Saturday, June 29, 2013

Class Articles: The Dragonfire Adept Part 2

Section 2: Basic Chassis

Let's take a quick look at the basic chassis:

d8 Hit Die
½ BAB
4 + Intelligence bonus skill points per level
Skill list: Appraise, Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Intimidate, Jump, All Knowledge skills, Listen, Search, Sense Motive, Speak Language, Spellcraft, Spot, Use Magic Device
No armor proficiencies, no shield proficiencies
Proficient only with simple weapons
Good Fortitude, Bad Reflex, Good Will saves

Hit Die:
d8 Hit Die isn't the worst; this, plus the fact that Constitution will be one of your main stats means you'll have a surprising amount of HP for a class that wasn't really designed to tank.

Base Attack Bonus:
...yeah you're about as wimpy as a Wizard in melee. Good thing your breath weapon doesn't need you to make attack rolls!

4 Skill points per level, Skill List:
The Skill List is quite nice, and 4 skill points per level is a good enough amount. It's enough skills and points so that you can easily fill in the gaps for the rest of the party; for example, if the Wizard can't afford to put points into Knowledge (whatever), then you can help him out by putting some points in there. You also have access to the most powerful skill in the game—Use Magic Device. Combine this with the fact that Bluff/Intimidate/Diplomacy are also class skills, and the fact that you have a good incentive to pump Charisma (more on this later), and you've got good synergy between the class and its skills.

Weapons, Armor, Shields:
Yeah, this plus your crappy BAB means you won't be hitting anyone with Greataxes any time soon. However, the lack of armor proficiency doesn't necessarily mean you can't wear armor in campaigns. More on this later.

Saves:
Fortitude and Will saves are arguably the most important saves; Reflex saves will cut down on that Fireball damage, but if you screw up on a Fortitude or Will save your character's pretty much dead. Instant death spell? Better make that Fortitude save! Poison? Fortitude Save. Mind-control spell? Will Save. Since your Constitution score will probably be very high, you've got Fortitude saves pretty much covered.

So that's the basic chassis of the Dragonfire Adept. Not really designed for melee, but a lot of things aren't as limiting as they seem to be. You've got a good skill list, a decent enough skill points per level, two good saves in the right places, and your weapon/armor proficiencies can be worked around.

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