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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