Difference between revisions of "Dragonfire Adept"

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!colspan="6"|[[Classes#Base_Classes | Base Classes]] | [[Classes#Prestige_Classes | Prestige Classes]]
 
!colspan="6"|[[Classes#Base_Classes | Base Classes]] | [[Classes#Prestige_Classes | Prestige Classes]]
 
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| [[Barbarian]] | [[Bard]] | [[Cleric]] | [[Dragonfire Adept]] | [[Druid]] | [[Eldryn]] | [[Fighter]] | [[Monk]] | [[Wizard]]
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| [[Barbarian]] | [[Bard]] | [[Cleric]] | [[Dragonfire Adept]] | [[Druid]] | [[Eldryn]] | [[Fighter]] | [[Monk]]
 
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| [[Ranger]] | [[Rogue]] | [[Sorcerer]] | [[Spirit Shaman]] | [[Swashbuckler]] | [[Warsanct]]
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| [[Ranger]] | [[Rogue]] | [[Sorcerer]] | [[Spirit Shaman]] | [[Swashbuckler]] | [[Warsanct]] | [[Wizard]]
 
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Having emerged in only the last few hundred years, Dragon Magic (as it is called among Eramerans) is a relatively new phenomena, understudied, and poorly understood. Those with the knack for it claim to be able to see 'patterns' and 'energies' that they can then 'guide', often with the use of specific gestures and movements to create extraordinary magical effects. While many effects can be achieved this way, the process is slow and difficult, which has given rise to what many Adepts call a 'Template'. A Template is a pre-defined flow of energy within themselves that they can then project onto the energies around them, allowing for far faster, near instant effects. Unfortunately, it seems that a single person can only support so many templates at once, leaving them with limited, albeit powerful, choices in the heat of the moment.
 
Having emerged in only the last few hundred years, Dragon Magic (as it is called among Eramerans) is a relatively new phenomena, understudied, and poorly understood. Those with the knack for it claim to be able to see 'patterns' and 'energies' that they can then 'guide', often with the use of specific gestures and movements to create extraordinary magical effects. While many effects can be achieved this way, the process is slow and difficult, which has given rise to what many Adepts call a 'Template'. A Template is a pre-defined flow of energy within themselves that they can then project onto the energies around them, allowing for far faster, near instant effects. Unfortunately, it seems that a single person can only support so many templates at once, leaving them with limited, albeit powerful, choices in the heat of the moment.
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______________________________
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'''''Class Features''''':
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'''Hit Die''': d8
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'''Base Attack Bonus''': Low
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'''High Saves''': Will and Fort.
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'''Weapon Proficiencies''': Simple weapons.
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'''Armor Proficiencies''': Dragonfire Adepts are proficient with light armor. Dragonfire Adepts have access to Armored Caster and can use any of their Templates while wearing light armor, without incurring the normal arcane spell failure chance. Like arcane spellcasters, a Dragonfire Adept wearing Medium or Heavy armor or using a shield incurs a chance of arcane spell failure (all Templates have somatic components).
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'''Skill Points''': 4 + Int modifier per level, x4 at first level.
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'''Class Skills''': Decipher Script, Knowledge (All), Perception, Spellcraft, Use Magic Device
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'''Templates:''' A Dragonfire Adept has a repertoire of attacks, defenses, and other abilities known as Draconic Templates, which allow her to focus the energies that surround her. A Dragonfire Adept can use any Template she knows at will.
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A Dragonfire Adept's Templates are spell-like abilities; using a Template is therefore a standard action that provokes attacks of opportunity. To avoid provoking such attacks, a Dragonfire Adept can use a Template defensively by making a successful Concentration check. A Template can be disrupted, just as a spell can be ruined during casting. If a Dragonfire Adept is hit by an attack while invoking a Template, she is entitled to a Concentration check to successfully use the Template, just as a spellcaster would be. Her Templates are subject to spell resistance unless an Template's description specifically states otherwise. A Dragonfire Adept's caster level with her Templates is equal to her class level. She can dismiss any Template as a standard action, just as a wizard can dismiss a spell.
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If an Template allows a saving throw, its DC is 10 + the equivalent spell level + the Dragonfire Adept's Wisdom modifier.
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The four grades of Templates, in order of their relative power, are least, lesser, greater, and dark. A 1st-level Dragonfire Adept begins with knowledge of one least Template, gaining access to more Templates and higher grades as she attains levels. At any level when a Dragonfire Adept learns a new Template, she can also replace an Template she already knows with another Template of the same or lower grade.
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Unlike other spell-like abilities, Draconic Templates are subject to arcane spell failure chance as described under Weapon and Armor Proficiency, above.
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'''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 20-foot cone or a 40-foot line. This breath weapon deals 1d6 points of fire damage per two class levels; a successful Reflex save (DC 10 + 1/2 your class level + your Wisdom modifier) halves the damage.
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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).
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At 10th level, your cone-shaped breath weapon's range doubles to 40 feet, and your line-shaped breath weapon's range doubles to 80 feet.
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'''Alertness:''' At 1st level a Dragonfire Adept's senses become heightened, granting them the benefits of the Alertness feat.
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'''Breath Effect:''' At 2nd, 5th, 10th, 12th, 15th, and 20th level, you can select one of the breath effects in Table 2-2: Dragonfire Adept Breath Effects for which you meet the minimum level prerequisite. These breath effects can alter your breath weapon's damage type or area, or apply a condition to targets in place of damage. Each time you use your breath weapon, you can choose to apply any one breath effect that you know. The chosen effect either replaces the normal fire damage dealt by your breath weapon or replaces the standard area of your breath weapon. 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 fire breath weapon every round).
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'''Scales (Ex):''' At 2nd 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.
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'''Damage Reduction (Ex):''' At 6th level, you gain damage reduction 2/Silver. At 16th level, this improves to damage reduction 5/Silver.
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'''Immunities (Ex):''' At 19th level, you gain immunity to paralysis and sleep.
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Table 2-2
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{| class="wikitable"
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|-
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! scope="col"| DFA Level
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! scope="col"| Breath Type
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! scope="col"| Description
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|-
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! scope="row"| 2
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| Frost Breath
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| You can breathe a cone of cold. The save for this breath is Fortitude, rather than Reflex. This breath weapon has a 1 round cooldown.
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|-
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! scope="row"| 2
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| Electric Breath
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| You can breathe a line of electricity. This breath weapon has a 1 round cooldown.
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|-
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!scope="row"| 2
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| Sickness Breath
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| You can breathe a cone of sickness.  Those who fail a fort save are sickened for two rounds, and those who make it are sickened for 1 round. This breath weapon has a 1 round cooldown.
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|-
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!scope="row"| 5
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| Acid Breath
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| You can breathe a cone of acid. This breath weapon has a 1 round cooldown.
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|-
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!scope="row"| 5
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| Shaped Breath
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| The first four non-hostile targets caught in your breath are not affected by it. You can apply any one other breath effect you know to this breath.  If used with Cloud Breath, you can only use the fire breaths.  Any other breath used with both active will apply this effect only.
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|-
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!scope="row"| 5
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| Slow Breath
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| You can breathe a cone of slowness.  Those who fail a fort save are slowed for 2 rounds, or for 1 round if they succeed. This breath weapon has a 1 round cooldown.
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|-
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!scope="row"| 5
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| Weakening Breath
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| You can breathe either a cone of weakness.  Those who fail a fort save are given a -6 Strength penalty for four rounds.  Success reduces the duration to 2 rounds. This breath weapon has a 1 round cooldown.
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|-
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!scope="row"| 10
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| Cloud Breath
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| Instead of a cone, your breath expands in a cloud around you for 20'.  This cannot be applied to line breath weapons. You can apply any one other breath effect you know to this breath.  If used with Shaped Breath, you can only use the fire breaths.  Any other breath used with both active will apply Shaped Breath only.
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|-
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!scope="row"| 10
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| Enduring Breath
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| Any creature damaged by your breath with this effect applied takes half the initial damage again on the following round. This effect can only be applied to a fire breath.
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|-
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!scope="row"| 10
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| Sleep Breath
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| You can breathe a cone of sleep.  Those who fail a will save are put to sleep for 1 round. This breath weapon has a 1 round cooldown.
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|-
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!scope="row"| 10
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| Thunder Breath
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| You can breathe a cone of thunder. The save for this breath is Fortitude, rather than Reflex. This breath weapon has a 1 round cooldown.
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|-
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!scope="row"| 15
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| Disintegrating Breath
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| You can breathe a line of pure transmutative energy.  Damage is doubled, and this requires a Fortitude save instead of Reflex. When you use this breath, you take damage equal to twice your class level, which can't be lessened or reduced. This breath weapon has a 1 round cooldown.
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|-
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!scope="row"| 15
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| Force Breath
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| You can breathe a line of force. This breath weapon has a 1 round cooldown.
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|-
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!scope="row"| 15
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| Paralyzing Breath
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| You can breathe a cone of paralyzation.  Those who fail a fort save are paralyzed for 1 round. This breath weapon has a 1 round cooldown.
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|-
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!scope="row"| 15
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| Fivefold Breath
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| As a full round action, you breathe 5 different breaths: a Cone of Acid, a Cone of Cold, a Cone of Fire, a Cone of Sound, and a Cone of Electricity.  Each one has its own reflex save, and each one does 5d6 damage. When you use this breath, you take damage equal to your class level, which can't be lessened or reduced. In addition, you cannot use any breaths the following round.
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|}

Latest revision as of 22:51, 3 May 2021

Base Classes | Prestige Classes
Barbarian | Bard | Cleric | Dragonfire Adept | Druid | Eldryn | Fighter | Monk
Ranger | Rogue | Sorcerer | Spirit Shaman | Swashbuckler | Warsanct | Wizard

Having emerged in only the last few hundred years, Dragon Magic (as it is called among Eramerans) is a relatively new phenomena, understudied, and poorly understood. Those with the knack for it claim to be able to see 'patterns' and 'energies' that they can then 'guide', often with the use of specific gestures and movements to create extraordinary magical effects. While many effects can be achieved this way, the process is slow and difficult, which has given rise to what many Adepts call a 'Template'. A Template is a pre-defined flow of energy within themselves that they can then project onto the energies around them, allowing for far faster, near instant effects. Unfortunately, it seems that a single person can only support so many templates at once, leaving them with limited, albeit powerful, choices in the heat of the moment.

______________________________

Class Features:

Hit Die: d8

Base Attack Bonus: Low

High Saves: Will and Fort.

Weapon Proficiencies: Simple weapons.

Armor Proficiencies: Dragonfire Adepts are proficient with light armor. Dragonfire Adepts have access to Armored Caster and can use any of their Templates while wearing light armor, without incurring the normal arcane spell failure chance. Like arcane spellcasters, a Dragonfire Adept wearing Medium or Heavy armor or using a shield incurs a chance of arcane spell failure (all Templates have somatic components).

Skill Points: 4 + Int modifier per level, x4 at first level.

Class Skills: Decipher Script, Knowledge (All), Perception, Spellcraft, Use Magic Device

Templates: A Dragonfire Adept has a repertoire of attacks, defenses, and other abilities known as Draconic Templates, which allow her to focus the energies that surround her. A Dragonfire Adept can use any Template she knows at will.

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

If an Template allows a saving throw, its DC is 10 + the equivalent spell level + the Dragonfire Adept's Wisdom modifier.

The four grades of Templates, in order of their relative power, are least, lesser, greater, and dark. A 1st-level Dragonfire Adept begins with knowledge of one least Template, gaining access to more Templates and higher grades as she attains levels. At any level when a Dragonfire Adept learns a new Template, she can also replace an Template she already knows with another Template of the same or lower grade.

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

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 20-foot cone or a 40-foot line. This breath weapon deals 1d6 points of fire damage per two class levels; a successful Reflex save (DC 10 + 1/2 your class level + your Wisdom modifier) halves the damage.

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 10th level, your cone-shaped breath weapon's range doubles to 40 feet, and your line-shaped breath weapon's range doubles to 80 feet.

Alertness: At 1st level a Dragonfire Adept's senses become heightened, granting them the benefits of the Alertness feat.

Breath Effect: At 2nd, 5th, 10th, 12th, 15th, and 20th level, you can select one of the breath effects in Table 2-2: Dragonfire Adept Breath Effects for which you meet the minimum level prerequisite. These breath effects can alter your breath weapon's damage type or area, or apply a condition to targets in place of damage. Each time you use your breath weapon, you can choose to apply any one breath effect that you know. The chosen effect either replaces the normal fire damage dealt by your breath weapon or replaces the standard area of your breath weapon. 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 fire breath weapon every round).

Scales (Ex): At 2nd 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.

Damage Reduction (Ex): At 6th level, you gain damage reduction 2/Silver. At 16th level, this improves to damage reduction 5/Silver.

Immunities (Ex): At 19th level, you gain immunity to paralysis and sleep.

Table 2-2

DFA Level Breath Type Description
2 Frost Breath You can breathe a cone of cold. The save for this breath is Fortitude, rather than Reflex. This breath weapon has a 1 round cooldown.
2 Electric Breath You can breathe a line of electricity. This breath weapon has a 1 round cooldown.
2 Sickness Breath You can breathe a cone of sickness. Those who fail a fort save are sickened for two rounds, and those who make it are sickened for 1 round. This breath weapon has a 1 round cooldown.
5 Acid Breath You can breathe a cone of acid. This breath weapon has a 1 round cooldown.
5 Shaped Breath The first four non-hostile targets caught in your breath are not affected by it. You can apply any one other breath effect you know to this breath. If used with Cloud Breath, you can only use the fire breaths. Any other breath used with both active will apply this effect only.
5 Slow Breath You can breathe a cone of slowness. Those who fail a fort save are slowed for 2 rounds, or for 1 round if they succeed. This breath weapon has a 1 round cooldown.
5 Weakening Breath You can breathe either a cone of weakness. Those who fail a fort save are given a -6 Strength penalty for four rounds. Success reduces the duration to 2 rounds. This breath weapon has a 1 round cooldown.
10 Cloud Breath Instead of a cone, your breath expands in a cloud around you for 20'. This cannot be applied to line breath weapons. You can apply any one other breath effect you know to this breath. If used with Shaped Breath, you can only use the fire breaths. Any other breath used with both active will apply Shaped Breath only.
10 Enduring Breath Any creature damaged by your breath with this effect applied takes half the initial damage again on the following round. This effect can only be applied to a fire breath.
10 Sleep Breath You can breathe a cone of sleep. Those who fail a will save are put to sleep for 1 round. This breath weapon has a 1 round cooldown.
10 Thunder Breath You can breathe a cone of thunder. The save for this breath is Fortitude, rather than Reflex. This breath weapon has a 1 round cooldown.
15 Disintegrating Breath You can breathe a line of pure transmutative energy. Damage is doubled, and this requires a Fortitude save instead of Reflex. When you use this breath, you take damage equal to twice your class level, which can't be lessened or reduced. This breath weapon has a 1 round cooldown.
15 Force Breath You can breathe a line of force. This breath weapon has a 1 round cooldown.
15 Paralyzing Breath You can breathe a cone of paralyzation. Those who fail a fort save are paralyzed for 1 round. This breath weapon has a 1 round cooldown.
15 Fivefold Breath As a full round action, you breathe 5 different breaths: a Cone of Acid, a Cone of Cold, a Cone of Fire, a Cone of Sound, and a Cone of Electricity. Each one has its own reflex save, and each one does 5d6 damage. When you use this breath, you take damage equal to your class level, which can't be lessened or reduced. In addition, you cannot use any breaths the following round.
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