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View Full Version : D&D 3.x Class The New Dragonfire Adept (Please PEACH)



LordErebus12
2014-07-25, 03:01 AM
Dragonfire Adept

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GAME RULE INFORMATION
Dragonfire Adepts have the following game statistics.

Alignment: Any
Hit Dice: d8

3.5 Class Skills (4 + Int modifier per level, x4 at 1st level):
Appraise, Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Intimidate, Jump, Knowledge (all skills, taken individually), Listen, Search, Sense Motive, Speak Language, Spellcraft, Spot, Survival, Use Magic Device.

Pathfinder Class Skills (4 + Int modifier per level):
Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Intimidate, Knowledge (all skills, taken individually), Linguistics, Perception, Sense Motive, Spellcraft, Survival, Use Magic Device.



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


1st

+0


+2


+0


+2

Dragontouched, Least Invocations
---
1


2nd

+1


+3


+0


+3

Breath of the Dragon
1d6
1


3rd

+1


+3


+1


+3

Scales (+2), Secondary
Breath Effect
2d6
2


4th

+2


+4


+1


+4

Damage Reduction (2)
3d6
2


5th

+2


+4


+1


+4

Draconic Surge
3d6
2


6th

+3


+5


+2


+5

Lesser Invocations
4d6
3


7th

+3


+5


+2


+5

Double Breath Range
5d6
3


8th

+4


+6


+2


+6

Scales (+3), Secondary
Breath Effect
6d6
4


9th

+4


+6


+3


+6

Damage Reduction (5)
6d6
4


10th

+5


+7


+3


+7

Dragonkin, Wings of the Dragon
7d6
4


11th

+5


+7


+3


+7

Greater Invocations
8d6
5


12th

+6/+1


+8


+4


+8

Draconic Admixture
9d6
5


13th

+6/+1


+8


+4


+8

Scales (+4), Secondary
Breath Effect
9d6
6


14th

+7/+2


+9


+4


+9

Damage Reduction (10)
10d6
6


15th

+7/+2


+9


+5


+9

Draconic Immunities
11d6
6


16th

+8/+3


+10


+5


+10

Dark Invocations
12d6
7


17th

+8/+3


+10


+5


+10

Triple Breath Range
12d6
7


18th

+9/+4


+11


+6


+11

Scales (+5), Secondary
Breath Effect
13d6
8


19th

+9/+4


+11


+6


+11

Damage Reduction (15)
14d6
8


20th

+10/+5


+12


+6


+12

Draconic Apotheosis, Improved Wings
15d6
8



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

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

Invocations:
A dragonfire adept has a repertoire of attacks, defenses, and other abilities known as draconic invocations, which allow her to focus the draconic energy that suffuses her soul. A dragonfire adept can use any invocation she knows at will.

A dragonfire 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 dragonfire 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 dragonfire 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 dragonfire 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 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 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 dark. A 1st-level dragonfire 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 dragonfire 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), dragonfire adepts can qualify for some prestige classes usually intended for spellcasters. For details, see the Dragonfire Adepts and Prestige Classes sidebar on page 24.

Breath of the Dragon (Su):
At 2nd level, you gain a single type of breath weapon from the table below, one that you can use at will as a standard action. This breath weapon deals 1d6 points of damage, based on what breath weapon type you've selected. Generally, a successful Reflex save (DC 10 + 1/2 your class level + your Con modifier) halves the damage. As you gain levels, your breath weapon's damage increases, as shown on the class table above. You are immune to the effect of your own breath weapon (but not to other breath weapons that produce similar effects, even those of other dragonfire adepts).

At 5th level and every odd level thereafter, you select another type of breath weapon from the table below.
At 7th level, your cone-shaped breath weapon's range doubles to 30 feet, and your line-shaped breath weapon's range doubles to 60 feet.
At 17th level, your cone-shaped breath weapon's range triples to 45 feet, and your line-shaped breath weapon's range triples to 90 feet.



Energy Type
Special Effect


Line of Acid
Acid lingers on surfaces and creatures, dealing +1 point of damage per die on the following round.


Line of Electricity Bolts
+2 bonus to the save DC against creatures wearing metal armor or creatures made of metal.


Line of Fire
+1 point of damage per die.


Line of Ice
+1 point of damage per die. The saving throw to reduce damage is a Fortitude save, instead of a Reflex save.


Cone of Corrosive Vapors
Acid lingers on surfaces and creatures, dealing +1 point of damage per die on the following round.


Cone of Sparks
+2 bonus to the save DC against creatures wearing metal armor or creatures made of metal.


Cone of Frost
+1 point of damage per die. The saving throw to reduce damage is a Fortitude save, instead of a Reflex save.


Cone of Flames
+1 point of damage per die.


Cone of Sonic
-1 point of damage per die, but ignores an object’s hardness.



Dragontouched:
At 1st level, you gain Dragontouched (see Dragon Magic page 18) as a bonus feat.

Dragontouched
You have a trace of draconic power, a result of dragons in your ancestry or a spiritual connection between you and the forces of dragonkind.

Prerequisite: Charisma 11

Benefit: You gain the dragonblood subtype. You gain 1 hit point, a +1 bonus on Listen, Search, and Spot checks, and a +1 bonus on saving throws against paralysis and sleep effects. In addition, you can select draconic feats as if you were a sorcerer of your character level.

Secondary Breath Effects:
At 3rd, 8th, 13th, and 18th level, you can select one of the secondary breath effects on the table below, for which you must meet the minimum prerequisite level. These breath effects can alter your breath weapon's damage type or apply a condition to targets caught in the effect, in addition to dealing damage. Each time you use your breath weapon, you can choose to apply any one breath effect that you know. Some effects can be applied only 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 your 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).

See the second post below for full descriptions of the breath effects.



Minimum Level
Breath Effect
Benefit


3rd

Shape Breath

Creates up to 1d4+1 5-foot square 'safe-zones' in your breath weapon


3rd

Weakening Breath

breath weapon imposes -6 penalty to Strength for 1d4 rounds


8th

Slow Breath

breath weapon slows creatures for 1d4 rounds


8th

Sickening Breath

breath weapon sickens creatures for 1d4 rounds


13th

Sleep Breath

Cone-shaped breath weapon puts weak creatures to sleep for 1d4 rounds


13th

Paralyzing Breath

Cone-shaped breath weapon paralyzes creatures for 1d4 rounds


18th

Disintegrating Breath

Line-shaped breath weapon disintegrates creatures, but leaves objects unharmed


18th

Force Breath

Line-shaped breath weapon deals force damage, affecting incorporeal creatures



Scales (Ex):
At 3rd level, your skin becomes thick and scaly, granting you a +2 bonus to your natural armor. The scales can be of any color or metallic hue; they are often (but not always) of a draconic hue that matches your outlook and alignment. This bonus improves to +3 at 8th level, to +4 at 13th level, and to +5 at 18th level.

If you already have a natural armor bonus from another source, this bonus stacks with it.

Damage Reduction (Ex):
At 4th level, your hide becomes more resilient to most types of physical attacks. You gain damage reduction 2/magic & piercing. At 9th level, this improves to damage reduction 5/magic & piercing. At 14th and 19th levels, this improves by 5 each time (to a maximum of DR 15/ magic & piercing at 19th level).

Draconic Surge (Su):
At 5th level, you can now apply various surge effects to your breath weapon that you meet the requirements for, at the cost of gaining a recharge time on your breath weapon (See the following post for more details). You may apply multiple surges to your breath weapon, but must meet all prerequisites for doing so and the recharge times stack.

Dragonkin (Ex):
At 10th level, you gain a competence bonus on Diplomacy checks made to influence the attitude of dragons or creatures of the dragonblood subtype, equal to 1/2th your DFA level. You are treated as a dragon for the purpose of determining whether frightful presence can affect you.

Wings of the Dragon (Ex):
At 10th level, you grow scaly draconic wings, gaining a fly speed equal to your land speed with average maneuverability. Your wings allow you to cover overland distances with great endurance; you gain a +4 bonus on Constitution checks made to avoid nonlethal damage from a forced march.

Draconic Admixture (Su):
At 12th level, you may select two different energy types when dealing damage, instead of one. Normal restrictions based on breath weapon shape do not apply to the second energy type, meaning you could add cold damage to a line of fire.

Draconic Immunities (Ex):
At 15th level, you gain immunity to paralysis and sleep.

Draconic Apotheosis (Ex):
At 20th level, your type changes to dragon. Despite this type change, you are counted as a member of your old race and type for any favorable purpose, such as being able to target yourself for Enlarge Person, etc.

Improved Flight (Ex):
At 20th level, your fly speed becomes equal to double your land speed with good maneuverability. Your wings become capable of constant use without tiring. You become immune to nonlethal damage from a forced march while flying.



Draconic Surges

Clinging Surge
Con Requirement: 12+
Recharge Rate: +1d4 rounds

Your breath weapon has its normal effect, but also clings to anything caught in its area. A clinging breath weapon lasts for 1 round. In the round after you breathe, the clinging breath weapon deals half of the damage it dealt in the previous round. Creatures that avoid damage from the breath weapon (such as creatures with the evasion special quality or incorporeal creatures) do not take the extra damage.

A foe can take a full-round action to attempt to remove the clinging breath weapon before taking any additional damage. It takes a successful Reflex saving throw (same DC as your normal breath weapon) to remove the effect. Rolling around on the ground grants a +2 bonus on the saving throw, but leaves the foe prone. A clinging breath weapon cannot be removed or smothered by jumping into water. A clinging breath weapon can be magically dispelled (DC equal to your breath weapon save DC).

This surge only works on a breath weapon that deals some kind of damage, such as energy damage (acid, cold, electricity, fire, or sonic), ability damage, or negative levels.


Enlarge Surge
Con Requirement: 14+
Recharge Rate: +1d4 rounds

The length of your breath weapon increases by 50% (round down to the nearest multiple of 5). Cone-shaped breath weapons get wider when they get longer, but line-shaped breath weapons do not.


Heighten Surge
Con Requirement: 12+
Recharge Rate: +1d4 rounds (plus +1d4 rounds per four points of DC increase)

You can increase the save DC of your breath weapon by any number up to a maximum equal to your Constitution bonus.


Lingering Surge
Con Requirement: 14+
Recharge Rate: +1d4 rounds


Your breath weapon has its normal effects, but also remains as a lingering cloud of the same shape and size as the original breath weapon. This cloud lasts 1 round. Foes caught in the breath weapon's area when you breathe take no additional damage from the lingering breath weapon, provided they leave the cloud by the shortest available route on their next turn. Otherwise, anyone who touches or enters the cloud while it lasts takes one-half of the breath weapon's normal effects; any saving throw the breath weapon normally allows still applies. Damaging breath weapons deal one-half their normal damage, and breath weapons with effects that have durations last for half the normal time. If a creature is affected by the same nondamaging breath weapon twice, the effects do not stack.

Note: You can apply this surge to a breath weapon that also has received the Clinging Surge, but the resulting breath clings only to foes caught in the initial breath.


Maximize Surge
Con Requirement: 18+
Recharge Rate: +2d4 rounds

If you use your breath weapon as a full-round action, all variable, numeric effects of the attack are maximized. A maximize surge breath weapon deals maximum damage, lasts for the maximum time, or the like. The DCs for saving throws against your breath weapon are not affected. This surge stacks with the effects of breath weapons enhanced with other draconic surges, but does not maximize them. For example, a maximized breath weapon further enhanced by the Tempest Surge produces the type of wind effect noted in that description, but the velocity of the wind is not also maximized.

Note: Maximize Surge cannot be combined with Quicken Surge.


Necrotic Surge
Con Requirement: 14+
Recharge Rate: +2d4 rounds
Additional Requirements: Non-Good Dragonfire Adepts only, Must be able to channel negative energy.

Your breath weapon converts all of its normal damage into negative energy, affecting all creatures susceptible to negative energy that are caught within the breath weapon effect. This surge halves the number of dice the breath weapon normally uses (rounded down, minimum 1d6). As normal, negative energy harms living creatures and heals undead creatures.

Quicken Surge
Con Requirement: 16+
Recharge Rate: +1d4 rounds

Your breath weapon can be used as a swift action.

Note: Quicken Surge cannot be combined with Maximize Surge.


Revitalizing Surge
Con Requirement: 14+
Additional Requirements: Non-Evil Dragonfire Adepts only, Must be able to channel positive energy.
Recharge Rate: +2d4 rounds

Your breath weapon converts all of its normal damage into positive energy, affecting all creatures susceptible to positive energy that are caught within the breath weapon effect. This surge halves the number of dice the breath weapon normally uses (rounded down, minimum 1d6). As normal, positive energy heals living creatures and harms undead creatures.


Splitting Surge
Con Requirement: 14+
Recharge Rate: +1d4 rounds

Your breath weapon retains its size and shape, but splits into two areas that you aim separately. Each portion deals half the damage the breath weapon normally deals or lasts half as long as the effect normally lasts. You can aim each breath weapon so that their areas overlap. Creatures caught in the area of overlap are struck by both breath weapons and are affected twice, subject to all the normal rules for stacking magical effects.


Tempest Surge
Con Requirement: 12+
Recharge Rate: +1d4 rounds

When you use your breath weapon, in addition to its normal effects, creatures in the area are affected as through struck by powerful wind effects. The force of the wind depends on your Dragonfire Adept level, as indicated below on the table. Because your breath weapon has an instantaneous duration, creatures ignore the checked effect unless they are airborne (in which case they are blown back 1d6×5 feet).

For the effects of high winds, see Table 3–24 on page 95 of the Dungeon Master’s Guide.




Dragonfire
Adept Level
Wind
Force


5th-9th
Severe


10th-14th
Windstorm


15th-19th
Hurricane


20th+
Tornado



Secondary Breath Effects

DISINTEGRATING BREATH
Minimum Level: 18th
Requirements: Line only

Your breath weapon loses its normal energy type and becomes a blue-white line of pure energy. Roll twice as many damage dice as normal. Any creature that is reduced to 0 or fewer hit points by the breath weapon is disintegrated (as the disintegrate spell). A successful Fortitude save halves the damage dealt. Unlike disintegrate, this breath effect has no effect on objects, even those made of force.


FORCE BREATH
Minimum Level: 18th
Requirements: Line only

Your breath weapon becomes a force effect. Its damage has no energy type, but it affects incorporeal creatures normally.


PARALYZING BREATH
Minimum Level: 13th
Requirements: Cone only

In addition to dealing damage, your breath weapon paralyzes all creatures in its area for 1d4 rounds. A successful Fortitude save reduces this effect to 1 round.


SHAPED BREATH
Minimum Level: 3rd

You can choose to leave up to 1d4+1 five-foot squares within the area of your breath weapon unaffected by the breath weapon. Effectively, you create one or more small “safe zones” within the area of your breath weapon (typically to prevent it from affecting allies). These unaffected squares need not be adjacent to one another.

You can choose to apply any one other breath effect that you know to the same breath weapon.


SICKENING BREATH
Minimum Level: 8th

In addition to dealing damage, your breath weapon sickens all creatures in its area for 1d4 rounds. A successful Fortitude save reduces the duration to 1 round.


SLEEP BREATH
Minimum Level: 13th
Requirements: Cone only

In addition to dealing damage, your breath weapon puts all living creatures in its area to sleep for 1d4 rounds. Any creature that makes a successful Will save is instead exhausted for 1d4 rounds. Any creature whose Hit Dice exceeds your class level is unaffected by this breath weapon.


SLOW BREATH
Minimum Level: 8th

In addition to dealing damage, your breath weapon slows all creatures in its area for 1d4 rounds. A successful Fortitude save reduces the duration to 1 round. A slowed creature can take a single move action or standard action each turn, but not both (nor can it take full-round actions). Additionally, it takes a –1 penalty to its Armor Class and on its attack rolls and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature’s jumping distance as normal for decreased speed.

Multiple uses of this breath effect on the same creature don’t stack; use only the longer duration. Slow Breath suppresses any haste effect on creatures in its area for the duration of the slow effect.


WEAKENING BREATH
Minimum Level: 3rd

In addition to dealing damage, your breath weapon imposes a –6 penalty to the Strength scores of all creatures in the area for 1d4 rounds. A successful Fortitude save reduces the duration to 1 round.


Dragonfire Adept Invocations

Invocations marked in Red are either tweaked or new.

Least Invocations (12 total)
Aura of Energy
Aquatic Adaptation
Beguiling Influence
Breath of the Night
Deafening Roar
Draconic Combat
Draconic Knowledge
Exhaled Darkness
Endure Exposure
Magical Insight
Scalding Dust
See the Unseen

Lesser Invocations (9 total)
Draconic Charm
Earthbind
Energy Resistance
Enthralling Voice
Frightful Presence
Humanoid Shape
Lower Spell Resistance
Voracious Dispelling
Walk Unseen

Greater Invocations (7 total)
Baleful Geas
Chilling Fog
Devour Magic
Draconic Polymorph
Draconic Toughness
Terrifying Roar
Wingstorm

Dark Invocations (4 total)
Animate Breath
Energy Immunity
Instill Vulnerability
Perilous Veil


ANIMATE BREATH
Dark; 7th
You can use Animate Breath as the spell (Draconomicon 76), except its size is based on your caster level, rather than being one size category less than you. See the table below for the construct’s size category.



Caster
Level
Construct
Size


16th-17th
Large


18th-19th
Huge


20th+
Gargantuan



AQUATIC ADAPTATION
Least; 2nd
When you use this invocation, you gain the ability to breathe underwater, in addition to being able to breathe air. You also gain a swim speed equal to your base land speed. Your breath weapon functions normally underwater regardless of its effect. The invocation’s effect lasts 24 hours.

AURA OF ENERGY
Least; 2nd
You become wreathed in an aura of elemental energy, which gives off light equivalent to a torch. Any creature striking you with a natural weapon or a non-reach melee weapon takes a number of points of damage equal to half your caster level (minimum 1). If the attacker has spell resistance, it does not apply to this effect. The invocation’s effect lasts 24 hours.

BALEFUL GEAS
Greater; 6th
You place a magical command on a living creature to carry out a service or to refrain from an action or course of activity, as you desire. The creature’s Hit Dice must be no more than your class level. Twenty-four hours after the target becomes affected by this invocation, it takes 1d4 points of Strength damage; this damage repeats every 24 hours thereafter. If the target’s Strength is reduced to 0, the invocation immediately ends. Creatures immune to Strength damage instead take 2d4 points of damage every 24 hours. This invocation otherwise functions as the geas/quest spell (PH 234).

BEGUILING INFLUENCE
Least; 2nd
You can invoke this ability to beguile and bewitch your foes. You gain a competence bonus on Bluff, Diplomacy, and Intimidate checks for 24 hours; equal to +6 or half your caster level (whichever is better).

BREATH OF THE NIGHT
Least; 1st
A misty cloud of fog spreads in a 20-foot radius around you, as the spell fog cloud (PH 232). The fog does not block line of sight, but all creatures in the fog have concealment (20%). A moderate wind or any fire larger than a torch (other than your breath weapon) immediately disperses the fog. Otherwise, the fog disperses on its own after 1 minute.

CHILLING FOG
Greater; 6th
You create a cold magical fog, as the solid fog spell (PH 281).Each creature within the area takes 2d6 points of cold damage at the start of its turn. You can have only one chilling fog in place at a time; creating a second chilling fog automatically dismisses any chilling fog you previously created.

DEAFENING ROAR
Least; 2nd
You utter a loud roar that fills a 30-foot cone. All creatures within this area that fail a Fortitude save become deafened for 1 hour.

DEVOUR MAGIC
Greater; 6th
You can use Greater dispel magic as the spell (PH 223). Upon successfully doing so, you gain 5 temporary hit points for each spell level dispelled. For example, if you successfully dispel a wall of ice, you gain 20 temporary hit points. These temporary hit points fade after 1 minute and do not stack with other temporary hit points. If you devour a new spell, you can replace the old temporary hit points with the hit points gained from the more recent spell, thus resetting the duration. You cannot devour your own invocations.

DRACONIC CHARM
Lesser; 4th
You can beguile a creature within 60 feet. The creature must succeed on a Will save or instantly regard you as its comrade. This is a language-dependent ability. Other than these differences, this invocation works as the charm monster spell (PH 209). You can never have more than one target charmed at a time with this ability. If a second creature is charmed, you lose your hold on the first creature.

DRACONIC COMBAT
Least; 2nd
You gain draconic natural weapons in the form of clawed hands and a fanged mouth. You gain primary claw attacks that deal 1d6 damage and a secondary bite attack that deals 1d8 damage.

DRACONIC KNOWLEDGE
Least; 2nd
This invocation gives you access to the great ancestral memories of dragon-kind. You gain an insight bonus on Knowledge and Spellcraft checks for 24 hours; equal to +6 or half your caster level (whichever is better). Furthermore, these skill checks are treated as though you are trained even if you have no ranks in the skill.

DRACONIC POLYMORPH
Greater; 5th
You can use Polymorph as the spell (PH 263), except the assumed form can have no more Hit Dice than you have, to a maximum of 20 Hit Dice. Furthermore, your Strength and Constitution in the new form are above the average for the race or species into which you transform; your Strength is the average for the creature +4, and your Constitution is the average for the creature +2. You do not lose the ability to use your breath weapon (or any other class feature), since it is derived from your dragonfire adept class levels.

DRACONIC TOUGHNESS
Greater; 6th
You gain temporary hit points equal to your twice your caster level. These hit points last for 24 hours or until you use the invocation again (in which case any remaining temporary hit points are replaced by the new value).

EARTHBIND
Lesser, 3rd
You can use Earthbind as the spell (Draconomicon 112), except the target suffers a -5 penalty to its fortitude save to resist the full effect.

ENDURE EXPOSURE
Least; 3rd
With a touch, you grant a creature (or yourself) the ability to withstand hot or cold environments as if affected by the endure elements spell (PH 226). In addition, the target is immune to any effects of your breath weapon. This invocation’s effect lasts for 24 hours.

ENERGY IMMUNITY
Dark; 8th
You gain immunity to acid, cold, electricity, fire, or sonic damage for 24 hours. Choose the energy type when you use the invocation. If you use this invocation again while the first duration is still active, the new immunity replaces the old one.

ENERGY RESISTANCE
Lesser; 3rd
You gain resistance 10 to acid, cold, electricity, fire, or sonic damage for 24 hours. Choose the energy type when you use the invocation. If you use this invocation again while the first duration is still active, the new resistance replaces the old one.

ENTHRALLING VOICE
Lesser; 6th
Your speech causes all enemies within a 40-foot radius of you who fail a Will save to become fascinated. To be affected, targets must have Hit Dice equal to or less than your caster level and must be able to hear you, but you need not share a common language. Affected targets remain fascinated for as long as you continue to speak and concentrate on the effect (up to a maximum of 1 round per level), plus 5 rounds thereafter. Even after the effect ends, any creature that failed its Will save regards you in a better light than it did previously. Its attitude to you is adjusted one step toward friendly (see Influencing NPC Attitudes, PH 72) for the next 24 hours. Multiple uses of this invocation do not further adjust the attitude. This is a mind-affecting effect.

EXHALED DARKNESS
Least; 2nd
You can exhale magical darkness, as the darkness spell (PH 216), except that it fills a cone-sized area the size of the dragonfire adept’s breath weapon.

FRIGHTFUL PRESENCE
Lesser; 3rd
In any round in which you attack or use your breath weapon, you can use this invocation as a swift action. Any enemies within 30 feet of you who fail a Will save become shaken for 10 minutes. This is a mind-affecting fear effect. Dragons and other creatures immune to the frightful presence of dragons are likewise immune to this invocation.

HUMANOID SHAPE
Lesser; 3rd
You can assume any humanoid form, as the change shape special ability (MM 306). You can remain in the form for up to 24 hours or until you take a standard action to assume a new form or return to your natural form. You do not lose the ability to use your breath weapon (or any other class feature), since it is derived from your dragonfire adept class levels.

INSTILL VULNERABILITY
Dark; 8th
You imbue a single creature within 30 feet with vulnerability to a particular type of energy (acid, cold, electricity, fire, or sonic). A successful Fortitude save negates the effect; creatures that have immunity to the chosen energy type lose their immunity, but cannot become further vulnerable. 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.

LOWER SPELL RESISTANCE
Lesser; 4th
You can use Lower Spell Resistance as the spell (Draconomicon 114), except the duration is 24 hours. The invocation 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 invocation and duration take effect.

MAGIC INSIGHT
Least; 2nd
You can use detect magic as the spell (PH 219). While the invocation is active, you can end the effect as a full-round action to determine all properties of a single touched item (as the identify spell, PH 243, but with no components required).

PERILOUS VEIL
Dark; 7th
You instantly change the appearance of one or more subjects, as the veil spell (PH 298). Any creature that succeeds on a Will save to disbelieve (and thus see through) the glamer takes 5d6 points of damage. Spell resistance applies against this secondary effect.

SCALDING GUST
Least; 2nd
You create a strong blast of wind (as the gust of wind spell, PH 238, except that the duration is instantaneous). Any creature within the effect takes 1 point of fire damage per caster level, regardless of whether it succeeds on the Fortitude save to avoid the gust.

SEE THE UNSEEN
Least; 2nd
You grant yourself great powers of vision, allowing you to see invisible creatures and objects, as the see invisibility spell (PH 275). You also gain darkvision out to 60 feet for 24hours.

TERRIFYING ROAR
Greater; 5th
You utter a powerful roar that fills a 30-foot cone. All creatures within the area whose Hit Dice are equal to or less than your caster level become panicked for 1 round. Any creature that succeeds on a Will save is shaken for 1 round instead, during which time it cannot make a melee or ranged attack against you, nor target you with a spell or other effect. This is a mind-affecting fear effect.

VOIDSENSE
Lesser; 4th
You sharpen your hearing and sight, gaining blindsense out to 30 feet for 24 hours.

VORACIOUS DISPELLING
Lesser; 4th
You can use dispel magic as the spell (PH 223). Any creature with an active spell effect dispelled by this invocation takes 1 point of damage per level of the spell effect (no save).

WALK UNSEEN
Lesser; 2nd
You gain the ability to fade from view. You can use invisibility (self only) as the spell (PH 245), except that the duration is 24 hours.

WINGSTORM
Greater; 5th
With a mighty flap of your wings, you create a storm of winds around you, pushing away and knocking down nearby creatures. All creatures within 20 feet of you are pushed away until they are at least 25 feet away and then knocked prone. A successful Fortitude save negates the effect; creatures more than one size category larger than you are immune. If an affected creature encounters an obstacle (such as a wall or another creature), both it and the obstacle each take 2d6 points of damage (as if they had fallen 20 feet).

LordErebus12
2014-07-25, 03:08 AM
Draconic Surges

Clinging Surge
Con Requirement: 12+
Recharge Rate: +1d4 rounds

Your breath weapon has its normal effect, but also clings to anything caught in its area. A clinging breath weapon lasts for 1 round. In the round after you breathe, the clinging breath weapon deals half of the damage it dealt in the previous round. Creatures that avoid damage from the breath weapon (such as creatures with the evasion special quality or incorporeal creatures) do not take the extra damage.

A foe can take a full-round action to attempt to remove the clinging breath weapon before taking any additional damage. It takes a successful Reflex saving throw (same DC as your normal breath weapon) to remove the effect. Rolling around on the ground grants a +2 bonus on the saving throw, but leaves the foe prone. A clinging breath weapon cannot be removed or smothered by jumping into water. A clinging breath weapon can be magically dispelled (DC equal to your breath weapon save DC).

This surge only works on a breath weapon that deals some kind of damage, such as energy damage (acid, cold, electricity, fire, or sonic), ability damage, or negative levels.


Enlarge Surge
Con Requirement: 14+
Recharge Rate: +1d4 rounds

The length of your breath weapon increases by 50% (round down to the nearest multiple of 5). Cone-shaped breath weapons get wider when they get longer, but line-shaped breath weapons do not.


Heighten Surge
Con Requirement: 12+
Recharge Rate: +1d4 rounds (plus +1d4 rounds per four points of DC increase)

You can increase the save DC of your breath weapon by any number up to a maximum equal to your Constitution bonus.


Lingering Surge
Con Requirement: 14+
Recharge Rate: +1d4 rounds


Your breath weapon has its normal effects, but also remains as a lingering cloud of the same shape and size as the original breath weapon. This cloud lasts 1 round. Foes caught in the breath weapon's area when you breathe take no additional damage from the lingering breath weapon, provided they leave the cloud by the shortest available route on their next turn. Otherwise, anyone who touches or enters the cloud while it lasts takes one-half of the breath weapon's normal effects; any saving throw the breath weapon normally allows still applies. Damaging breath weapons deal one-half their normal damage, and breath weapons with effects that have durations last for half the normal time. If a creature is affected by the same nondamaging breath weapon twice, the effects do not stack.

Note: You can apply this surge to a breath weapon that also has received the Clinging Surge, but the resulting breath clings only to foes caught in the initial breath.


Maximize Surge
Con Requirement: 18+
Recharge Rate: +2d4 rounds

If you use your breath weapon as a full-round action, all variable, numeric effects of the attack are maximized. A maximize surge breath weapon deals maximum damage, lasts for the maximum time, or the like. The DCs for saving throws against your breath weapon are not affected. This surge stacks with the effects of breath weapons enhanced with other draconic surges, but does not maximize them. For example, a maximized breath weapon further enhanced by the Tempest Surge produces the type of wind effect noted in that description, but the velocity of the wind is not also maximized.

Note: Maximize Surge cannot be combined with Quicken Surge.


Necrotic Surge
Con Requirement: 14+
Recharge Rate: +2d4 rounds
Additional Requirements: Non-Good Dragonfire Adepts only, Must be able to channel negative energy.

Your breath weapon converts all of its normal damage into negative energy, affecting all creatures susceptible to negative energy that are caught within the breath weapon effect. This surge halves the number of dice the breath weapon normally uses (rounded down, minimum 1d6). As normal, negative energy harms living creatures and heals undead creatures.

Quicken Surge
Con Requirement: 16+
Recharge Rate: +1d4 rounds

Your breath weapon can be used as a swift action.

Note: Quicken Surge cannot be combined with Maximize Surge.


Revitalizing Surge
Con Requirement: 14+
Additional Requirements: Non-Evil Dragonfire Adepts only, Must be able to channel positive energy.
Recharge Rate: +2d4 rounds

Your breath weapon converts all of its normal damage into positive energy, affecting all creatures susceptible to positive energy that are caught within the breath weapon effect. This surge halves the number of dice the breath weapon normally uses (rounded down, minimum 1d6). As normal, positive energy heals living creatures and harms undead creatures.


Splitting Surge
Con Requirement: 14+
Recharge Rate: +1d4 rounds

Your breath weapon retains its size and shape, but splits into two areas that you aim separately. Each portion deals half the damage the breath weapon normally deals or lasts half as long as the effect normally lasts. You can aim each breath weapon so that their areas overlap. Creatures caught in the area of overlap are struck by both breath weapons and are affected twice, subject to all the normal rules for stacking magical effects.


Tempest Surge
Con Requirement: 12+
Recharge Rate: +1d4 rounds

When you use your breath weapon, in addition to its normal effects, creatures in the area are affected as through struck by powerful wind effects. The force of the wind depends on your Dragonfire Adept level, as indicated below on the table. Because your breath weapon has an instantaneous duration, creatures ignore the checked effect unless they are airborne (in which case they are blown back 1d6×5 feet).

For the effects of high winds, see Table 3–24 on page 95 of the Dungeon Master’s Guide.




Dragonfire
Adept Level
Wind
Force


5th-9th
Severe


10th-14th
Windstorm


15th-19th
Hurricane


20th+
Tornado



Secondary Breath Effects

DISINTEGRATING BREATH
Minimum Level: 18th
Requirements: Line only

Your breath weapon loses its normal energy type and becomes a blue-white line of pure energy. Roll twice as many damage dice as normal. Any creature that is reduced to 0 or fewer hit points by the breath weapon is disintegrated (as the disintegrate spell). A successful Fortitude save halves the damage dealt. Unlike disintegrate, this breath effect has no effect on objects, even those made of force.


FORCE BREATH
Minimum Level: 18th
Requirements: Line only

Your breath weapon becomes a force effect. Its damage has no energy type, but it affects incorporeal creatures normally.


PARALYZING BREATH
Minimum Level: 13th
Requirements: Cone only

In addition to dealing damage, your breath weapon paralyzes all creatures in its area for 1d4 rounds. A successful Fortitude save reduces this effect to 1 round.


SHAPED BREATH
Minimum Level: 3rd

You can choose to leave up to 1d4+1 five-foot squares within the area of your breath weapon unaffected by the breath weapon. Effectively, you create one or more small “safe zones” within the area of your breath weapon (typically to prevent it from affecting allies). These unaffected squares need not be adjacent to one another.

You can choose to apply any one other breath effect that you know to the same breath weapon.


SICKENING BREATH
Minimum Level: 8th

In addition to dealing damage, your breath weapon sickens all creatures in its area for 1d4 rounds. A successful Fortitude save reduces the duration to 1 round.


SLEEP BREATH
Minimum Level: 13th
Requirements: Cone only

In addition to dealing damage, your breath weapon puts all living creatures in its area to sleep for 1d4 rounds. Any creature that makes a successful Will save is instead exhausted for 1d4 rounds. Any creature whose Hit Dice exceeds your class level is unaffected by this breath weapon.


SLOW BREATH
Minimum Level: 8th

In addition to dealing damage, your breath weapon slows all creatures in its area for 1d4 rounds. A successful Fortitude save reduces the duration to 1 round. A slowed creature can take a single move action or standard action each turn, but not both (nor can it take full-round actions). Additionally, it takes a –1 penalty to its Armor Class and on its attack rolls and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature’s jumping distance as normal for decreased speed.

Multiple uses of this breath effect on the same creature don’t stack; use only the longer duration. Slow Breath suppresses any haste effect on creatures in its area for the duration of the slow effect.


WEAKENING BREATH
Minimum Level: 3rd

In addition to dealing damage, your breath weapon imposes a –6 penalty to the Strength scores of all creatures in the area for 1d4 rounds. A successful Fortitude save reduces the duration to 1 round.

Dragonfire Adept Invocations


ANIMATE BREATH
Dark; 7th
You can use Animate Breath as the spell (Draconomicon 76), except its size is based on your caster level, rather than being one size category less than you. See the table below for the construct’s size category.



Caster
Level
Construct
Size


16th-17th
Large


18th-19th
Huge


20th+
Gargantuan



AQUATIC ADAPTATION
Least; 2nd
When you use this invocation, you gain the ability to breathe underwater, in addition to being able to breathe air. You also gain a swim speed equal to your base land speed. Your breath weapon functions normally underwater regardless of its effect. The invocation’s effect lasts 24 hours.

AURA OF ENERGY
Least; 2nd
You become wreathed in an aura of elemental energy, which gives off light equivalent to a torch. Any creature striking you with a natural weapon or a non-reach melee weapon takes a number of points of damage equal to half your caster level (minimum 1). If the attacker has spell resistance, it does not apply to this effect. The invocation’s effect lasts 24 hours.

BALEFUL GEAS
Greater; 6th
You place a magical command on a living creature to carry out a service or to refrain from an action or course of activity, as you desire. The creature’s Hit Dice must be no more than your class level. Twenty-four hours after the target becomes affected by this invocation, it takes 1d4 points of Strength damage; this damage repeats every 24 hours thereafter. If the target’s Strength is reduced to 0, the invocation immediately ends. Creatures immune to Strength damage instead take 2d4 points of damage every 24 hours. This invocation otherwise functions as the geas/quest spell (PH 234).

BEGUILING INFLUENCE
Least; 2nd
You can invoke this ability to beguile and bewitch your foes. You gain a competence bonus on Bluff, Diplomacy, and Intimidate checks for 24 hours; equal to +6 or half your caster level (whichever is better).

BREATH OF THE NIGHT
Least; 1st
A misty cloud of fog spreads in a 20-foot radius around you, as the spell fog cloud (PH 232). The fog does not block line of sight, but all creatures in the fog have concealment (20%). A moderate wind or any fire larger than a torch (other than your breath weapon) immediately disperses the fog. Otherwise, the fog disperses on its own after 1 minute.

CHILLING FOG
Greater; 6th
You create a cold magical fog, as the solid fog spell (PH 281).Each creature within the area takes 2d6 points of cold damage at the start of its turn. You can have only one chilling fog in place at a time; creating a second chilling fog automatically dismisses any chilling fog you previously created.

DEAFENING ROAR
Least; 2nd
You utter a loud roar that fills a 30-foot cone. All creatures within this area that fail a Fortitude save become deafened for 1 hour.

DEVOUR MAGIC
Greater; 6th
You can use Greater dispel magic as the spell (PH 223). Upon successfully doing so, you gain 5 temporary hit points for each spell level dispelled. For example, if you successfully dispel a wall of ice, you gain 20 temporary hit points. These temporary hit points fade after 1 minute and do not stack with other temporary hit points. If you devour a new spell, you can replace the old temporary hit points with the hit points gained from the more recent spell, thus resetting the duration. You cannot devour your own invocations.

DRACONIC CHARM
Lesser; 4th
You can beguile a creature within 60 feet. The creature must succeed on a Will save or instantly regard you as its comrade. This is a language-dependent ability. Other than these differences, this invocation works as the charm monster spell (PH 209). You can never have more than one target charmed at a time with this ability. If a second creature is charmed, you lose your hold on the first creature.

DRACONIC COMBAT
Least; 2nd
You gain draconic natural weapons in the form of clawed hands and a fanged mouth. You gain primary claw attacks that deal 1d6 damage and a secondary bite attack that deals 1d8 damage.

DRACONIC KNOWLEDGE
Least; 2nd
This invocation gives you access to the great ancestral memories of dragon-kind. You gain an insight bonus on Knowledge and Spellcraft checks for 24 hours; equal to +6 or half your caster level (whichever is better). Furthermore, these skill checks are treated as though you are trained even if you have no ranks in the skill.

DRACONIC POLYMORPH
Greater; 5th
You can use Polymorph as the spell (PH 263), except the assumed form can have no more Hit Dice than you have, to a maximum of 20 Hit Dice. Furthermore, your Strength and Constitution in the new form are above the average for the race or species into which you transform; your Strength is the average for the creature +4, and your Constitution is the average for the creature +2. You do not lose the ability to use your breath weapon (or any other class feature), since it is derived from your dragonfire adept class levels.

DRACONIC TOUGHNESS
Greater; 6th
You gain temporary hit points equal to your twice your caster level. These hit points last for 24 hours or until you use the invocation again (in which case any remaining temporary hit points are replaced by the new value).

EARTHBIND
Lesser, 3rd
You can use Earthbind as the spell (Draconomicon 112), except the target suffers a -5 penalty to its fortitude save to resist the full effect.

ENDURE EXPOSURE
Least; 3rd
With a touch, you grant a creature (or yourself) the ability to withstand hot or cold environments as if affected by the endure elements spell (PH 226). In addition, the target is immune to any effects of your breath weapon. This invocation’s effect lasts for 24 hours.

ENERGY IMMUNITY
Dark; 8th
You gain immunity to acid, cold, electricity, fire, or sonic damage for 24 hours. Choose the energy type when you use the invocation. If you use this invocation again while the first duration is still active, the new immunity replaces the old one.

ENERGY RESISTANCE
Lesser; 3rd
You gain resistance 10 to acid, cold, electricity, fire, or sonic damage for 24 hours. Choose the energy type when you use the invocation. If you use this invocation again while the first duration is still active, the new resistance replaces the old one.

ENTHRALLING VOICE
Lesser; 6th
Your speech causes all enemies within a 40-foot radius of you who fail a Will save to become fascinated. To be affected, targets must have Hit Dice equal to or less than your caster level and must be able to hear you, but you need not share a common language. Affected targets remain fascinated for as long as you continue to speak and concentrate on the effect (up to a maximum of 1 round per level), plus 5 rounds thereafter. Even after the effect ends, any creature that failed its Will save regards you in a better light than it did previously. Its attitude to you is adjusted one step toward friendly (see Influencing NPC Attitudes, PH 72) for the next 24 hours. Multiple uses of this invocation do not further adjust the attitude. This is a mind-affecting effect.

EXHALED DARKNESS
Least; 2nd
You can exhale magical darkness, as the darkness spell (PH 216), except that it fills a cone-sized area the size of the dragonfire adept’s breath weapon.

FRIGHTFUL PRESENCE
Lesser; 3rd
In any round in which you attack or use your breath weapon, you can use this invocation as a swift action. Any enemies within 30 feet of you who fail a Will save become shaken for 10 minutes. This is a mind-affecting fear effect. Dragons and other creatures immune to the frightful presence of dragons are likewise immune to this invocation.

HUMANOID SHAPE
Lesser; 3rd
You can assume any humanoid form, as the change shape special ability (MM 306). You can remain in the form for up to 24 hours or until you take a standard action to assume a new form or return to your natural form. You do not lose the ability to use your breath weapon (or any other class feature), since it is derived from your dragonfire adept class levels.

INSTILL VULNERABILITY
Dark; 8th
You imbue a single creature within 30 feet with vulnerability to a particular type of energy (acid, cold, electricity, fire, or sonic). A successful Fortitude save negates the effect; creatures that have immunity to the chosen energy type lose their immunity, but cannot become further vulnerable. 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.

LOWER SPELL RESISTANCE
Lesser; 4th
You can use Lower Spell Resistance as the spell (Draconomicon 114), except the duration is 24 hours. The invocation 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 invocation and duration take effect.

MAGIC INSIGHT
Least; 2nd
You can use detect magic as the spell (PH 219). While the invocation is active, you can end the effect as a full-round action to determine all properties of a single touched item (as the identify spell, PH 243, but with no components required).

PERILOUS VEIL
Dark; 7th
You instantly change the appearance of one or more subjects, as the veil spell (PH 298). Any creature that succeeds on a Will save to disbelieve (and thus see through) the glamer takes 5d6 points of damage. Spell resistance applies against this secondary effect.

SCALDING GUST
Least; 2nd
You create a strong blast of wind (as the gust of wind spell, PH 238, except that the duration is instantaneous). Any creature within the effect takes 1 point of fire damage per caster level, regardless of whether it succeeds on the Fortitude save to avoid the gust.

SEE THE UNSEEN
Least; 2nd
You grant yourself great powers of vision, allowing you to see invisible creatures and objects, as the see invisibility spell (PH 275). You also gain darkvision out to 60 feet for 24hours.

TERRIFYING ROAR
Greater; 5th
You utter a powerful roar that fills a 30-foot cone. All creatures within the area whose Hit Dice are equal to or less than your caster level become panicked for 1 round. Any creature that succeeds on a Will save is shaken for 1 round instead, during which time it cannot make a melee or ranged attack against you, nor target you with a spell or other effect. This is a mind-affecting fear effect.

VOIDSENSE
Lesser; 4th
You sharpen your hearing and sight, gaining blindsense out to 30 feet for 24 hours.

VORACIOUS DISPELLING
Lesser; 4th
You can use dispel magic as the spell (PH 223). Any creature with an active spell effect dispelled by this invocation takes 1 point of damage per level of the spell effect (no save).

WALK UNSEEN
Lesser; 2nd
You gain the ability to fade from view. You can use invisibility (self only) as the spell (PH 245), except that the duration is 24 hours.

WINGSTORM
Greater; 5th
With a mighty flap of your wings, you create a storm of winds around you, pushing away and knocking down nearby creatures. All creatures within 20 feet of you are pushed away until they are at least 25 feet away and then knocked prone. A successful Fortitude save negates the effect; creatures more than one size category larger than you are immune. If an affected creature encounters an obstacle (such as a wall or another creature), both it and the obstacle each take 2d6 points of damage (as if they had fallen 20 feet).
Invocations marked in Red are either tweaked or new.

Least Invocations (12 total)
Aura of Energy
Aquatic Adaptation
Beguiling Influence
Breath of the Night
Deafening Roar
Draconic Combat
Draconic Knowledge
Exhaled Darkness
Endure Exposure
Magical Insight
Scalding Dust
See the Unseen

Lesser Invocations (9 total)
Draconic Charm
Earthbind
Energy Resistance
Enthralling Voice
Frightful Presence
Humanoid Shape
Lower Spell Resistance
Voracious Dispelling
Walk Unseen

Greater Invocations (7 total)
Baleful Geas
Chilling Fog
Devour Magic
Draconic Polymorph
Draconic Toughness
Terrifying Roar
Wingstorm

Dark Invocations (4 total)
Animate Breath
Energy Immunity
Instill Vulnerability
Perilous Veil

LordErebus12
2014-07-25, 04:02 AM
Irradiated Dragonfire Adept

Class Details

Hit Die: d6.

Requirements
To qualify to become an Irradiated Dragonfire Adept, a character must fulfill all of the following criteria.

Skills: Intimidate (5 ranks), Spellcraft (3 ranks), Survival (5 ranks), and Use Magic Device (3 ranks).
Dragonfire Adept: 6th
Special: Must have contracted Blightburn and survive three full days.

Class Skills
The Irradiated Dragonfire Adept's class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Perception (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Use Magic Device (Cha).

Skill Ranks at Each Level: 4 + Int modifier.

Table: Irradiated Dragonfire Adept



Level

Base Attack
Bonus

Fort
Save

Ref
Save

Will
Save

Special

Invocation
Progression

Irradiated
Breath



1st

+0

+1

+0

+1

Bonus Feat, Irradiated Breath



+1d6



2nd

+1

+1

+1

+1

Radioactive Rage

+1 Existing Class

+2d6



3rd

+1

+2

+1

+2

Rage Power

+1 Existing Class

+3d6



4th

+2

+2

+1

+2

Bonus Feat, Mutations (3 pts.)

+1 Existing Class

+4d6



5th

+2

+3

+2

+3

Improved Radioactive Rage



+5d6



6th

+3

+3

+2

+3

Rage Power

+1 Existing Class

+6d6



7th

+3

+4

+2

+4

Bonus Feat, Mutations (6 pts.)

+1 Existing Class

+7d6



8th

+4

+4

+3

+4

Rage Power

+1 Existing Class

+8d6



9th

+4

+5

+3

+5

Greater Radioactive Rage



+9d6



10th

+5

+5

+3

+5

Bonus Feat, Mutations (9 pts.)

+1 Existing Class

+10d6




Class Features
The following are class features of the Irradiated Dragonfire Adept prestige class.

Weapon and Armor Proficiency:
An Irradiated Dragonfire Adept gains no armor or weapon proficiencies.

1st - Bonus Feat:
You gain any one bonus combat feat that you choose. You must still meet all the prerequisites for taking feats. You gain an additional bonus feat at 4th, 7th, and 10th level.

1st - Irradiated Breath (Su):
When you call upon the power of the imbedded dragonshards, you can augment the power of your breath weapon with radioactive energy as a swift action. It deals untyped damage in addition to its normal breath weapon damage.

The breath weapon also gains a secondary breath weapon effect, which inflicts the disease known as Blightburn. Those dealt damage must make a fortitude save (DC 22 or 10 + Irradiated Dragonfire Adept’s Class Level + Irradiated Dragonfire Adept’s Con modifier, whichever is higher).

However, there is a downside. The radiation generated while using this breath weapon causes intense radiation to flood your body. Each time you use this ability you take 1 point of Constitution damage. If you do not have a Constitution score or are somehow immune to Constitution damage, you cannot use this ability.

Blightburn
Type disease, contact (see text)
Save Fortitude DC 22.
Onset 1/day; Frequency 1/day
Effect 1d6 Con damage and 1d6 Cha damage; contact is automatic when a creature comes within a 60-foot radius, and can be blocked only by lead sheeting, 1 foot of stone, or a force effect.
Cure 2 consecutive saves.

2nd - Radioactive Rage (Ex):
An Irradiated Dragonfire Adept’s body is filled with radioactive dragonshards, which floods their bodies with radiation. Sometimes the dragonshards become unstable, releasing massive bursts of radiation centered on the Irradiated Dragonfire Adept, which affects anyone who comes within 10 feet. The Irradiated Dragonfire Adept visibly glows with radiation. The Irradiated Dragonfire Adept’s body begins to quickly regenerate from almost any injury. The Irradiated Dragonfire Adept becomes numb to pain and fear, growing incredibly tough and resistant to damage.

Starting at 2nd level, an Irradiated Dragonfire Adept can enter this special type of rage for a number of rounds per day equal to 4 + your Constitution modifier. At each level after 2nd, you can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from radioactive rage and spells like bear's endurance, do not increase the total number of rounds that an Irradiated Dragonfire Adept can rage per day. An Irradiated Dragonfire Adept can enter radioactive rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in radioactive rage, an Irradiated Dragonfire Adept gains Regeneration 1 (bypassed by Acid or Sonic), a +4 moral bonus to constitution, immunity to fear effects, and a +2 morale bonus on Will saves. In addition, they suffer a –2 penalty to Armor Class. The increase to Constitution grants the Irradiated Dragonfire Adept 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, an Irradiated Dragonfire Adept cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

An Irradiated Dragonfire Adept can end your rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. An Irradiated Dragonfire Adept cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If an Irradiated Dragonfire Adept falls unconscious, your rage immediately ends, placing you in peril of death.

3rd - Rage Powers (Ex):
As an Irradiated Dragonfire Adept gains levels, you learn to use your rage in new ways. Starting at 2nd level, an Irradiated Dragonfire Adept gains a rage power. You gain another rage power 5th and 8th level. An Irradiated Dragonfire Adept gains the benefits of rage powers only while raging, and some of these powers require the Irradiated Dragonfire Adept to take an action first. Unless otherwise noted, an Irradiated Dragonfire Adept cannot select an individual power more than once.

Any Irradiated Dragonfire Adept who meets the powers’ prerequisites can select and use rage powers. Totem rage powers grant powers related to a theme. An Irradiated Dragonfire Adept cannot select from more than one group of totem rage powers; for example, an Irradiated Dragonfire Adept who selects a beast totem rage power cannot later choose to gain any of the dragon totem rage powers (any rage power with “dragon totem” in its title).

4th - Mutations (Su):
At 4th level and higher, the Irradiated Dragonfire Adept gains a mutation pool, which they can spend on a number of mutations of their choice. Functionally, these are exactly like evolutions drawn from the eidolon class feature (see the summoner class entry for the full list of evolutions). You may pick any combination of evolutions, so as long as the total point cost is no higher than three. This mutation pool increases to six at 7th level and nine at 10th level.

Like an eidolon, you may not change these mutations until you level up again. You may only select evolutions available to someone of your body type, meaning that a bipedal creature (IE: most humanoids) cannot select an evolution that only a serpentine or quadruped eidolon could take. Additionally, you now can qualify for the extra evolution feat, despite not being an eidolon.

5th - Improved Radioactive Rage (Ex):
When an Irradiated Dragonfire Adept enters radioactive rage, the regeneration increases to 3, the morale bonus to your Constitution increases to +6, and the morale bonus on your Will saves increases to +3.

9th - Greater Radioactive Rage (Ex):
When an Irradiated Dragonfire Adept enters radioactive rage, the regeneration increases to 5, the morale bonus to your Constitution increases to +8, and the morale bonus on your Will saves increases to +4.

Ilinoris
2014-07-25, 06:21 AM
Draconic Flight (Su):
At 10th level, you may manifest wings of elemental energy, gaining a fly speed equal to twice your base land speed with average maneuverability.



Is this a move action, swift, free?

Edit: Also, why is Sonic cone only? Personally I feel that a line is more Sonic-esque.

LordErebus12
2014-07-29, 09:01 PM
Breath Weapon Changes:
You begin with any one type of breath weapon, drawn from the choices on the breath weapon table. you may only use that type of breath weapon until you gain another type. This allows you to begin with a breath weapon other than the standard fire (cone or line) type. sure you dont get access to both shapes for fire at first level, but you do eventually gain access to all varieties. Its a minor drawback for the increased damage and extra effects you are gaining. You no longer have to take energy altering breath effects to change your energy type.

The range doubles earlier than before and eventually triples. Furthermore, you can now apply secondary effects to your breath weapon, which generally stack with the normal damage dealt by the breath weapon. For instance, you could exhale a line of frost that deals cold damage and slows the targets caught within.

Later on, you gain the ability to apply draconic surges, reminiscent of the Power Surge feat from dragon magazine mixed with metabreath feats. they increase the recharge rate on your breath weapon, typically an extra 1d4 rounds, but they can be stacked on top of each other for extra rounds and dont cost feat slots (something the DFA was starved for before). A bit later, you gain the ability to admixture your breath weapons, allowing you to add in an energy type to the mix without restricting the shape of the breath weapon. it doesn't add extra dice, but you are getting more damage than the standard DFA.

I will note that all Tiamat/Bahamut flavor has been removed, with the five-fold breath removed entirely. It was crazy busted with a lot of builds and with the new increase in damage, it simply had to go.


Invocation changes:
There are several tweaks and a couple of new invocations to the list. I've marked the names in red on the short hand list to show which are new/changed, but i'm not gonna go back through and mark exactly where i've changed them. It'll take too much time to do so, in my opinion.

The biggest loss is the lack of any draconic flight invocations. This was done because of the new class features, Wings of the Dragon and Improved Flight. You gain flight speeds equal to those invocations, although the maneuverability is one step lower (reflecting dragon's generally poorer maneuverability). These wings are decent, but come at 10th level (improving at 20th), which is slower than the normal invocation versions. Its a nerf i'm willing to live with.

Several invocations are added that deal with flying foes, creatures with high SR and even some more polymorphing effects. All useful and were lacking from the old version.


Other class changes:
You gain all martial weapon proficiencies, although this is more for flavor and for those who will attempt to prestige later into classes that require it, like the Eldritch Knight.

Damage reduction is better this time around. DR X/Magic is terribly weak, and its reduction of 2 or 5 hardly mattered at all. It now is DR X/Magic and Piercing, reflecting the scales ability to slightly deflect the force of slashing and bludgeoning attacks by their overlapping plates. It also reflects the potency of weapons like the dragonlance, which is the bane of dragons.

The scales class feature now stacks with existing sources of natural armor, which is a nice boost to those with it naturally.


Capstone Changes:
you had the breath weapon, invocations, draconic blood, wings and scales... you now become a dragon, something which I felt was lacking. You are already infused with draconic powers, why not?



Opinions? Questions?

LordErebus12
2015-02-25, 04:54 PM
posted a custom prc for the dragonfire adept.

it lets you become godzilla, basically.