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Dragonfire Adept

(Dragon Magic variant, p. 24)

Whether they are bold champions defending the weak and downtrodden, or merciless raiders seeking might and riches, dragonfire adepts are imposing figures who command the magic of dragonkind.

Hit die

d8

Starting gold

2d4x10

Skill points

4 + Int

Class Features

Weapon and Armor Proficiency: Dragonfire adepts are proficient with simple 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 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 (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 Table 2—1.

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 30 feet, and your line-shaped breath weapon's range doubles to 60 feet.

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

See page 77 in Chapter 3: Draconic Magic for full descriptions of the breath effects.

Table 2—2: DRAGONFIRE ADEPT BREATH EFFECTS

Min Level Breath Effect Benefit
2nd Frost Breath Cone-shaped breath weapon deals cold damage
2nd Lightning Breath Line-shaped breath weapon deals electricity damage
2nd Sickening Breath Cone-shaped breath weapon sickens creatures
5th Acid Breath Breath weapon deals acid damage
5th Shaped Breath Create safe zones in your breath weapon's area
5th Slow Breath Cone-shaped breath weapon slows creatures
5th Weakening Breath Cone-shaped breath weapon imposes —6 penalty to Strength
10th Cloud Breath Breath weapon can take form of 20-foot radius cloud
10th Enduring Breath Breath weapon deals damage over 2 rounds
10th Sleep Breath Cone-shaped breath weapon puts weak creatures to sleep
10th Thunder Breath Cone-shaped breath weapon deals sonic damage
15th Discorporating Breath of Bahamut Line-shaped breath weapon deals double damage, disintegrates creatures
15th Force Breath Line-shaped breath weapon deals force damage
15th Paralyzing Breath Cone-shaped breath weapon paralyzes creatures for 1 round
15th Fivefold Breath of Tiamat Breathe five different breath weapons simultaneously

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.

If you already have a natural armor bonus, use the higher of the two values.

Dragonkin (Ex): At 4th 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.

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

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

Advancement

Level BAB Fort Ref Will Special Invocations Known
1st +0 +2 +0 +2 Breath weapon 1d6, Dragontouched, least invocations 1
2nd +1 +3 +0 +3 Breath effect, scales +2 1
3rd +1 +3 +1 +3 Breath weapon 2d6 2
4th +2 +4 +1 +4 Dragonkin 2
5th +2 +4 +1 +4 Breath weapon 3d6, breath effect 2
6th +3 +5 +2 +5 Damage reduction 2/magic, lesser invocations 3
7th +3 +5 +2 +5 Breath weapon 4d6 3
8th +4 +6 +2 +6 Scales +3 4
9th +4 +6 +3 +6 Breath weapon 5d6 4
10th +5 +7 +3 +7 Breath weapon range doubles, breath effect 4
11th +5 +7 +3 +7 Breath weapon 6d6, greater invocations 5
12th +6/+1 +8 +4 +8 Breath effect 5
13th +6/+1 +8 +4 +8 Scales +4 6
14th +7/+2 +9 +4 +9 Breath weapon 7d6 6
15th +7/+2 +9 +5 +9 Breath effect 6
16th +8/+3 +10 +5 +10 Damage reduction 5/magic, dark invocations 7
17th +8/+3 +10 +5 +10 Breath weapon 8d6 7
18th +9/+4 +11 +6 +11 Scales +5 8
19th +9/+4 +11 +6 +11 Immunities 8
20th +10/+5 +12 +6 +12 Breath weapon 9d6, breath effect 8

Class skills

Skill name Key ability Trained only Armor check penalty
Appraise INT no no
Bluff CHA no no
Climb STR no yes
Concentration CON no no
Craft INT no no
Decipher Script INT yes no
Diplomacy CHA no no
Intimidate CHA no no
Jump STR no yes
Knowledge (arcana) INT yes no
Knowledge (architecture and engineering) INT yes no
Knowledge (dungeoneering) INT yes no
Knowledge (geography) INT yes no
Knowledge (history) INT yes no
Knowledge (local) INT yes no
Knowledge (nature) INT yes no
Knowledge (nobility and royalty) INT yes no
Knowledge (psionics) INT yes no
Knowledge (religion) INT yes no
Knowledge (the planes) INT yes no
Listen WIS no no
Search INT no no
Sense Motive WIS no no
Speak Language None yes no
Spellcraft INT yes no
Spot WIS no no
Use Magic Device CHA yes no

Spells for Dragonfire Adept