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JNAProductions
2022-04-15, 07:42 PM
Dragonfire Adept

Level
BAB
Fort
Ref
Will
Special

Breath Weapon

Invocations


1st
+0
+2
+0
+2
Breath Weapon, Least Invocations

1d6

2


2nd
+1
+3
+0
+3
Damage Reduction, Breath Effect

1d6

2


3rd
+1
+3
+1
+3
Scales

2d6

3


4th
+2
+4
+1
+4
Dragonkin

2d6

3


5th
+2
+4
+1
+4
Breath Effect, Breath Weapon Improvement

3d6

3


6th
+3
+5
+2
+5
Lesser Invocations

3d6

4


7th
+3
+5
+2
+5
Draconic Aura

4d6

4


8th
+4
+6
+2
+6
Immunity (Sleep), Breath Effect

4d6

5


9th
+4
+6
+3
+6
Damage Reduction Improvement

5d6

5


10th
+5
+7
+3
+7
Breath Effect, Breath Weapon Improvement

5d6

5


11th
+5
+7
+3
+7
Greater Invocations

6d6

6


12th
+6/+1
+8
+4
+8
Breath Effect

6d6

6


13th
+6/+1
+8
+4
+8


7d6

7


14th
+7/+2
+9
+4
+9
Double Draconic Aura

7d6

7


15th
+7/+2
+9
+5
+9
Breath Effect, Breath Weapon Improvement

8d6

7


16th
+8/+3
+10
+5
+10
Dark Invocations, Immunity (Paralysis)

8d6

8


17th
+8/+3
+10
+5
+10


9d6

8


18th
+9/+4
+11
+6
+11
Breath Effect

9d6

9


19th
+9/+4
+11
+6
+11
Damage Reduction Improvement

10d6

9


20th
+10/+5
+12
+6
+12
Breath Effect, Breath Weapon Improvement

10d6

9


Alignment: Any
Hit Die: 1d8

Class Skills:
Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Fly (Dex), Intimidate (Cha), all Knowledge (Int), Linguistics (Int), Perception (Wis), Sense Motive (Wis), Spellcraft (Int), Use Magic Device (Cha)
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier

Weapon And Armor Proficiency
A Dragonfire Adept is proficient with all simple weapons and light armor, but not shields.

Invocations (Sp)
At the levels indicated on the table, a Dragonfire Adept gains Invocations-special abilities granted to them by their draconic nature. Unless otherwise stated, an Invocation can be used at-will. Invocations are (unless otherwise noted) a Spell-Like Ability that takes a standard action to perform and provokes Attacks Of Opportunity, unless the Dragonfire Adept casts defensively. The caster level of these abilities are equal to your levels in this class.

If an Invocation calls for a saving throw, the DC is 10+the equivalent spell level+your Charisma modifier. If there is no equivalent spell, use half the levels in this class (rounded up) in place.

There are four tiers of Invocations. At first level, you only have access to Least, but gain more and more powerful Invocations as you level up.

Despite being Spell-Like Abilities, Invocations suffer from Arcane Spell Failure, but only if wearing armor you are not proficient in.

Breath Weapon (Su)
At 1st level, you gain a breath weapon that you can use at will as a standard action. Each time you use your breath weapon, you can choose whether it takes the form of a 15-foot cone or a 30-foot line. This breath weapon deals 1d6 points of fire damage; a successful Reflex save of DC 10+half your levels in this class (rounded up)+your Constitution modifier halves the damage. The damage increases as shown on the table.

You are always immune to the effects of your own breath weapon.

At level five and every five levels thereafter, the range of your cone breath increases by 5' and the range of your line breath increases by 10'.

Damage Reduction (Su)
At level two, you gain DR/Magic equal to half your levels in this class, rounded down.

At level nine, you may upgrade your DR to include, in addition to Magic, one of the following:
-Adamantine
-Cold Iron
-Silver
-One Alignment opposed to your own (Cannot be selected for an axis you are neutral on)

At level nineteen, you may select one additional requirement.

This would be, at level nine, DR 4/Magic and Silver, or whatever you picked.

Not DR 4/Magic or Silver, which would make it weaker.

Just wanted to make that clear.

Breath Effect (Su)
At levels two, five, eight, ten, twelve, fifteen, eighteen, and twenty, you gain a new way to use your Breath Weapon, chosen from any of the breath effects you qualify for.

Scales (Ex)
At level three, you gain hardened scales. Your natural armor improves by 1 for every three levels you have in this class.

Dragonkin (Ex)
At fourth level, you gain a +4 competence bonus on Diplomacy checks made to influence the attitude of dragons or creatures of the dragonblood subtype (see page 4). You are treated as a dragon for the purpose of determining whether frightful presence can affect you.

Draconic Aura (Su)
At level seven, you gain an aura of draconic power. You can manifest it as a swift action, and it applies the bonus to all allies (including yourself) within 30' and line of effect. You can deactivate the aura as a free action. It is also deactivated if you fall unconscious, die, or activate another aura. The bonus is +2 at level seven, increasing to +3 at fourteenth level and +5 at twentieth level.

You have access to the following auras:

Energy-This aura grants you a bonus on the save DC for your acid, cold, electricity, or fire effects; choose one type when you activate the aura. The bonus applies to spells, powers, spell-like abilities, supernatural abilities, or any other ability that either has the appropriate descriptor or deals damage of the chosen type.
Insight-This aura grants you a bonus on Knowledge and Spellcraft checks.
Power-This aura grants you a bonus on caster level checks made to overcome spell resistance (and manifester level checks made to overcome power resistance).
Presence-This aura grants you a bonus on Bluff, Diplomacy, and Intimidate checks.
Resistance-This aura grants you resistance to acid, cold, electricity, or fire (choose one when you activate the aura) equal to 5 × your bonus.
Resolve-This aura grants you a bonus on Concentration checks and on saves against fear, paralysis, and sleep effects.
Senses-This aura grants you a bonus on Perception and Initiative checks.
Stamina-This aura grants you a bonus on Constitution checks (but not Constitution-based skill checks) and Fortitude saves.
Swiftness-This aura grants you a bonus on Acrobatics, Climb, Fly, and Swim checks. It also increases your climb, fly, and swim speeds by 5 × your bonus. (The aura doesn’t grant you a fly or swim speed if you don’t already have one.)
Toughness-This aura grants you damage reduction 1/magic for each point of your bonus.

At level fourteen, you may project up to two auras at once, starting each as a swift action.

Immunity
At level eight, you gain immunity to sleep effects.

At level sixteen, you also gain immunity to paralysis effects.


Unless otherwise stated, you may only apply one breath effect to any given attack.

2nd Level
Frost Breath-Deal cold damage. Fortitude save.
Lightning Breath-Deal lightning damage.
Sickening Breath-Sicken foes who fail a Fortitude save for two rounds. One on a passed save. No damage dealt.

5th Level
Acid Breath-Deal acid damage. Fortitude save.
Slow Breath-Any creature who fails a Fortitude save is slowed for two rounds, or one on a passed save. A slowed creature can only take one standard or move action on their turn, but not both or full-round actions. They also suffer a -1 penalty to AC, CMD, and Reflex saves. Finally, their move speed is halved.
Weakening Breath-Any creature who fails a Fortitude save is weakened for two rounds, or one on a passed save. A weakened creature suffers a -6 penalty to their Strength score, and any damage they deal is halved (rounding down).

10th Level
Cloud Breath-Your breath may come out as a 20' radius spread around you. You may apply one other breath effect to this attack.
Enduring Breath-Any creature who suffers damage from your Breath Weapon suffers an additional half the damage taken at the end of their next turn. There is no save against this damage. You may apply one other breath effect to this attack.
Thunder Breath-Deal sonic damage. Fortitude save.

15th Level
Force Breath-Deal force damage.
Least
Aquatic Adaptation (Su)-You gain the ability to breath underwater, a swim speed equal to your base land speed, and your breath weapon functions normally underwater. This invocation is always active.
Beguiling Influence (Ex)-You gain a +6 bonus to Bluff, Diplomacy, and Intimidate checks. This invocation is always active.
Breath Of The Night (Sp)-You may cast Fog Cloud.
Darkness (Sp)-You may cast Darkness.
Deafening Roar (Su)-You can unleash a massive roar. All creatures within a 30' cone must make a Fortitude save or become deafened for an hour.
Draconic Knowledge (Ex)-You gain a +6 bonus to Knowledge and Spellcraft checks, and may make them untrained. This invocation is always active.
Endure Exposure (Sp)-You can cast Endure Elements. Anyone under the effect of this spell as cast by you is also immune to the effects of your breath weapon.
Magic Insight (Su)-You are under the effects of the Detect Magic spell. This does not require concentration. This invocation is always active.
See The Unseen (Sp)-You may cast See Invisibility. This is usable at-will. You also gain 60' Darkvision, always active.

Lesser
Charm (Sp)-You may cast Charm Monster. You cannot have more than one creature charmed by this at a time.
Draconic Flight (Ex)-You gain a fly speed equal to your land speed. You also gain a +6 bonus to your Fly checks.
Energy Resistance (Su)-You gain resistance to any one energy type, equal to your caster level. This is always active, and the type may be changed as a standard action.
Frightful Presence (Su)-After attacking or using your breath weapon, you may attempt to frighten all foes within 30'. They must make a Will save-on a failure, they are shaken for 10 minutes. Anyone immune to a dragon's Frightful Presence is immune to this as well.
Voidsense (Su)-You gain 30' of blindsense. This invocation is always active.
Voracious Dispelling (Sp)-You may cast Dispel Magic. Any creature who has a spell on them dispelled by this takes one point of damage per level of the spell, with no saves allowed.
Walk Unseen (Sp)-You may cast Invisibility targeting yourself only.

Greater
Chilling Fog (Sp)-You may cast Solid Fog. Anyone who enters or starts their turn in the fog takes 2d6 cold damage.
Draconic Toughness (Su)-Gain THP equal to your caster level.
Humanoid Shape (Su)-You can change your appearance to look like any humanoid form of the same size.
Terrifying Roar (Su)-You roar in a 30' cone, causing anyone in there to make a Will save. On a success, they are shaken for one round. On a failure, they are frightened for one round, and cannot target you with anything while frightened. This is a mind-affecting ability.

Dark
Draconic Flight, Greater (Ex)-As Draconic Flight, but your flight speed is double your land speed and you gain a +12 bonus to your Fly checks, rather than +6.
Energy Immunity (Su)-Gain immunity to any one energy type. This invocation is always active, and the type may be changed as a full-round action.


This is a completed class, not too changed from its 3.5 incarnation. I do want to add more, especially archetypes, but for now, it's technically done.