Requested: Dragonfire Adept [Tome]

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Requested: Dragonfire Adept [Tome]

Post by Koumei »

So, here is a class that came out late in the lifetime of 3.5, and I didn't think anybody cared about it. I sure didn't! Okay I used it for a few monsters, to chuck a basic small breath weapon onto them, or NPCs to do "Identify for hire".

But someone said they're a fan of mine, and requested this, so I am onto it!

The Dragonfire Adept
"I studied the ways of the dragons. Mostly I learned how to set punks like you on fire."

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Dragonfire Adepts are heroes (and villains) who wander around the world doing draconic things. Mostly this entails breathing on things to set them on fire or whatever. They have studied the powers of dragons - those fierce beasts that fly around terrorising the countryside laze about like cats and collect shinies like magpies, the magical creatures that tower above cities could actually sleep on your bed, generally.

Dragonfire Adepts are not born, they are taught. You don't just appear as a dragonfire adept because one of your ancestors needs to go to prison, they actually sit down and decide to learn how to be awesome, like a Wizard or Fighter or Archivist. That said, many of them learn their ways on the job, and a large portion of the learning is always going to be via experience. They are almost compelled to "go out adventuring".

Playing a Dragonfire Adept: Constitution is awesome for your Hit Points, and more importantly for determining the Save DC of your Breath Weapon. However you can also find uses for Charisma - Spell-Like Abilities are keyed to it, and sometimes you want to talk at people. The other Ability Scores depend very much on what you want to do in particular. Dragonfire Adepts tend to take feats that either make their Breath Weapon more awesome, or that generally make them better at fighting such as Juggernaut and Elusive Target.

Starting Age: as Cleric
Starting Wealth: as Rogue
Alignment: Dragonfire Adepts can be of any alignment, and this often determines the kind of dragon they like best, because they're colour-coded for your convenience.

Hit Die: d8
Skill Points per level: 4 + Int
Class Skills: Appraise, Bluff, Climb, Concentration, Craft (Any), Decipher Script, Diplomacy, Disable Device, Gather Information, Intimidate, Jump, Knowledge (Arcana, Nature, Dungeoneering), Listen, Ride, Search, Sense Motive, Spellcraft, Spot, Use Magic Device
Level:BAB:FortRefWillSpecial:Breath Weapon
1+0+2+2+2Blazing Breath, Draconic Mind2d6
2+1+3+3+3Frosty Breath, Spell-Like Abilities I3d6
3+2+3+3+3Projected Breath, Legacy Secret, Dragon Age4d6
4+3+4+4+4Explosive Breath, Arcane Insight5d6
5+3+4+4+4Shocking Breath, Dragoncraft6d6
6+4+5+5+5Sphere Access7d6
7+5+5+5+5Radiating Breath, Scales I8d6
8+6/+1+6+6+6Corrosive Breath10d6
9+6/+1+6+6+6Legacy Secret11d6
10+7/+2+7+7+7Booming Breath, Exhalation Enhancement12d6
11+8/+3+7+7+7Spell-Like Abilities II13d6
12+9/+4+8+8+8Sphere Access15d6
13+9/+4+8+8+8Concussive Breath16d6
14+10/+5+9+9+9Scales II, Shadow Breath18d6
15+11/+6/+6+9+9+9Legacy Secret20d6
16+12/+7/+7+10+10+10Spell-Like Abilities III23d6
17+12/+7/+7+10+10+10Gaseous Breath26d6
18+13/+8/+8+11+11+11Sphere Access, Final Dragon Age30d6
19+14/+9/+9+11+11+11Draconic Immunities35d6
20+15/+10/+10+12+12+12Annihilating Breath, Sorcerous Secrets40d6

Weapon and Armour Proficiencies: the Dragonfire Adept is proficient with Light and Medium Armour, but not with Shields of any kind. She is proficient with Simple and Natural Weapons, and one Martial or Exotic Weapon of choice. She is also proficient with any Armour or Shield that is specifically made out of dragon parts, and with any Intelligent Weapon. The Dragonfire Adept can sleep comfortably in any armour made from dragon scales, and treats the Maximum Dexterity as 2 points higher, ignoring the Armour Check Penalty outright.

Blazing Breath (Su): the Dragonfire Adept has a Breath Weapon. This extends in a Cone out to Close Range, and deals Fire damage with a Reflex Save (Constitution-based) for half. The damage is listed in the table, and is based on the class level, although stuff that advances caster levels or "other class features" should apply to this. This can be used once per round, with a Standard Action, however it can actually be modified by Metabreath Feats, simply adding a delay where there wouldn't normally be one.

Draconic Mind (Ex): the Dragonfire Adept sees the world in a similar way to how dragons see it. As a result, she gains the [Dragonblooded] Subtype or whatever it is, gains an Insight Bonus to Appraise, Knowledge and Spellcraft checks of +1 per 3 hit dice (round up), and gains Low-Light Vision, and 120' Darkvision. At 6 hit dice, this will become 250' Darkvision and 120' Blindsense and Tremorsense. At 12 hit dice, this becomes 500' Darkvision, 250' Blindsense and Tremorsense, and 120' Blindsight.

Frosty Breath (Su): at second level, the Dragonfire Adept can elect to deal Cold damage with her breath weapon instead of dealing Fire damage. She can make this choice every time she uses the breath weapon. When using the Cold breath, the save for half is a Fortitude Save.

Spell-Like Abilities I (Sp): at level two, the Dragonfire Adept can cast the following once each per day: Darkness, Light, Water Breathing, Ventriloquism, Ghost Sound, Command, Fog Cloud, Speak With Animals, Bless, Spider Climb. The caster level equals her hit dice, and the Save DC is 10 + half her hit dice + her Charisma Bonus.

Projected Breath (Su): at level three, the Dragonfire Adept gains the option of releasing her breath weapon in a Medium Line instead of a Close Cone.

Legacy Secret: at levels three, nine and fifteen, the Dragonfire Adept may select a Legacy Secret, a special power that is unlocked. Each one provides some special abilities at level three, level nine, and level fifteen.
  • Dragon Body: the Dragonfire Adept gains a Primary Bite (1d6+Str for a Medium character), a Primary Tail (1d8+Str*1.5 for a Medium character) and two Secondary Claws (1d4+Str*0.5 for a Medium character). These are all actually magic weapons with an Enhancement Bonus of +1 per 3 hit dice (round up). At level nine, she can cast Bloodwind and Greater Mighty Wallop three times each per day. At level fifteen, she can cast Sharptooth and Razorfangs at will.
  • Mighty Wings: the Dragonfire Adept gains two Secondary Wing attacks (1d4+Str*0.5 for a Medium character) and a Flight speed of double her land speed (Clumsy). At level nine, she can cast Wings of Cover and Wings of Flurry three times each per day, and the Flight speed becomes (Average), with the option to reduce it to Clumsy but at triple speed. At level fifteen, she can cast Primal Speed and Lord of the Sky at will, and her Flight speed becomes triple her land speed (Good), with the option to reduce it to Clumsy but at x10 speed.
  • Master of Exhalations: the Dragonfire Adept can cast the following spells at will: Dispelling Breath, Blinding Breath. Additionally, she can leave a number of 5' square "gaps" in her breath area equal to her hit dice, to save allies from death. At level nine she can also cast Rebuking Death and Stunning Breath, three times each per day. At level fifteen, she can also cast Ethereal Breath, Animate Breath, Enervating Breath and Breath Weapon Admixture once each per day.
  • Disciple of Bahamut: the Dragonfire Adept has a permanent Magic Circle Against Evil effect, can Detect Evil at will, and once per day can make her breath weapon Smiting: the Save DC increases by +4 against Evil targets, and is automatically Empowered. At level nine, she can Smite a second time per day, and can cast Voice of the Dragon and Antidragon Aura three times each per day. At level fifteen, she can Smite a third time per day, and can cast Aspect of the Platinum Dragon twice per day.
  • Servant of Tiamat: the Dragonfire Adept can cast Mesmerising Glare and Entice Gift at will, and has a permanent Magic Circle Against Good effect. At level nine, she can cast Curse of the Elemental Lords and Trance of the Verdant Domain three times each per day, and once per day can use two different breath weapons at the same time - though they must not share any area. At level fifteen, she can instead use three different breath weapons at the same time, again with no two areas overlapping, and may do so three times per day, and can cast Aspect of the Chromatic Dragon once per day.
  • Visions of Lichdom: the Dragonfire Adept already knows she wants to be a Dracolich. She has a pseudophylactery: some important item that is used as a focus, from which she can cast Magic Jar at will, but only on reptillian Animals with fewer hit dice than she has. At level nine, she becomes immune to Poison and Disease, and she can choose to release a rotting ichor breath weapon - instead of dealing damage, all in the area must pass a Fortitude Save or be Nauseated for 1 round per 5 dice of damage it deals (round up). At level fifteen, her type changes to Undead, gaining the [Dark Minded] Subtype. She can choose whether or not to also have the [Unliving] Subtype. Protip: Con scores are awesome.
Dragon Age (Ex): at level three, the Dragonfire Adept stops ageing completely. Bonuses and Penalties are no longer gained (and are retroactively lost), she doesn't visibly age, and she won't die of old age. Age-manipulating spells and effects have no effect on her. She is from this point on considered an Adult Dragon, regardless of age.

Explosive Breath (Su): at level four, the Dragonfire Adept gains the option of releasing her breath as a fireball type effect: it creates a Blast in Medium Range, with a radius of 10' plus 5' per four levels (round up).

Arcane Insight (Su): at level four, the Dragonfire Adept constantly Detects Magic. All the time. With a Full Round Action she can cast Identify at will.

Shocking Breath (Su): at level five, the Dragonfire Adept gains the option to deal Electricity damage with her Breath Weapon.

Dragoncraft (Ex): the fifth-level Dragonfire Adept can simply make stuff out of dead dragons as though it were no big deal. She effectively has Craft Magic Arms and Armour, but only for the purpose of making magic Dragonscale Armour and Shields, or weapons from dragon bones. She needn't supply any actual spells or experience for this, merely the dragon parts, half the item value in components, and time.

Sphere Access: at level six, the Dragonfire gains Basic Access to an Elemental Sphere. At level twelve, this improves to Advanced Access, and she gains Basic Access to another Elemental or Fiendish Sphere. At level eighteen, she gains Basic Access to another Elemental or Fiendish Sphere, and the first Sphere's access upgrades to Expert.

Radiating Breath (Su): at level seven, the Dragonfire Adept gains the ability to release her breath from every pore in her body, unleashing it as an Emanation centred on her but not actually including her. It extends out to Close Range.

Scales I (Ex): at level seven, the Dragonfire Adept develops special scales. She gains an Enhancement Bonus to Natural Armour of +1 per 3 hit dice (round up), and gains Resistance to Fire, Cold, Electricity and Acid equal to her hit dice.

Corrosive Breath (Su): at level eight, the Dragonfire Adept can choose to release a wave of acid or corrosive gas for her breath weapon. It deals Acid damage, and the save for half is a Fortitude Save.

Booming Breath (Su): at level ten, the Dragonfire Adept can make her breath weapon deal Sonic damage. This can be unleashed either as a massive boom that requires a Fortitude Save for half, or a high pitched keening that requires a Will Save for half.

Exhalation Enhancement (Su): at level ten, the Dragonfire Adept can add an annoying rider or bonus to the elemental breath weapons:
  • Fire: targets that fail their saving throw catch fire, make a Dispel attempt against all [Cold] effects in the area
  • Cold: targets that fail their saving throw are Slowed for one round, all water in the area is subject to a Freezing Sphere effect
  • Electricity: targets that fail their save are Entangled for one round
  • Acid: damage completely ignores Hardness and deals the full amount to objects, targets that fail their save are Sickened for one minute
  • Sonic: the Booming option causes a Shatter effect on all objects, and those who fail the save are Deafened for one minute. Those who fail to save against the Keening option Panic for 1 round.
Spell-Like Abilities II (Sp): at level eleven, the Dragonfire Adept can cast the following once each per day: Dominate Person, Control Winds, Geas, Wall of Stone, Detect Thoughts, Wall of Ice, Plant Growth, Hallucinatory Terrain. The caster level equals her hit dice, and the Save DC is 10 + half her hit dice + her Charisma Bonus.

Concussive Breath (Su): at level thirteen, the Dragonfire Adept gains the ability to deal Force damage with her breath weapon. This does not benefit from Exhalation Enhancement, though it's super effective against ghosts.

Scales II (Ex): at level fourteen, the Dragonfire Adept's scales, which were developed from research and study, are even better. The Enhancement Bonus to Natural Armour is also added as a Resistance Bonus to Saving Throws, and the Energy Resistances are doubled.

Shadow Breath (Su): at level fourteen, the Dragonfire Adept can choose to exhale shadowy darkness. Instead of dealing damage with a save for half, this deals 1 negative level for every 10 dice of damage it would deal (round down), with a Fortitude Save to negate. The negative levels will go away on their own in an hour, but can still be deadly right now. Yes, Empowering the Breath means more dice which can then be converted into more negative levels.

Spell-Like Abilities III (Sp): at level sixteen, the Dragonfire Adept can cast the following once each per day: Dominate Monster, Control Weather, Justice of the Wyrm King, Mind of the Labyrinth, Scintillating Scales. The caster level equals her hit dice, and the Save DC is 10 + half her hit dice + her Charisma Bonus.

Gaseous Breath (Su): at level seventeen, the Dragonfire Adept may release a special gas for the breath weapon. It deals no damage, but all in the area must pass a Will Save or have one of the following occur:
  • Fall Asleep for one round per five damage dice (round up)
  • Be Paralysed for one round per five damage dice (round up)
  • Panic for one round per five damage dice (round up)
Final Dragon Age (Ex): at level eighteen, the Dragonfire Adept is considered a Great Wyrm for the purpose of any obscure crap that is based on age categories. This also means she can take Epic Feats as long as she otherwise meets the requirements.

Draconic Immunities (Ex): at level nineteen, the Dragonfire Adept is immune to Paralysis, Sleep and one Energy Type of her choice. She may choose to, instead of the Energy Type, be immune to something roughly as common like [Compulsion] effects or [Death] effects or whatever.

Annihilating Breath (Su): at level twenty, the Dragonfire Adept can choose to have her breath weapon deal "damage". This is Typeless and ignores all Damage Reduction, Energy Resistance/Immunity and even Regeneration. If the target is reduced to zero or fewer hit points, they are utterly disintegrated.

Sorcerous Secrets: at level twenty, the Dragonfire Adept is so awesome that she can actually form Dragon Pacts: as the dragon in the relationship. Also, she knows how to do whatever is necessary to die in a draconic way: she can become the possessing entity of a graveyard thing, or make a Phylactery and become a Dracolich, or just go and get killed by adventurers or whatever.
Last edited by Koumei on Wed Feb 26, 2014 5:17 am, edited 12 times in total.
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Post by Koumei »

There we go. Could do with more Legacy Secrets, otherwise the only real differences are "What order you and I take them in" and "What Spheres we take". But it's basically done: you play someone who handles all the Identification, and gets a collection of handy spell-like abilities and notices enemies really well. In combat, they might be able to fly or rock out with all the natural weapons ever, but they can always just choose to breathe on people for decent damage if they haven't any better ideas.
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Post by CatharzGodfoot »

Concussive Breath, Scales II, and Shadow breath appear to have the wrong levels in their description.

Is the range for the line breath supposed to be different from the range of the cone breath?

Which things scale with class level and which scale with character level?

Finally, the first 3 or 6 levels of this class seem really good. Not 'snapping the game's spine over your knee' good, but 'I can defeat any level-appropriate challenge with barely any effort at all' good.
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Post by Koumei »

CatharzGodfoot wrote:Concussive Breath, Scales II, and Shadow breath appear to have the wrong levels in their description.
Fixed.
Is the range for the line breath supposed to be different from the range of the cone breath?
Yes, because Lines are typically longer than Cones.
Which things scale with class level and which scale with character level?
Breath damage (edited to specify this) and Legacy Secrets scale with class level. Everything else scales with hit dice, assuming you get the actual abilities in the first place.
Finally, the first 3 or 6 levels of this class seem really good. Not 'snapping the game's spine over your knee' good, but 'I can defeat any level-appropriate challenge with barely any effort at all' good.
Really? For the first two levels, you're kind of better off using a sword (or rather, using a breath weapon as people close in, then swording them), and you're not a Fighter for those first few levels - you're close, but slightly not as good. At level two, yes, once per day you can Spiderclimb and then breathe on people, which is fun, and at level three you can choose to fly and I think I want to make that Clumsy flight so that it's not that great for combat situations.

But I'm not really seeing a massive degree of awesomeness there.
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Post by Koumei »

Right. Flight is now Clumsy, and there are three new Legacy Options.
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Post by Giraffeking »

Should flight mobility improve with level? By 15 having a better flight is almost required. The core dfa can use invocations to get all day better flight
Actually... this might need invocations to be able to handle later levels. Maybe you should slap on normal dfa invocations as well.
Last edited by Giraffeking on Tue Mar 26, 2013 8:21 am, edited 1 time in total.
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Post by Giraffeking »

Also

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Post by Koumei »

Picture added.

Not convinced on the invocations, but the Flight now improves over time. Because while dragons themselves have shit flight that gets progressively worse, they're actually a bunch of Dex 10 lizards that end up the size of blimps.
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Post by Giraffeking »

Well, you'e better at this than I am. I just see some few utilities missing. Like the modified Endure Elements you can slap on all your allies to make them immune to your breath weapon. Or the incantation to make your breath work under water. And dispelling magic. I'd think seeing a dragonfire adept literally eating magical effects would be awesome.

Maybe I am off, but heck, that's the things the old class could do that I would miss with this adaptation. Other than that, this class is amazing. Actually, even lacking those things, this class is awesome.
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Post by Hicks »

So, the class is pretty cool, but the breath weapon damage needs to double at low level. Seriously, you could close to 10', spend a standard action to do 3.5 or more likely 1.75 damage, or just have a longbow and shoot people with it from a hundred or so feet away where they can't charge/full attack you; and other characters who must also be in melee range with you just outshine the Dragonfire Adept: rogues are TWF sneak attacking with short swords for 4d6, a fighter has a greatsword for 2d6 + 3 ~ 9, and even the cleric has heavy armor and a light crossbow.

A flat 2d6/level would be cool, and not step on the toes of anyone else.
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Post by ...You Lost Me »

Hicks wrote:So, the class is pretty cool, but the breath weapon damage needs to double at low level. Seriously, you could close to 10', spend a standard action to do 3.5 or more likely 1.75 damage, or just have a longbow and shoot people with it from a hundred or so feet away where they can't charge/full attack you; and other characters who must also be in melee range with you just outshine the Dragonfire Adept: rogues are TWF sneak attacking with short swords for 4d6, a fighter has a greatsword for 2d6 + 3 ~ 9, and even the cleric has heavy armor and a light crossbow.

A flat 2d6/level would be cool, and not step on the toes of anyone else.
Er, that's a spammable AoE effect. It definitely would be stepping on toes.
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Post by Korgan0 »

With partial BAB, you can totally pick a Longbow or Light Crossbow as your Special Weapon, and just do all that, if it's not as effective. Since there's very little MAD, in addition, they can pump strength early on with very little worry.

edit: Just to be clear, you have three legacy secrets by level fifteen, right>
Last edited by Korgan0 on Fri Mar 29, 2013 11:47 pm, edited 1 time in total.
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Post by Hicks »

The AoE is ten feet at level one. So the DfA uses a move action to walk an orc warrior into an area 2 squares wide, the orc warrior survives because it took 3.5 damage, and then 5' steps and smacks the DfA with a greataxe 6.5+TEXA$ damage and the Dragonfire adept fucking dies. It is ~50/50 the orc misses or hits, ~50/50 the dragonfire adept lives or dies. How does this class survive to second level? Spamable 2d6/level adjacent AoE direct damage is not anything like or as good as color spray or sleep, and barely keeps pace with archers and competent melee characters.
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Post by Giraffeking »

I think it survives by using a bow until it gets better at breathing on things. Maybe it needs a Spitfire ability, similar to the Fire Mage's Fire bolt as a type of breath weapon early on?

Later levels, I think it's strong enough, but I think you might be right. Early levels, how does it kill anything to level up?
Last edited by Giraffeking on Sat Mar 30, 2013 1:33 am, edited 1 time in total.
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Post by Koumei »

Yeah, I think it really should have a spitfire attack at first level. For the damage, maybe starting it at 2d6, having it improve by 1d6 per level then when hit points and defences start ballooning out it can basically go to the 2d6/level thing.
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Post by ...You Lost Me »

Hicks wrote:The AoE is ten feet at level one. So the DfA uses a move action to walk an orc warrior into an area 2 squares wide, the orc warrior survives because it took 3.5 damage, and then 5' steps and smacks the DfA with a greataxe 6.5+TEXA$ damage and the Dragonfire adept fucking dies. It is ~50/50 the orc misses or hits, ~50/50 the dragonfire adept lives or dies. How does this class survive to second level? Spamable 2d6/level adjacent AoE direct damage is not anything like or as good as color spray or sleep, and barely keeps pace with archers and competent melee characters.
The AoE is twenty-five feet at level one. So the DfA uses to breath over the horde of dire rats and not of the orc because he isn't an idiot.

The spitfire + 2d6 damage change now makes the DfA strictly better than just about any dude with a weapon because it's 7 damage at kiting range with around +50% chance to hit over the warrior.

This is level 1, so an instance involving a DfA 1 is going to come up maybe once before the heat death of the universe, but 2d6 free damage every round is still a terrible idea.
Last edited by ...You Lost Me on Sat Mar 30, 2013 4:17 am, edited 1 time in total.
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Post by Hicks »

My bad, I was totally wrong on the range of the effect. The point still stands, as anything inside of 60' can be counter-charged; thanks for changing it Koumei.
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Post by Giraffeking »

Maybe drop the range then.

But 2d6 isn't insane damage, and a orc can charge to close the distance.
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Post by Hicks »

The problem isn't 2d6 damage; the problem is that spitfire is brutal. Like really, really brütal; with umlauts and everything. It is too good at level 1; it is too good at 2d6, 1d6, or even 1d4 damage. "Range Increment" implies that you can reach out and touch a dude at a five hundred or a thousand feet away for a bullshit penalty on a touch attack.

I admonish you to get rid of Spitfire; projecting and explosive breath are both better ideas that come online soon enough to provide a sense of advancement without being overpowered when you get them.
Last edited by Hicks on Sat Mar 30, 2013 5:52 am, edited 2 times in total.
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Post by Koumei »

Fine. Spitfire no longer exists. So now at early levels if they want to hit people from forever away, they use a bow. Breath weapon is 7 (or 3.5) damage to (potentially) a bunch of dudes at level one, and if it's a bunch of enemies, that's enough to kill the ones that fail their saves. You're still basically in close combat range, but you can basically hold your own in combat.

Given I literally don't give a shit about first or second level, and am hard-pressed to care for a couple of levels after that, this is very much the last alteration to happen there.

And yes, at level fifteen you have three Legacy Secrets, and each one has levelled up to the 15th level ability.
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Post by Lokathor »

Scales I and Corrosive Breath have the wrong spots on the table OR their description is wrong.

The class seems a little weak on non-breath options and abilities. Maybe when you pick spheres you can also upgrade an old sphere too? Or maybe you attract a free army of Kobolds and a Kobold cohort around level 6-9 or so as a [Leadership] effect? Could have a flavor thing where you stop aging and start using the dragon age categories instead or something. Just ideas I guess.
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Koumei
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Post by Koumei »

Lokathor wrote:Scales I and Corrosive Breath have the wrong spots on the table OR their description is wrong.
Although text always trumps table in D&D 3.X (see: the PrCl that "has full caster progression despite what the table says"), I meant to go with the table there. So 7 and 8 respectively. I'd change it but that's more effort than I'm willing to put into it. Leading to...
The class seems a little weak on non-breath options and abilities. Maybe when you pick spheres you can also upgrade an old sphere too? Or maybe you attract a free army of Kobolds and a Kobold cohort around level 6-9 or so as a [Leadership] effect? Could have a flavor thing where you stop aging and start using the dragon age categories instead or something. Just ideas I guess.
Shame about that effort thing. I don't really care very much, I made it because someone asked me to. Honestly, I think it's kind of cool that people use things I make and give feedback, but I don't personally see the appeal. Also, I have barely used any stuff I created, at least as a player (Warmage (only just), Favoured Soul of Loviatar (proper use), Modified Cleric (cohort), the Soldier PrCl for fiends (slight use)).
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codeGlaze
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Post by codeGlaze »

Koumei wrote:Shame about that effort thing. I don't really care very much, I made it because someone asked me to. Honestly, I think it's kind of cool that people use things I make and give feedback, but I don't personally see the appeal. Also, I have barely used any stuff I created, at least as a player (Warmage (only just), Favoured Soul of Loviatar (proper use), Modified Cleric (cohort), the Soldier PrCl for fiends (slight use)).
Man, as I was reading it I wanted to play it, or at least use it as an NPC. I like it.

@Lokathor Do you think the sphere upgrade would be good enough for variety?
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Post by Lokathor »

Well, that might help. Spheres have the odd problem of some spheres granting non-spell benefits that are cool on their own, and some grant benefits that boost the spells they grant. The first category you want as many as possible at basic level, the second category you want to just push up to 3rd tier as soon as possible.

Ultimately, my comments were based on comparisons to other Tome classes. Specifically the Monk, Barbarian, Fighter, Samurai, Totemist, Soulborn, and Soldier. The first four are all basically the same as this class. You sword things hard, and if swording it doesn't work then basically all your class features can't be used that encounter. The later three, however, were written much later in the Tome development cycle, and they have a lot of options besides just swording things to death. There's healing options, cohorts, x-ray vision, even planar travel.

In this thread on non-combat same game test stuff, there's a quote about "what the hell does your character do when they need to go through a door that's really far away? what if it's even on another plane?" Well, not all concepts can always pass that challenge on their own, but it's not the worst thing to give out non-combat and utility powers in addition to combat powers. (in this case though, the dragon can get wings and fly really far, and with spheres can get access to Gate travel at the highest levels)

Some ones that I just thought of while at work:
[*]Dragon armor has less ACP for you (like Totemist)
[*]You can craft dragon hide and dragon bone into magical items (or nonmagical ones too if you want i guess)
[*]Immunity to sleep and paralysis could be way lower level than 19th, but you could also get the ability to sleep on anything (such as treasure piles) or while wearing dragon stuff (such as armor) without being fatigued in the process.
[*]Ability to smell gold from farther and farther away (not even useful at high levels, but thematic)
[*]Army of Kobold cultists
[*]Age as a dragon does (which is to say you just become ageless because actual age shenanigans are dumb)
[*]Prince/Princess Kidnapping Powers
Last edited by Lokathor on Tue Feb 25, 2014 10:43 pm, edited 3 times in total.
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codeGlaze
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Post by codeGlaze »

Lokathor wrote:Some ones that I just thought of while at work:
[*]Dragon armor has less ACP for you (like Totemist)
[*]You can craft dragon hide and dragon bone into magical items (or nonmagical ones too if you want i guess)
[*]Immunity to sleep and paralysis could be way lower level than 19th, but you could also get the ability to sleep on anything (such as treasure piles) or while wearing dragon stuff (such as armor) without being fatigued in the process.
[*]Ability to smell gold from farther and farther away (not even useful at high levels, but thematic)
[*]Army of Kobold cultists
[*]Age as a dragon does (which is to say you just become ageless because actual age shenanigans are dumb)
[*]Prince/Princess Kidnapping Powers
I like it.
The kidnapping bit is a little odd, used it as a little in-joke?
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