Section 4: Class
Role
As mentioned before, the class is good at three things: debuffing,
socializing, and general utility.
Debuff:
Debuffing
with the Dragonfire Adept is simple and easy. Several of the Breath
Effects are debuffs: Sickening Breath (sickens), Sleep Breath (puts
enemies to sleep), Slow Breath (inflicts Slow), Paralyzing Breath
(paralyzes), Weakening Breath (-6 to Strength). For Sickening, Slow,
and Weakening Breaths, you don't even need to jack up the Save
DC—Slow and Weakening Breaths debuff for 2 rounds even if
the enemy makes the save (4
rounds if they fail), while Sickening lasts for 1 round if saved and
2 rounds if not. This is why Dragonfire Adepts don't strictly need to
pump their Constitutions; if you focus on debuffing, it doesn't
matter if the enemy makes the save, they're still debuffed.
Then
there's the feat Entangling Exhalation from Races of the Dragon; your
breath weapon deals half damage, but everyone caught in its effect
are Entangled for 1d4 rounds, and take 1d6 damage at the start of
each of your turns for each round they're Entangled. Entangling
confers the following penalties: movement speed is halved, cannot run
or charge, -2 penalty to attack rolls, -4 penalty to Dexterity (so a
-2 penalty to AC, Initiative, ranged attacks, Reflex Saves...), and
attempting to cast spells while entangled requires a Concentration
check (DC = 15 + level of the spell).
So if you hit someone with a Slow Breath and an Entangling Exhalation
back to back, that's at least 1 round where the enemy...
Can only take a move action or a standard action each round, not
both; no full round actions allowed.
Total of -3 penalty on melee attack rolls (-5 for ranged attacks).
Total of -3 penalty to AC.
Total of -3 penalty to Reflex Saves (-2 penalty to all other saves).
¼ movement speed (so a creature with 30 ft. movement can only move 5
feet per round).
At lower-to-mid levels, the -3 penalty to AC, attack rolls, and
slowed movement can be quite handy. At higher levels, cutting the
number of enemy attacks per round down to 1 greatly improves
survivability. For example, take a Marilith: CR 17 Demon with 9 sword
attacks and a tail slap. If they hit with all of those, they'll do an
average of 137 damage per round (max 192). If you limit them to one
attack per round, however, they'll do at most 4d6+4 damage per round
(average 18, max 28). Quite the drastic damage reduction, eh?
You can also use Invocations like Chilling Fog: make a cloud of fog
that deals cold damage over time, limits vision (giving concealment
to people beyond the fog), penalizes attack rolls, and limits
movement to 5 feet per round, with no chance to save or mitigate the
effects. Or use Enthralling Voice to fascinate them into nonaction.
Or Voracious Dispelling to spam Dispel Magic. Or creatively spam
Charm. Or scare the crap out of your enemies with Frightful Presence
and Terrifying Roar. And so forth.
As you can see, the Dragonfire Adept has a lot of debuffing tools and
his disposal.
Social:
Socializing with the Dragonfire Adept is also pretty easy. You get
Bluff, Diplomacy, and Intimidate as class skills, you have a good
incentive to pump Charisma, the only other stat you might really need
is Constitution, and you get 4 skillpoints per level. Your
socializing invocations include Beguiling Influence (+6 bonus to
Bluff, Diplomacy, and Intimidate for 24 hours), a spammable Charm, a
spammable Fascinate that makes people who fail the save against it
improve their attitude towards you, Humanoid Shape to morph into
other humanoids (useful for disguising yourself)...if you're creative
and the DM is permissive, you could also potentially use the
Frightful Presence and Terrifying Roar Invocations to help with your
Intimidate. The nice thing about all of this is that you still have
debuffing options for combat left; just take the debuffing Breath
Effects and Entangling Exhalation and you'll be useful in combat.
Utility:
You won't have the sheer flexibility and power of casters, but you've
still got access to Use Magical Device—with it you can cast a good
number of utility spells to round out the party. Creative use of your
breath weapon can be used for utility purposes as well; set things on
fire with your normal breath weapon, blow open doors and walls by
using the sonic damage Breath Effect, melt things with the acid
damage Breath Effect, etc. Also, your Invocations allow you to spam
certain handy effects; invisibility (Walk Unseen), Detect Magic and
Identify (Magic Insight), See Invisibility (See the Unseen), Dispel
Magic (Voracious Dispelling), Flight (Draconic Flight), elemental
resistance (Energy Resistance), and more. Finally, don't forget you
have Use Magic Device! If you have the money to buy the right wands
and scrolls, you theoretically have access to every single 6th
Level or lower Arcane and Divine spells every printed.
Debuffing, Socializing, and Utility; these are the Dragonfire Adept's
strengths, and the Dragonfire Adept does its job well. Simple, easy,
but effective.
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