Section
6: Sample Builds
Here
are a few sample Dragonfire Adept builds:
The Debuffer:
This
build primarily aims to debuff enemies, but since its Charisma is
high it can also do some utility with Wands/Scrolls.
Stat
Priority, from Highest to Lowest: Charisma, Constitution,
Intelligence, Dexterity, Wisdom, Strength
Equipment
to shoot for: Charisma boosting items, Constitution boosting items,
Wands of Blur, Blinding Breath, Twilight Mithril Chainshirt, items
that improve flight maneuverability
Race:
Dragonborn Gnome, for +4 to Constitution, Small size, and no
penalties to Charisma. I recommend taking the Wings aspect.
Build
at Level 6:
Feats:
Level
1: Entangling Exhalation
Level
3: Draconic Aura (Energy (Fire))
Level
6: Ability Focus (Breath Weapon)
Invocations:
Endure
Exposure
See
the Unseen or Magic Insight
Frightful
Presence (render enemies Shaken: -2 to attack rolls, saves, skill
checks, ability checks)
Breath
Effects:
Sickening
Breath
Slow
Breath
Priority
Skills:
Use
Magic Device
Bluff/Intimidate/Diplomacy
Concentration
Tactics:
Hit
enemies with Frightful Presence to lower their saves, then hit them
with Entangling Exhalation, then with either Sickening or Slow
Breath. Switch back and forth between the 3 debuffs as desired.
Ability Focus and Draconic Aura (Energy (Fire)) gives you a +3 bonus
to the Save DC of your breath weapon. Endure Exposure means you won't
hit your allies with your debuffs, See the Unseen will let you do a
bit of scouting, and Magic Insight lets you detect magic and Identify
stuff. Ranks in Bluff/Intimidate/Diplomacy means you have something
to do outside of combat.
Later
levels:
As
you level up, put points into Charisma and buy wands to
taste—debuffing wands if you need more debuff, utility wands if
not. Continue to put skill points into Use Magic Device, the Social
skills, and Concentration; if you have any left over, put them into
the Knowledge Skills, prioritizing Arcana, Nature, Local, Religion,
and Planes in no particular order.
Later
Invocations should include; Voracious Dispelling, Chilling Fog,
Terrifying Roar, Instill Vulnerability. Combined with earlier and
later Breath Effects and Entangling Exhalation, this will give a
large variety of debuffs to cast—not just for variety's sake, but
also allowing you to tailor your debuffs to a given situation.
Enemies with good Reflex saves and Evasion can completely negate your
breath weapon-based debuffs; for these enemies, try weakening their
saves with Terrifying Roar first, or prevent them from moving with
Chilling Fog. If you're up against an enemy with lots of magical
buffs, you can use Voracious Dispelling to strip them away.
Later
Breath Effects should include; Weakening Breath or Sleep Breath,
Force Breath (I can't recommend Paralyzing breath: unlike Weakening,
Slow, and Sickening breath, Paralyzing is completely negated if the
enemy makes the saving throw. Plus, at later levels more enemies
start to become immune to Paralysis.)
Later
Feats should include;...actually, there aren't any must-have feats I
can think of. You could grab Ability Focus for some of your
Invocations, or get more Draconic Auras. Steady Concentration (Races
of Stone) does let you take 10 on Concentration checks, which will
let you cast Invocations defensively all the time (remember that you
can cast spell-like abilities defensively), so that might be useful.
The Socializer:
This build is designed to do very well in social encounters, where
Bluff, Diplomacy, and/or Intimidate is needed. It can also do some
debuffing in combat, and utility with wands/scrolls (though it won't
be able to debuff as well as the Debuffer, obviously).
Stat
Priority, from Highest to Lowest: Charisma, Intelligence or Wisdom,
Constitution, Dexterity, Strength
Equipment
to shoot for: Charisma boosting items, Intelligence or Wisdom
boosting items, Wands of Guidance of the Avatar and Glibness, items
that give flight
Race:
Changeling. Clever use of Disguise goes a long way.
Build
at Level 6:
Feats:
Level
1: Entangling Exhalation
Level
3: Whatever
Level
6: Whatever
The
Socializer isn't very feat dependent, honestly. Skill Focus on Bluff,
Intimidate, Diplomacy, or Use Magic Device is an option.
Invocations:
Beguiling
Influence
Endure
Exposure or See the Unseen or Magic Insight
Charm
Breath
Effects:
Sickening
Breath
Slow
Breath
Priority
Skills:
Bluff/Intimidate/Diplomacy
Use
Magic Device
Sense
Motive
Tactics:
In combat, you will mostly be relegated to the old Entangling
Exhalation + Sickening or Slow Breath standby—useful, and reliable.
Note, however, that your enemies are more likely to make their saves
against your breath weapon since your Constitution won't be as high
(not that is matters all that much; now they're debuffed for 1 or 2
rounds instead of 2 or 4). If you're wearing no armor or a Twilight
Mithril Chainshirt, you can also spam Charm at enemies to disrupt
them. Outside of combat, however, is where you really shine; talk the
floor out from under them.
Later
levels:
As
you level up, put points into Charisma and buy wands that boost your
skill checks; Glibness, Guidance of the Avatar. Also consider buying
things like Hat of Disguise, which combined with the Changeling
ability can really boost your Disguise checks, and in doing so
indirectly boost your Bluff/Intimidate/Diplomacy checks. Continue to
put skill points into Use Magic Device, the Social skills, and Sense
Motive; if you have any left over, put them into Concentration.
Later
Invocations should include; Humanoid Shape, Chilling Fog, Baleful
Geas, Energy Immunity or Instill Vulnerability. Humanoid Shape lets
you gain a lot of the physical attributes of the Humanoid creature
you turn into—you don't get things like racial stat boosts, but
other things like flight, the ability to breathe water, natural
weapons, and land speed are preserved. Check out the Varag race from
Monster Manual IV; they have a base land speed of 60 ft. per round,
which means if you use the Flight Invocation(s) your flight speed is
also 60 ft. Chilling Fog gives you another reliable combat option,
and Baleful Geas lets you mind control people.
(Note
on Baleful Geas: it's controversial as to whether the casting time
for Baleful Geas is 10 minutes or 1 standard action—Invocations are
all universally supposed to take 1 standard action to cast, but the
spell Baleful Geas takes 10 minutes. Ask your DM about this.)
Later
Breath Effects should include; Weakening Breath or Sleep Breath,
Force Breath. The old debuffing standbys. See the Debuffer for
tactics on how to use these.
Later
Feats should include;...yeah, still no essential feats to take. The
world is your oyster.
Maximum
Firepower:
The Maximum Firepower build is designed to absolutely blow the crap
out of stuff with a breath weapon. Despite the sort of damage you can
do, it takes a very long time for the build to hit its apex—level
18, to be precise. If your campaign is unlikely to get that high, you
may want to give this build a pass.
Stat
Priority, from Highest to Lowest: Constitution, Charisma,
Intelligence, Strength, Dexterity, Wisdom
Equipment
to shoot for: Constitution boosting items, Charisma and Intelligence
boosting items, Wands/Scrolls of Blinding Breath, Breath Weapon
Admixture, Enervating Breath, Deafening Breath, Dragon Cincture
Race:
Dragonborn Dwarf (to avoid the penalty to Intelligence), or
Dragonborn Mongrelfolk (for maximum Constitution). Take the Heart
aspect for the breath weapon. If you're planning on sticking to this
build until at least level 15, you'll also need to be Evil to pick up
the Fivefold Breath of Tiamat.
Build
at Level 6:
Feats:
Level
1: Entangling Exhalation
Level
3: Quicken Breath
Level
6: Maximize Breath
Invocations:
Endure
Exposure
See
the Unseen or Magic Insight
Voracious
Dispelling or Draconic Flight
Breath
Effects:
Frost
or Lightning Breath
Sickening
Breath or Slow Breath
Priority
Skills:
Use
Magic Device
Anything
else
Tactics:
Hit them hard, hit them fast. Try to one-shot as many enemies as
possible by hitting them with both your Dragonfire Adept breath
weapon and your Dragonborn breath weapon in the same round—you can
do this by applying Quicken Breath and Maximize Breath to your
Dragonborn breath weapon to use it as a swift action and have it deal
full damage rather than Xd8 damage (remember that you can't apply
Metabreath Feats like Quicken Breath to your Dragonfire Adept breath
weapon). Keep in mind that applying Quicken Breath to your Dragonborn
breath weapon adds 4 rounds to its recharge time, and Maximize adds
another 3 rounds, for a total of 1d4+7 rounds of recharge time. This
basically means you can only use your Dragonborn breath weapon once
per combat, so use it wisely, and use it to maximum effect. To help
prevent enemies from succeeding on their Reflex saves, feel free to
hit them with Sickening or Slow Breath first to lower their saves.
You can also use Voracious Dispelling to strip them of any magical
defenses they might have like energy resistances. Once you've
expended your Dragonborn breath weapon, you'll be relegated back to
using Entangling Exhalation + Sickening/Slow Breath.
Later
levels:
As
you level up, put points into Constitution and buy items that boost
your Intelligence (for more skill points to put into Use Magic
Device) and/or Charisma (to boost Use Magic Device). Seriously, Use
Magic Device will be your most important skill. You also need to pick
up Metabreath Spell scrolls and wands to boost your firepower.
Later
Invocations should include; Energy Resistance, Chilling Fog,
Draconic Toughness, Energy Immunity or Greater Draconic Flight,
Instill Vulnerability. Chilling Fog gives you another thing to do
after you've expended your Dragonborn breath weapon, while everything
else is self-buffs.
Later
Breath Effects should include; Weakening Breath or Sleep Breath,
Fivefold Breath of Tiamat.
Later
Feats should include; Heighten Breath (adds +X to the Save DC on your
breath weapon, where X is your Constituton Bonus), Clinging Breath
(enemies who take damage from your breath weapon take half that
damage again next round), Shape Breath (change Dragonborn breath
weapon into a cone), Enlarge Breath (increases length of breath
weapon by 50%).
Once
you hit Level 20, this is what you do to apply maximum firepower:
As
a swift action, use your Dragonborn breath weapon on the enemy,
applying the following Metabreath Feats: Quicken Breath, Maximize
Breath, Heighten Breath, Heighten Breath (remember that you can apply
as many Metabreath effects to a breath weapon as you want, including
the same Metabreath effect), Shape Breath, Enlarge Breath, Clinging
Breath, Clinging Breath, Clinging Breath. Your Breath Weapon will
deal 56 damage in a 150 foot cone pretty much guaranteed unless the
enemy has fire resistance, then half of that the next round, then
half of that next round, then half of that again next round; 105
damage over the course of 4 rounds.
Then,
in the same turn as you use your Dragonborn breath weapon, as a
standard action use Use Magic Device on a scroll of Deafening Breath.
As part of the casting of the Deafening Breath spell, use your
Dragonfire Adept breath weapon with the Fivefold Breath of Tiamat
Breath Effect attached. Your breath weapon will do 18d6 acid damage,
9d6 cold damage, 9d6 fire damage, and 45d6 sonic damage, for a total
of 90d6 damage (average 225 damage, maximum 360 damage).
With
the two breath weapons combined, that's a maximum of 416 damage on
any enemy in a 60 ft. line from you (less if they're positioned
elsewhere).
(As
an aside, your Dragonborn breath weapon will require 1d4 + 14 rounds
to recharge.)
This
is honestly more of a thought exercise or a silly build than a
serious party member for a legitimate campaign—nuking an area for
up to 416 damage in a round is hilarious, but you can basically only
do it once per combat, and DMs won't like it if you one-shot their
monsters. Plus, the build doesn't really get going until you get to
the very high levels, which many campaigns don't even get to.
The Scholar:
Knowledge
is power, and the Scholar has plenty of it. Rolling high on your
Knowledge checks can be very useful, since it lets you pinpoint
potential enemy weaknesses (“Hey, everyone! Trolls are weak against
fire!”) and give you clues on what you're supposed to do. That
said, the Scholar is more of a sub-build that you tack on to a
Socializer or Debuffer build to give them more flexibility; just
Knowledge checks by themselves don't make for much of a character.
Stat
Priority, from Highest to Lowest: Intelligence, Charisma, Wisdom,
Constitution, Dexterity, Strength
Equipment
to shoot for: Intelligence boosting items, Charisma or Wisdom
boosting items, Wands of Guidance of the Avatar, Comprehend
Languages, and Locate Object, Dorje of Call to Mind (+4 bonus to a
Knowledge check), items that give flight
Race:
Gnome.
Build
at Level 6:
Feats:
Level
1: Entangling Exhalation
Level
3: Trivial Knowledge
Level
6: Draconic Knowledge
Trivial
Knowledge is the reason why you went Gnome, despite the overall
silliness of Gnomes—whenever you make a Knowledge (or Bardic
Knowledge) check, you roll twice and pick the better result.
Meanwhile, Draconic Knowledge gives you a +1 bonus to all Knowledge
checks for each Draconic feat you have—Draconinc Knowledge is a
Draconic Feat.
Invocations:
Beguiling
Influence
Draconic
Knowledge
Charm
or Endure Exposure
Breath
Effects:
Sickening
Breath
Slow
Breath
Priority
Skills:
Knowledge
skills, prioritizing Arcana, Nature, Local, Dungeoneering, Planes,
Religion
Bluff/Intimidate/Diplomacy
Use
Magic Device
Tactics:
See tactics for the Socializer build. Remember to make Knowledge
checks against enemies!
Later
levels:
As
you level up, put points into Intelligence, but don't forget to pump
your Charisma—you still need to socialize when you're not making
Knowledge checks! Buy wands/dorjes that boost your skill checks;
Glibness, Guidance of the Avatar, Call to Mind. Continue to put skill
points into Use Magic Device, the Social skills, and Knowledge
skills.
Later
Invocations should include; same as the Socializer.
Later
Breath Effects should include; same as the Socializer.
Later
Feats should include; possibly more Draconic Feats to bump your
Knowledge checks. I suggest grabbing Draconic Resistance and Draconic
Skin.
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