm’s Passing enhanced breath weapons equal to the number of rounds they have spent dazed due to it this encounter.
From now on, you may choose to use your breath weapon as if it dealt electricity damage. This is considered a function of your Breath Weapon ability, rather than part of the invocation.



Lesser
Aura of Dragonfire
Spell Level: 4
Lasts until the Adept uses another Aura invocation or 24 hours.
While active, the Adept, and all allies within 10ft+5ft/2 caster levels, have their weapons engulfed in a corona of power. Whenever they strike a foe, that foe takes damage equal to the level of the Adept. The damage type is the same as Adept’s breath weapon, but can be changed using breath invocations when this Aura is activated.

This aura was changed because of the amount of dice you would be adding (as much as 4d10 to all allies melee strikes)

Aura of Resistance
Spell Level: 4
Lasts until the Adept uses another Aura invocation or 24 hours.
While active, the Adept, and all allies within 10ft+5ft/2 caster levels, are protected from energy. They gain resistance to the damage type of the Adept’s breath weapon, but can be changed using breath invocations when this Aura is activated, equal to twice the Adept’s level.

I adjusted it to be closer to Resist Energy Spell which starts at 10 then at increases at levels 7 to 20 & 11 to 30.

Breathshaping
Spell Level: 3
When you use this breath weapon, you may designate any number of squares within the area of your breath weapon to not take damage.

From now on, you may choose to use your breath weapon as if were a line or a cone, at will. (Changing its range.) This is considered a function of your Breath Weapon ability, rather than part of the invocation.

Charm: Cause a single creature to regard you as a friend. (CArc)

Draconic Flight: Sprout wings and fly at good maneuverability; fly longer overland. As Fell Flight (CArc)

Energy Bullet
Spell Level: 3
Make a ranged touch attack with 60ft range. The target, if hit, takes damage as if from your breath weapon. They are not entitled to a save. You may use breath invocations in conjunction with this invocation, but if any invocations used mention a saving throw, a ‘fortitude half’ save is allowed.

Enthralling Voice: Enthrall nearby creatures. (DMag)

Fell Breath
Spell Level: 4
When you use this breath weapon, foes killed by the effect are animated as zombies under your control. At the end of the encounter, any undead that surpass the limit of undead you can control no longer obey your commands, and will attack you. You take damage equal to twice your level unless Evil.

From now on, you may choose to use your breath weapon as if dealt negative energy damage. This is considered a function of your Breath Weapon ability, rather than part of the invocation.

To this one I added a level based damage if not evil because turning people into undead or using negative energy are considered evil acts in D&D.

Frightful Presence: Make nearby creatures shaken. (DMag)

Gambler’s Laceration
Spell Level: 3
When you use this breath weapon, roll a d20. On a 19 or a 20, you deal double damage, treated as a critical hit. On a 1, you do no damage. You may qualify for Improved Critical for this ability with the prerequisites BAB +8, Ability Focus (Breath Weapon).

From now on, you may choose to use your breath weapon as if dealt slashing damage. This is considered a function of your Breath Weapon ability, rather than part of the invocation.

Holy Breath
Spell Level: 3
When you use this breath weapon, undead within range are affected as if you used Turn Undead, using your caster level as your cleric level. Closer foes are affected first, but otherwise the range is only limited by that of your breath weapon. You take damage equal to twice your level unless Good.

From now on, you may choose to use your breath weapon as if dealt positive energy damage. This is considered a function of your Breath Weapon ability, rather than part of the invocation.

This positive energy is harmful, causing cancerous growths from an influx of unneeded life, or other unpleasant affects. It does not heal.

Like Fell Breath above I added a level based damage do to the fact that channeling positive energy is considered a good act in D&D.

Roaring Breath
Spell Level: 3
When you use this breath weapon, foes who fail their saving throw are deafened for 1d6 rounds.
From now on, you may choose to use your breath weapon as if dealt sonic damage. This is considered a function of your Breath Weapon ability, rather than part of the invocation.

Somnoloence Breath
Spell Level: 4
When you use this breath weapon, foes who fail their save fall asleep. Noise does not wake them, but damage will.

Voidsense: Gain blindsense 30 feet. (CArc)

Voracious Dispelling: Use dispel magic as the spell, dealing damage to creatures whose effects are dispelled. (CArc)

Walk Unseen: Use invisibility (self only) as the spell. (CArc)

Greater

Aura of Storms
Spell Level: 6
Lasts until the Adept uses another Aura invocation or 24 hours.
While active, the Adept, and all allies within 10ft+5ft/2 caster levels, are protected with a halo of energy. Anyone who deals melee damage to them suffers damage equal to the level of the Adept. The damage type is the same as Adept’s breath weapon, but can be changed using breath invocations when this Aura is activated.

Aura of Vigour
Spell Level: 6
Lasts until the Adept uses another Aura invocation or 24 hours.
While active, the Adept, and all allies within 10ft+5ft/2 caster levels, heals rapidly. They have fast healing equal to the Adept, but only to half their health.

Baleful Geas: A single creature becomes your servant, but slowly sickens and dies. (DMag)

Chilling Fog: Create solid fog that deals cold damage. (DMag)

Devour Magic: Use targeted greater dispel innate with a touch and gain temporary hit points based on the level of the spell successfully dispelled. (CArc)

Draconic Toughness: Gain temporary hit points equal to your level. (DMag)

Enervating Breath
Spell Level: 6
When you use this breath weapon, foes who fail their save suffer 1d3 negative levels.
From now on, you may choose to use your breath weapon as if dealt nonlethal damage. This is considered a function of your Breath Weapon ability, rather than part of the invocation.

Paralyzing Breath
Spell Level: 5
When you use this breath weapon, foes who fail their save are paralyzed for 1d4 rounds.

Sharding Breath
Spell Level: 5
When you use this breath weapon, foes who fail their save suffer 2d3 constitution damage, and foes who pass suffer 1 point constitution damage.
From now on, you may choose to use your breath weapon as if dealt piercing damage. This is considered a function of your Breath Weapon ability, rather than part of the invocation

Tempest Breath
Spell Level: 5
When you use this breath weapon, foes who fail their save are thrown back 10ft for each dice of damage you deal. If they strike an object, they and the object take 1d10 bludgeoning damage for each 10ft they do not travel.
From now on, you may choose to use your breath weapon as if dealt bludgeoning damage. This is considered a function of your Breath Weapon ability, rather than part of the invocation.

Terrifying Roar: Use fear as the spell; creatures shaken by effect can't attack you. (DMag)

Wingstorm: Create powerful gusts of wind with your invocation-granted wings. (DMag)


Wyrm

Aura of Diamonds
Spell Level: 8
Lasts until the Adept uses another Aura invocation or 24 hours
While active, the Adept, and all allies within 10ft+5ft/2 caster levels, gains great resistance to damage. They have Resist 10/-

Aura of Perfection
Spell Level: 8
Lasts until the Adept uses another Aura invocation or 24 hours
While active, the Adept, and all allies within 10ft+5ft/2 caster levels, perfect one aspect of their being. They gain an +8 Enhancement bonus to one ability score chosen by the Adept at the time of casting (the same ability affects all allies).

Bahamut’s Discorporating Breath
Spell Level: 8
When you use this breath weapon, foes who fail their save suffer double damage. Foes and objects slain or destroyed by this breath weapon are disintegrated, as the spell.You take damage equal to four times your level if you are Evil.

Draconic Flight, Greater: Sprout wings and fly at perfect maneuverability; gain overland speed. (DMag)

Energy Immunity: Gain immunity to acid, cold, electricity, fire, or sonic damage. (DMag)

Ethereal Blast
Spell Level: 7
When you use this breath weapon, you affect incorporeal foes.
From now on, you may choose to use your breath weapon as if dealt force damage. This is considered a function of your Breath weapon ability, rather than part of the invocation.

Fivefold Breath of Tiamat
Spell Level: 8
When you use this breath weapon, you produce five breath weapons at once. If you don’t modify them with other invocations, each is a cone, and each deals a different energy damage. (Acid, cold, electricity, and fire, and sonic.) Each one allows a save for half damage, and deals damage equal to half of your normal damage. You take damage equal to four times your level if you are Good.

The only things i remember why i changed are the Fivefold Breath of Tiamat & Bahamut’s Discorporating Breath & that is adding the "feedback" damage to them. The reasons for this are that you channeling the powers of the respective gods & they don't like non-followers taking liberties with them.


Instill Vulnerability
Spell Level: 7
You imbue a single creature within 30 feet with vulnerability to a particular type of damage of the type of any of your breath weapons except untyped damage. A successful Fortitude save negates the effect; creatures that have immunity to the chosen damage type automatically succeed on the saving throw to resist this effect. The vulnerability lasts for 24 hours or until you use the invocation on the creature a second time or a new creature, in which case the first effect ends and the new vulnerability and duration take effect.

Perilous Veil: Use veil as the spell; anyone succeeding on Will save to negate the illusion takes damage. (DMag)

Prismatic Breath
Spell Level: 7
When you use this breath weapon, you affect foes who fail their save with a random ability from the following list, decided by rolling 1d8:
1: Red; suffer fire damage equal to caster level.
2: Orange; suffer acid damage equal to 1.5xcaster level.
3: Yellow; suffer electricity damage equal to twice caster level.
4: Green; make another fortitude save or suffer 3d6 constitution damage from poison.
5: Blue; make another will save or be turned to stone, as Flesh to Stone.
6: Indigo; make another will save or go insane, as Insanity.
7: Violet; make another reflex save or be sent to a random plane.
8: Roll twice more.

From now on, you may choose to use your breath weapon as if it dealt untyped damage, usually representing light. This is considered a function of your Breath Weapon ability, rather than part of the invocation.


Sorry about the delay in updating this Class but work was a mad house this week. :smallbiggrin:

Lix Lorn
2013-09-02, 07:35 PM
Well, so far the only change I want to make is buffing the resistance aura.

There's little point in making something which can be reactivated in six seconds run out, thus the lack of duration on the Auras.

The Auras scale the way they do because you have to specialise in them. The auras mostly come from the Dragon Shaman class that I folded into this, so I felt that you should need to keep taking them.

Plus, invocations aren't designed to scale like that. A Least invocation should generally have the same effect whatever your level.

You... misunderstood Blazing Strike. That's /exactly/ what it's meant to do. Bear in mind you need to hit them with an attack roll, and it explicitly gives a fortitude save for half damage. So it's actually WEAKER than a normal breath weapon, since that gives a save but doesn't require an attack roll.

Dragon Claws do 1d4 damage because that's what a medium half-dragon does.

Aura of Dragonfire was based on a Bard's Dragonfire Inspiration. And, unless the bard is unoptimised, it's about the same power.

Aura of Resistance does need a buff. Will do that.

I do not approve of negative and positive energy being bound to good and evil. Tools are not evil. Only their wielders.

Regardless, I hope this works out well for your game.

Edit: I don't want the feedback damage for the same reason I didn't want negative and positive energy bound to good and evil. Power is power.