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  1. - Top - End - #31
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    Default Re: Junkyard Wars XLVII: SLAs + Breath Weapon - Dragonfire Adept

    Quote Originally Posted by loky1109 View Post
    While we are waiting, what do you think about this theme idea: Melee Weapon Mastery + Ranged Weapon Mastery - Bloodstorm Blade.
    I think it's a little broad. Maybe Throwing Weapons + Melee Weapon Mastery - Blood storm Blade. Could be good either way though.


    Edit: Although maybe broad is good. The current one is broad and has a ton of entries and interest.
    Last edited by AMFV; 2024-04-29 at 05:19 PM.

  2. - Top - End - #32
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    Default Re: Junkyard Wars XLVII: SLAs + Breath Weapon - Dragonfire Adept

    Loky, I think you're genuinely one of the most innovative and creative builders to ever grace this competition, I love your builds, and I am so happy you are such a prolific entrant and judge, but there's no way I will have two Weapon Specialization contests in this short a timeframe. I do like the idea of having a ranged+melee round (I proposed something like it way back when, in fact), but not like this, and not quite yet.

    The slate for the next round will probably be made up out of previously presented ideas that scored pretty well in the past few rounds but didn't quite make the cut.
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  3. - Top - End - #33
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    Default Re: Junkyard Wars XLVII: SLAs + Breath Weapon - Dragonfire Adept

    Quote Originally Posted by Inevitability View Post
    Loky, I think you're genuinely one of the most innovative and creative builders to ever grace this competition, I love your builds, and I am so happy you are such a prolific entrant and judge, but there's no way I will have two Weapon Specialization contests in this short a timeframe. I do like the idea of having a ranged+melee round (I proposed something like it way back when, in fact), but not like this, and not quite yet.
    I agree it's not for next or next after next (or next after next after next or... y'know) round. It just idea for future (maybe far future) I put here to not forget. I remember this idea was in my mind somewhere in the previous year and then it disappeared. Don't want repeat.
    And yeah, I miss these feats have WS as prerequisite.
    Last edited by loky1109; 2024-04-29 at 07:00 PM.
    If you could make anything and everything welcome to the Zinc Saucier XLV: Figaro

    My competition's medals.

    Spoiler: For purposes of clarity
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    1109 is September, 11 - my birthday.

  4. - Top - End - #34
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    Default Re: Junkyard Wars XLVII: SLAs + Breath Weapon - Dragonfire Adept

    Quote Originally Posted by Rebel7284 View Post
    Yeah, I think I need like an extra 3 days. 😅
    I don't believe I've got an entry from you in yet: what's the word on that?
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  5. - Top - End - #35
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    Default Re: Junkyard Wars XLVII: SLAs + Breath Weapon - Dragonfire Adept

    Quote Originally Posted by Inevitability View Post
    I don't believe I've got an entry from you in yet: what's the word on that?
    Finishing it up now. Just a level breakdown and spell check left

  6. - Top - End - #36
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    smile Re: Junkyard Wars XLVII: SLAs + Breath Weapon - Dragonfire Adept

    The following errors occurred with your submission

    Inevitability has exceeded their stored private messages quota and cannot accept further messages until they clear some space.

  7. - Top - End - #37
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    Default Re: Junkyard Wars XLVII: SLAs + Breath Weapon - Dragonfire Adept

    Quote Originally Posted by Rebel7284 View Post
    The following errors occurred with your submission

    Inevitability has exceeded their stored private messages quota and cannot accept further messages until they clear some space.
    Should be good now. Consider it a sneak preview of the size of this round.
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    smile Re: Junkyard Wars XLVII: SLAs + Breath Weapon - Dragonfire Adept

    Submission is in.

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    Default Re: Junkyard Wars XLVII: SLAs + Breath Weapon - Dragonfire Adept

    Magnificent! I'll commence posting, please stand by until I give the all-clear.
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    Default Re: Junkyard Wars XLVII: SLAs + Breath Weapon - Dragonfire Adept

    If you breathe a lot of fire, it's only natural to start seeing red...

    Quote Originally Posted by Kazarhak
    Kazarhak, The Burning Bull


    LG Dragonborn of Bahumut (Goliath) Dungeoncrasher Fighter 6/Binder 4/Gold Dragon Samurai 9

    Back and forth, the struggle consumes us all
    Trying to keep a level head
    In the most unsettling of times
    Today I become the bull

    Spoiler: Story
    Show


    "But Mama, why can't I play with all the other children?" it wasn't the first time Kazarhak had asked this, as he had grown into his life with the family who had adopted him, he had known he was different, larger and stronger than the other children. Tougher too. But now he wasn't just different he was isolated. Too big to be allowed to roughhouse with the other boys. He turned away and began finding his way up the mountain at the top of the village. He thought that he had something up there, something glittering and gold.

    Five Years Later...

    "Are you sure you want to go through with this?" The Golden creature asked the boy, he was just on the edge of manhood and he was about to make a pact that would change his life forever.

    "I'm sure," he said, trying to hold the tension in his voice, rebirth, it sounded like such a simple thing, but he would give his life, to Bahamut, to hunt evil Dragons. That was what he wanted. He could feel the strange platinum energy coursing over his body, burning away his impurities. Making him into something new, something even stronger than before. As he stumbled over to the pool the strange scaled creature that looked up at him was almost familiar. Huge and massive, it had his frame, but the scales that glinted back him were not his own.

    "Golden Scales," He heard the Dragon behind him saying. He wondered briefly how his life might have passed if he hadn't stumbled into the Greatwrym's lair all those years ago while climbing the mountain alone. But that wasn't the kind of wondering he needed. He needed action.

    Some time later...

    Gripping his sword, the Dragonborn, once Goliath ran forward, slamming into the man wearing the mask in five colors and ramming him into the wall of the cultist's headquarters, he fell with a sickening thud, without pausing the Dragonborn turned and unleashed a stream of burning fire so hot that it melted much of the gold that had been strewn about as an offering to Tiamat. The line left behind it oozing liquid flame that the cultists were now struggling to extinguish. He turned and watched as fire licked up and down his blade. There might be mercy for those in the service of the Dark Queen, but if they would not turn their aim from innocents, there was the bull waiting for them.


    Spoiler: Premise and Concept
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    This is an interesting challenge it presents us with a feature that there aren't that many ways to get. Breath weapons don't come in that many varieties. Of course that's excluding polymorph stuff which I expect we'll some of here. But there's only a few ways to get a Breath Weapon. And generally when a character focuses on their breath weapon they wind up doing a pretty similar strategy as well. They spend a lot of build resources on their metabreath feats, they do a really devastating maximized clinging breath first turn and then they do something else much more poorly for the rest of the combat.

    That got me thinking what if we build a character who is focused on Quicken Breath, who can breath and do something else fun. Of course, because the build focuses so heavily on breathing we don't have that many feats to spare so I had to consider what style of combat was fun but also attainable with the small resources I had. Dungeoncrasher Fighter may not have been the most obvious answer but to me it's the most fun. Running up to an enemy and slamming them against the wall and then breathing hot fire on them is just a really fun concept.

    The Dragon Samurai from Miniatures Handbook works really here, and has some pretty interesting options. The stacking is obviously considerably more abusable than what we're doing here. Breath Weapons stacking is something you don't see anywhere else and again that's totally abusable. But I think we stop short of abuse here.

    Binder is the last choice and one of the rare ways to get a breath weapon. I had considered Dragon Shaman, but for the same levels that would give me a 2d6 breath weapon rather than a 5d6 breath weapon. And it's a lot more of an obvious choice. Also combining a Bull themed vestige and a character who bull-rushes is just really a fun combination of themes. So without further ado here is the build!


    Spoiler: Stats
    Show

    Abilities Initial Race / Template 4th 8th 12th 16th
    STR 14 18 (+4)
    DEX 14 10 (-4)
    CON 18 22 (+4) 23 (+1) 24 (+1) 25 (+1) 26 (+1)
    INT 10
    WIS 8
    CHA 10

    Constitution is our main focus here. It strengthens our breath weapon which becomes our strongest feature as we level. Our strength is sufficient for our Dungeoncrasher stuff to work and later on we should be able to supplement that with magical items. Also being a Constitution heavy character is pretty fun. We have more HP than anybody and we are actually enough of a threat that enemies are probably going to waste turns on that massive HP pool.


    Spoiler: Level Table
    Show
    Level Class Base Attack Bonus Fort Save Reflex Save Will Save Skills Feats Breath Weapons Class Features
    1st Dungeoncrasher Fighter 1 1 2 0 0 Knowledge (Arcana) 2 Ranks (4), Jump 2 Ranks (2), Climb 2 Ranks Quicken Breath 1d8 (5' Line)
    2nd Dungeoncrasher Fighter 2 2 3 0 0 Jump 3 Ranks, Climb 3 Ranks 1d8 (10' Line) Dungeoncrasher 4d6 + 2 Strength
    3rd Dungeoncrasher Fighter 3 3 3 1 1 Jump 4 Ranks, Climb 4 Ranks Spell Hand 2d8 (15' Line)
    4th Dungeoncrasher Fighter 4 4 4 1 1 Jump 5 Ranks, Climb 5 Ranks Power Attack 2d8 (20' Line)
    5th Dungeoncrasher Fighter 5 5 4 2 2 Jump 6 ranks, Climb 6 Ranks 2d8 (25' Line)
    6th Gold Dragon Samurai 1 5 4 2 4 Jump 7 Ranks, Climb 7 Ranks Extra Exhalation - Dragon Samurai 2/day 4d8 (30' Cone of Fire), 3d8 (30' Line) Dragon Breath (30' Cone of Fire), Resistance to Fire 5
    7th Dungeoncrasher Fighter 6 6 5 2 4 Jump 8 Ranks, Climb 8 Ranks. 4d8 (30' Cone of Fire), 3d8 (35' Line) Dungeoncrasher 8d6 + 3 Strength
    8th Binder 1 6 7 2 6 Jump 9 Ranks 5d8 + 1d6 (30' Cone of Fire), 4d8 (40' Line), 1d6 (10' Line of Fire) Soul Binding (Amon)
    9th Binder 2 7 8 2 7 Jump 10 Ranks Knockback 5d8 + 2d6 (30' Cone of Fire), 4d8 (45' Line), 2d6 (20' Line of Fire) Pact Augmentation (+1 Insight on Attack Rolls), Surpress Sign
    10th Binder 3 8 8 3 7 Jump 11 Ranks 5d8 + 3d6 (30' Cone of Fire), 4d8 (50' Line), 3d6 (30' Line of Fire)
    11th Binder 4 9 9 4 8 Jump 12 Ranks Favored Vestige - Amon 5d8 + 5d6 (30' Cone of Fire), 4d8 (55' Line), 5d6 (50' Line of Fire) Bonus Feat (Favored Verstige - Amon)
    12th Gold Dragon Samurai 2 10 10 4 9 Jump 13 Ranks, Climb 9 Ranks Clinging Breath 7d8 + 5d6 (30' Cone of Fire), 5d8 (60' Line), 5d6(50' Line of Fire) Dragon Friend
    13th Gold Dragon Samurai 3 11 10 5 9 Jump 14 Ranks, Climb 10 Ranks 8d8 + 5d6 (30' Cone of Fire), 5d8 (65' Line), 5d6(50' Line of Fire) Immune to Dragon Fear from Gold Dragons
    14th Gold Dragon Samurai 4 12 11 5 10 Jump 15 Ranks, Climb 11 Ranks 9d8 + 5d6 (30' Cone of Fire), 5d8 (70' Line), 5d6 (50' Line of Fire) Elemental Weapon +1d6 Fire
    15th Gold Dragon Samurai 5 12 11 6 10 Jump 16 Ranks, Climb 12 Ranks Extra Exhalation - Dragon Samurai 3/Day 11d8 + 5d6 (30' Cone of Fire) , 6d8 (75' Line), 5d6 (50' Line of Fire) Resistance to Fire 10
    16th Gold Dragon Samurai 6 13 12 6 11 Jump 17 Ranks, Climb 13 Ranks 12d8 + 5d6 (30' Cone of Fire), 6d8 (80' Line), 5d6 (50' Line of Fire) Dragon Ride
    17th Gold Dragon Samurai 7 14 12 7 11 Jump 18 Ranks, Climb 14 Ranks 13d8 + 5d6 (30' Cone of Fire) , 6d8 (85' Line), 5d6 (50' Line of Fire) Resistance to Fire 15
    18th Gold Dragon Samurai 8 15 13 7 12 Jump 19 Ranks, Climb 15 Ranks Extra Exhalation - Dragon Samurai 4/Day, Blind-Fight (Bonus) 15d8 + 5d6 (30' Cone of Fire), 7d8 (90' Line), 5d6 (50' Line of Fire) Blind-Fight
    19th Gold Dragon Samurai 9 15 13 8 12 Jump 20 Ranks, Climb 16 Ranks 16d8, + 5d6 (30' Cone of Fire), 7d8 (95' Line), 5d6(50' Line of Fire) Elemental Weapon + 2d6 Fire
    20th LEVEL ADJUSTMENT N/A N/A N/A N/A N/A N/A N/A N/A


    Spoiler: Extra Exhalation
    Show
    We use the Dragon Samurai's Breath weapon on this character. That is a once per day effect normally. So the question is how do we make this work with metabreath. The answer is the Extra Exhalation Feat:
    Quote Originally Posted by Races of the Dragon
    You can use your breath weapon one additional time per day. The interval you must wait between breaths is 1d4 rounds.
    This gives our breath weapon a recovery time measure in rounds which is:
    Quote Originally Posted by Draconomicon
    Dragons (and other creatures) have developed ways to control their breath weapons to produce varying degrees of effects, from the subtle to the conspicuous. To take a metabreath feat, a creature must have a breath weapon whose time between breaths is expressed in rounds. Therefore, a hell hound (which can breathe once every 2d4 rounds) can take metabreath feats, whereas a behir (breath weapon usable 1/minute) cannot.
    Exactly what we need to use Metabreath feats.


    Spoiler: Level Breakdown
    Show

    Spoiler: Level 1 - 5
    Show

    At first level we are a pretty beefy character. We start with 22 Constitution. We aren’t failing any fortitude saves any time soon. We need at least a 19 for our Quicken Breath feat, which we can take at first level courtesy of our Heart Dragonborn. With Quicken breath we are basically going to act as a regular fighter and then at an opportune moment use a quickened breath to deal damage. As we level we can find damage options to hit more than one enemy.

    At 2nd Level we become a Dungeon Crasher Fighter. As an Ex-Goliath with an 18 Strength we are well equipped to push enemies into walls. Charging at enemies and breathing on them with a quickened Breath then slamming them into walls or the reverse.

    At 3rd Level we gain an increase in our breath weapon’s lethality, and at every level it’s increasing in length. As we level up we need to be more strategic with where to place our breath weapon for maximum effect. Fortunately since it’s a swift action we can place it at any time we want in the combat while we’re still Dungeoncrashing. We’re not necessarily spending a round breathing or spending a round frustrated that we didn’t have a good breath opportunity.

    Levels 4 through 5 are relatively uneventful. We pick up Power Attack to make us a slightly better combatant when there aren’t walls to push enemies into. But overall the build is the same: we use quickened breath to catch some enemies and do dungeoncrasher stuff. If we can’t reach enemies early we may use a regular breath and hope for a more rapid recovery. The next few levels will be extremely interesting

    Spoiler: Spell Hand?
    Show

    One of the parts of this challenge that was particularly difficult were the Spell Like Abilities. There are very few ways to get those as a player character. DFA, which is banned. Factotum, Spellthief (stealing them), Shadowcaster, Warlock, a couple prestige classes, a couple feats and a couple races.

    We’ve picked Spell Hand as our SLA granting feat, it isn’t going to be that much of an impact beyond some mild utility stuff. But it’s something, and it is about as impactful as many of the other options would be. I feel like there’s a strong temptation to focus on breathing fire. Especially when SLA options are so limited. I hope to see some Shadowcasters though. (I didn’t make any, but I hope to see some)

    Spoiler: Level 6-10
    Show

    This is when the build really starts to take off and get interesting. At level 6 We take a level in Dragon Samurai, an incredibly easy PRC to get into the only requirements being 2 ranks in Knowledge Arcana, a +5 BAB, and an alignment matching our Dragon Clan. That’s pretty easy. But what this gives us is:
    Quote Originally Posted by Miniature’s Handbook
    A dragon samurai can use a breath weapon once per day as a standard action. The type of breath weapon depends on the color of the dragon samurai’s clan, as noted below. The breath weapon deals 1d8 points of damage per class level. The Reflex save DC for the breath weapon is 10 + the dragon samurai’s class level + the dragon samurai’s Con modifier.

    If a dragon samurai already has a breath weapon of the same type, the damage stacks. For example, if a half-dragon character has a breath weapon dealing 6d8 points of damage once per day, and gains a breath weapon of the same type that deals 2d8 points of damage for being a 2nd-level dragon samurai, her damage increases to 8d8. She still gets to use her breath weapon only once per day.
    The important part is that this STACKS with breath of similar type. That means that this has to likely be the same damage type. We’re going to go with Gold Dragon for a cone of fire, while this is a pretty resisted damage type it will stack with our later breath weapon. This also means that at 6th level we gain a 4d8 30’ cone of fire breath weapon, and a 3d8 30’ line of fire. So that means that we can use our quickening trick twice. We can also choose not to quicken if we can’t reach an enemy, breath on them and then still have multiple breath weapons to quicken later.

    At level 7, we take our sixth and final level of fighter. As this is our favored class we gain no XP penalties when we move on after this. This gives us 8d6 damage + three times our strength when we slam an enemy into something. So we’re doing that quite a bit, breathing fire and having a really good time. We don’t have knockback yet, but we have a lot of unique options that are going to keep the character fun as things progress!

    At level 8, we take a level of Binder, choosing Amon as our first (and only) vestige. Amon is a flaming bull with a bad temper. It’s a great thematic fit, and he gives our third (and final) breath weapon. A line of fire. Now we have three different breath weapons, Dragon Samurai being our strongest which does 5d8 + 1d6 Fire damage, a 4d8 Cone of fire from our race, and 1d6 Line of fire from Amon. We can quicken all three to do around 47 damage assuming failed saves. Which isn’t that impressive. But what is impressive is that we’re doing that to multiple enemies without using anything but swift actions.

    We continue in this way all the way to level 10, where we have improved our Amon breath weapon to 3d6. Which is a pretty good increase, the next level will be more significant though.

    Spoiler: Build Showcase - Level 9
    Show

    I think Level 9 is probably a pretty good showcase for the build. We have all the tools to make it work. Knockback, taken at this level. Allows us to slam enemies backwards into walls while we breathe fire on them. The character is not at all focused on breath weapons, it’s a dungeoncrasher fighter for the most part. Which is a lot of fun, and we’re doing that while we are doing our breathing routine.

    We have approximately 115 HP assuming average HP. That is massive for that level. We are able to be a very tough character and running around and slamming into enemies and breathing fire is a very flashy combat style so we are likely to get enemies attacking us and wasting attacks on our pretty enormous hit point pool.

    Our one early weakness, bad will saves, is fixed by two classes with good Will Save Progression. There are other steps we could be taking to improve in terms of itemization. But we’re a lot better at making will saves that most dungeoncrashers will be.

    After this point the build is going to continue to improve, the breath weapons will get a lot stronger, we’ll gain even more uses of our Dragon Samurai Breath weapon. But this is the point when all of the fundamentals of the build are there. We are going to continue to do what are now doing, only better.

    Spoiler: Level 11-15
    Show

    Levels 11 and 12 are very significant for this build. At level 11, we pick up our fourth and final level of Binder. Gaining a bonus feat which gives us Favored Vestige (Amon). This gives our single largest level increase in breath weapon damage. We go from 3d6 to 5d6, and we increase our line length by 20’. This is the reason we went Binder over Dragon Shaman, instead of a 2d6 breath weapon we have a 5d6 breath weapon.

    At level 12 we pick up Clinging Breath. This is a little late for this one, but effectively we can now stack multiple rounds of damage every time we breathe on an enemy. This is just a really great ability for us. It might have been worth picking up earlier, but it’s important to note that we’re not using Maximize Breath, and our breath weapon damage, while decent, hasn't been really that impactful for a second round. At 12th level we gain an increase both from Dragon Shaman and from our HD so that gives us 7d8 + 5d6 on our best weapon which is around 50 average damage, so 25 second round. That’s worth a feat. Before then it was likely not worth a feat. Now we can stack this with our breath weapons to create a situation where we’re escalating damage every round.

    Most of what we get betweens levels 13 and 15 is not going to fundamentally change how we operate. We get fire damage on every attack we make, that’s pretty decent for us. We get Extra exhalation, so we can use our Dragon Samurai Breath Weapon 3 times per day, which is probably every combat, or very close to it. Fire Resistance…

    Spoiler: Level 16-19
    Show

    Our last three levels are more of the same, our breath weapon damage increases. Our melee damage bonus increases. We can now use a 95’ line with our natural breath, which is definitely enough to snipe enemies in the sky. We gain another extra exhalation. Basically the build continues to do what it’s done. We don’t get to level 20, as we have a level adjustment. But the build is still pretty darn good.

    Even though we’re a level behind compared to a Fighter with 16 Con, we have a huge hit point advantage. Theoretically we should also be buying the same items, and so we should be fairly comparable. This is a chonky build and I think that it would be a blast to play. I hope you guys had as much reading as I did writing it.



    Spoiler: Sources
    Show

    Player’s Handbook
    Draconomicon
    Races of Stone
    Miniature’s Handbook
    Dungeonscape
    Tome of Magic
    Complete Arcane

    Creator of the LA-assignment thread.

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    Default Re: Junkyard Wars XLVII: SLAs + Breath Weapon - Dragonfire Adept

    An aspect-attired alliteration-appellated archdruid? Amazing, astounding, awesome!

    Quote Originally Posted by Sarah Silver joins the Junkyard
    Sarah Silver Race: Silverbrow Human Alignment: LN
    Ability Start 4th level 8th level 12th level 16th level 20th level
    Strength 8 8 8 8 8 8
    Constitution 16 16 16 16 17 18
    Dexterity 14 14 14 14 14 14
    Intelligence 14 14 14 14 14 14
    Wisdom 16 17 18 19 19 19
    Charisma 8 8 8 8 8 8

    How the journey begins.
    Spoiler
    Show

    "You want to know about my childhood? Well it wasn't all that bad really. I'd say I was safe as any child should be as I was quite spoiled being the village leader's daughter. That was until this mask appeared on my face on my eleventh birthday, add in my claws as well. Back then it was translucent and it didn't appear to have any sort of functions. I used to think I was really pretty but from then on people began to fear me. A month after the mask appeared my own father took me into the woods and told me to never return. It's funny because as a sliverbrow human we're considered outcasts already but I'm apparently the outcast of outcasts by the village's standards of how I grew up. A few days afterward as I was starving a friendly druid had found me. He was ancient by my standards but he never did tell me his age. But he took me in and showed me how to commune with nature and to appreciate the nature's bounty. That was a short time before those who knew about me found out that I wasn't dead, like my father had apparently told them. I don't want to fully recount that part of the tale but I was on my own from then on and I've grown stronger because of it." She said with a cold crisp tone as she talked to the halfling bard who wouldn't leave her alone as the two sat in front of the campfire. Her mostly listening to his stories for the rest of the night.


    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features Essentia Pool
    1st Druid 1 +0 +2 +0 +2 Knowledge Nature 4, Survival 4, Disguise 4, Spot 4, Listen 4, Handle animal 4 Shape Soulmeld (Dragonfire Mask), Soultouched Spellcasting Elemental Companion, Nature Sense, Wild Empathy 1
    2nd Druid 2 +1 +3 +0 +3 Knowledge Nature 5, Survival 5, Disguise 5, Spot 5, Listen 5, Handle animal 5 Woodland Stride 1
    3rd Druid 3 +2 +3 +1 +3 Knowledge Nature 6, Survival 6, Disguise 6, Spot 6, Listen 6, Handle animal 6 Expanded Soulmeld Capacity Trackless Step 1
    4th Druid 4 +3 +4 +1 +4 Knowledge Nature 7, Survival 7, Disguise 7, Spot 7, Listen 7, Handle animal 7 Resist Nature’s Lure 1
    5th Druid 5 +3 +4 +1 +4 KKnowledge Nature 8, Survival 8, Disguise 8, Spot 8, Listen 8, Handle animal 8 Aspect of the Dragon (Breath of the Dragon) 1/day 1
    6th Druid 6 +4 +5 +2 +5 Knowledge Nature 9, Survival 9, Disguise 9, Spot 9, Listen 9, Handle animal 9 Bonus Essentia Aspect of the Dragon 2/day 3
    7th Druid 5 +5 +5 +2 +5 Knowledge Nature 10, Survival 10, Disguise 10, Spot 10, Listen 10, Handle animal 10 Aspect of the Dragon 3/day 3
    8th Druid 5 +6 +6 +2 +6 Knowledge Nature 11, Survival 11, Disguise 11, Spot 11, Listen 11, Handle animal 11 Aspect of the Dragon (Wings of the Dragon) 3
    9th Druid 5 +6 +6 +3 +6 Knowledge Nature 12, Survival 12, Disguise 12, Spot 12, Listen 12, Handle animal 12 Incarnum Spellshaping Venom Immunity 4
    10th Druid 5 +7 +7 +3 +7 Knowledge Nature 13, Survival 13, Disguise 13, Spot 13, Listen 13, Handle animal 13 Aspect of the Dragon 4/day 4
    11th Druid 5 +8 +7 +3 +7 Knowledge Nature 14, Survival 14, Disguise 14, Spot 14, Listen 14, Handle animal 14 Aspect of the Dragon (Mind of the Dragon) 4
    12th Druid 5 +9 +8 +4 +8 Knowledge Nature 15, Survival 15, Disguise 15, Spot 15, Listen 15, Handle animal 15 Combat Expertise 4
    13th Druid 5 +9 +8 +4 +8 Knowledge Nature 16, Survival 16, Disguise 16, Spot 16, Listen 16, Handle animal 16 A thousand faces 4
    14th Druid 5 +10 +9 +4 +9 Knowledge Nature 17, Survival 17, Disguise 17, Spot 17, Listen 17, Handle animal 17 Aspect of the Dragon 5/day 4
    15th Druid 5 +11 +9 +5 +9 Knowledge Nature 18, Survival 18, Disguise 18, Spot 18, Listen 18, Handle animal 18 Colbalt Expertise Timeless Body, Aspect of the Dragon (Heart of the Dragon) 5
    16th Druid 5 +12 +10 +5 +10 Knowledge Nature 19, Survival 19, Disguise 19, Spot 19, Listen 19, Handle animal 19 Wild shape (Elemental) 1/day 5
    17th Druid 5 +12 +10 +5 +10 Knowledge Nature 20, Survival 20, Disguise 20, Spot 20, Listen 20, Handle animal 20 5
    18th Druid 5 +13 +11 +6 +11 Knowledge Nature 21, Survival 21, Disguise 21, Spot 21, Listen 21, Handle animal 21 Open Greater Chakra(Throat) Aspect of the Dragon 6/day, Wild Shape (Elemental) 2/day 5
    19th Druid 5 +14 +11 +6 +11 Knowledge Nature 22, Survival 22, Disguise 22, Spot 22, Listen 22, Handle animal 22 5
    20th Druid 20 +15 +12 +6 +12 Knowledge Nature 23, Survival 23, Disguise 23, Spot 23, Listen 23, Handle animal 23 Wild Shape (Elemental) (Huge Elemental) 3/day, 5

    Spells per Day/Spells Known
    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st 3 1 - - - - - - - -
    2nd 4 2 - - - - - - - -
    3rd 4 2 1 - - - - - - -
    4th 5 3 2 - - - - - - -
    5th 5 3 2 1 - - - - - -
    6th 5 3 3 2 - - - - - -
    7th 6 4 3 2 1 - - - - -
    8th 6 4 3 3 2 - - - - -
    9th 6 4 4 3 2 1 - - - -
    10th 6 4 4 3 3 2 - - - -
    11th 6 5 4 4 3 2 1 - - -
    12th 6 5 4 4 3 3 2 - - -
    13th 6 5 5 4 4 3 2 1 - -
    14th 6 5 5 4 4 3 3 2 - -
    15th 6 5 5 5 4 4 3 2 1 -
    16th 6 5 5 5 4 4 3 3 2 -
    17th 6 5 5 5 4 4 3 3 2 1
    18th 6 5 5 5 5 4 4 3 3 2
    19th 6 5 5 5 5 5 4 4 3 3
    20th 6 5 5 5 5 5 4 4 4 4

    1st level at the table
    Spoiler
    Show
    Sarah isn't the most welcomed healer. She prefers to shove berries into people's mouths to aid them. But at least an adventuring party doesn't have to worry about food or drink with her around. Not to mention thanks to her dragonfire mask she can spot things better than others. Even if it looks odd having a dragon head on a human woman. It's also a good point to note she doesn't get hurt from a fall thanks to her racial spell like ability of feather fall.


    5th level at the table (The sweet spot)
    Spoiler
    Show
    Sarah is more welcomed as a healer. She no longer shoves berries in people's mouths. She much prefers to properly touch them, don't you think dirty. Although her spells are lacking in consistant firepower she makes up for that with being able to breathe fire for an hour out of the day.


    10th level at the table
    Spoiler
    Show
    Sarah is more questioned as a healer. She gives the occasional heal to her party members. Although she has become accustomed to flying and puking flames onto groups of monsters.


    15th level at the table
    Spoiler
    Show
    Sarah has her max potential with having four Aspects of the Dragon at once, if she pleases, although most of the time she will favor simply having the ability to shoot breaths but she can also gain more bulk without worrying about paraylsis as well as boosting her spellcasting with being able to see in the dark.


    20 level at the table
    Spoiler
    Show
    Sarah has unlocked her second breathe weapon. So every 1d4 rounds she can use her aspect of the dragon(10d6) then use her second breathe weapon with a seperate cool down of 1d4 rounds(7d6). The soulmeld is expanded so it can hold all the essentia (5) that she has amassed on her career.


    Source Material: Dragon Magic, Magic of Incarnum, Player's Handbook
    Creator of the LA-assignment thread.

    Join the new Junkyard Wars round and build with Cloaked Dancer and a companion creature!

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  12. - Top - End - #42
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    Default Re: Junkyard Wars XLVII: SLAs + Breath Weapon - Dragonfire Adept

    So he keeps getting new breath weapons, but never the one he wants? That bites!

    Quote Originally Posted by Dracus
    Dracus, Discount Tiamat

    STUB:Chaotic Good Third-Dragon Elan Dragonborn Barbarian 2/Totemist 2/Dragon Shaman 4/Bard 1/Master of Masks 2/Dragon Disciple 4/Half-Dragon Savage Progression Template 2/Half-Dragon Paragon 3

    Spoiler: Background
    Show
    Dracus always knew he was a Dragon on the inside, not the strange bipedal creature he was born as. Living in the wilderness, growing up battling red in tooth and claw to prove the dominance of the bloodline he felt burgeoning inside him, Dracus was sure of his draconic nature. But not just any dragon, no Dracus was destined to be one of the Great Silver Wyrms, ruling benevolently with an icy grandeur.

    When he felt the touch of Lord Bahamut recognizing him Dracus was amazed and vindicated – it was true; he was indeed a dragon. Only, when he emerged from the Shell of his second birthing it was not to the cool sheen of silvery scales as he was expecting, but to the warm earthy tones of Brass. Confused, but not dissuaded, Dracus set about getting even deeper in touch with his inner draconic self, for surely if he could prove to himself and Bahamut the Silver that resided in his soul then the Platinum Dragon would grace him again and correct the transformation.

    Years passed and Dracus learned to call upon the Spirit of the Dragon with him, ghostly outlines of claw and tail manifesting as he focused his will. Finally, with great effort Dracus managed to cause the Spirit within to manifest fully into the Material Plane and he transformed! His head twisted and elongated into a wholly Draconic form! But something was wrong, the flesh of his head and neck continued to shift and crackle, splitting in three another head, and another popped into being until Dracus stood and beheld the world not solely through his Draconic Eyes, but also through those of a Goat and a Lion! Confused, horrified, and slightly afraid, Dracus sought out the Draconic Shamans deep in the wilds and began to study with them to try to understand what had gone wrong, and get back in touch with the great Silver he knew was inside him.

    More years passed, and Dracus learned much about the Great Wyrms, and about himself. Able to call upon the soul of Silver within him to manifest the least of their powers, the no longer young man decided that the Shamans had given him enough to go on with, and he set out into civilization in search of arcane practitioners who might be able to help him become the inner version of himself he sought. In his time in the wilds Dracus had forgotten that most people find three headed draconic beings unsettling, and he had to learn how to disguise his nature to make any progress into settled lands. However! All his hard work paid off and Dracus found a group who would catalyze the change he sought in exchange for work done. Slowly, through many rituals and alchemic means, Dracus felt himself changing again, become more fully Dragon, but he had chosen his associates poorly, and he found that rather than Silver replacing the Brass of his scales, Bronze began spread. Furious and heartbroken, Dracus fled once again.

    Years passed and Dracus searched far and wide, following rumors of great magics and rituals that one could use to change one’s self at a fundamental level. Eventually through many trials and travails Dracus found all the pieces needed to complete the ritual, and on a dark and stormy night he stepped into the center of a Ritual circle and changed. Unfortunately for Dracus, while he was changed and emerged undoubtedly more Draconic, he had mistranslated one aspect of the ritual, and rather than emerging finally smooth and Silver, he returned still twisted, multi-headed and striated with scales of Brass, Bronze, and other colors. It is said that his cries of grief and fury could be heard for leagues around. To this day, Dracus roams the Realms looking for a way to finally be free of his twisted form and become the Dragon he was meant to be. Until then, he will continue to live as best he can in the image of the dragon he wishes to be.


    Spoiler: Race (Elan (EPH 09) -> Dragonborn (RoD 05) (Brass, Heart) -> Half-Dragon (Battle) Template (Savage Progression 2, Online)
    Show

    Type: Aberration (Dragonblood, Psionic)
    Ability Scores:
    Dragonborn: -2 Dex, +2 Con
    Half-Dragon: +4 Str, +2 Con, +2 Int
    Special Qualities:
    Dragonborn: +2 Dodge Bonus vs. Dragons, Immunity to Frightful Presence of Dragons, Heart (Su): Gain a Breath Weapon (5’-85’ Line, 1d8-5d8 Elemental of Choice, DC10+1/2HD+Con for Half)
    Half-Dragon: Natural Armor +3, Darkvision 60’, Low-Light Vision, Claws (1d4), Bite (1d6), Breath Weapon (30’ Cone, 3d8 Sonic, DC10 +1/2 HD + Con for Half, 1/Day), Immunity to Sleep & Paralysis, Resistance Sonic 20


    Spoiler: Ability Scores
    Show
    Ability Point Buy (32) Racial (Elan) Racial (Dragonborn) 4HD 8HD 12HD ECL13 ECL15 ECL16 ECL17 16HD (ECL18) Final
    Strength 16 +1 +1 +1 +2 +2 +2 +2 +1 28
    Dexterity -2 10
    Constitution 14 +2 +2 18
    Intelligence 12 +2 14
    Wisdom 10 10
    Charisma 14 -2 12


    Spoiler: Build Progression
    Show

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features ACFs
    1st Barbarian 1 +1 +2 +0 +0 Bluff 2(4cc), Knowledge (Arcana) 2(4cc), Perform (Act) 2(4cc), Perform (Woodwinds) 2(4cc), Speak Language 1(2cc), Tumble 2 Extra Rage (1), Entangling Exhalation (F) (RoD 101), Dragon Wings (F) RoD 100) Illiteracy, Rage 3/Day, Pounce Lion Spirit Totem (CC 46) – Exchange Fast Movement for Pounce
    Skilled City Dweller (Cityscape Web Enhancement) – Exchange Ride for Tumble
    2nd Barbarian 2 +2 +3 +0 +0 Disguise 2(4cc), Tumble 3(1), Bluff 2, Knowledge (Arcana) 2, Perform (Act) 2, Perform (Woodwinds) 2, Speak Language 1 Improved Trip (B) Wolf Totem Barbarian (UA 48) – Lose Uncanny Dodge, Gain Improved Trip as a Bonus Feat
    3rd Totemist 1 (MoI 21) +2 +5 +2 +0 Bluff 3(2cc), Knowledge (Arcana) 5(3), Disguise 2, Perform (Act) 2, Perform (Woodwinds) 2, Speak Language 1, Tumble 3 Knock-Down (3) (S&F 7) Wild Empathy, Illiteracy, Soulmelds (2), Essentia (1) Skilled City Dweller – Exchange Ride for Tumble
    4th Totemist 2 +3 +6 +3 +0 Disguise 3(2cc), Knowledge (Arcana) 7(2), Tumble 4(1), Bluff 3, Perform (Act) 2, Perform (Woodwinds) 2, Speak Language 1 Totem Chakra Bind (1), Soulmelds (3), Essentia (2)
    5th Dragon Shaman (PHB2 11) 1 +3 +8 +3 +2 Bluff 5(2), Disguise 4(1), Knowledge (Arcana) 7, Perform (Act) 2, Perform (Woodwinds) 2, Speak Language 1, Tumble 4 Draconic Aura (Vigor, Power, Presence), Totem Dragon (Silver)
    6th Dragon Shaman 2 +4 +9 +3 +3 Furious Inhalation (RoD 102) Skill Focus (Disguise) Bluff 7(2), Disguise 5(1), Knowledge (Arcana) 7, Perform (Act) 2, Perform (Woodwinds) 2, Speak Language 1, Tumble 4
    7th Dragon Shaman 3 +5 +9 +4 +3 Bluff 8(1), Disguise 7(2), Knowledge (Arcana) 7, Perform (Act) 2, Perform (Woodwinds) 2, Speak Language 1, Tumble 4 Draconic Adaptation (Feather Fall at will), Draconic Auras (4, add Senses)
    8th Dragon Shaman 4 +6 +10 +5 +4 Disguise 8(1), Knowledeg (Arcana) 8(2cc), Bluff 8, Perform (Act) 2, Perform (Woodwinds) 2, Speak Language 1, Tumble 4 Breath Weapon (2d6 Cold, 15’ Cone), Draconic Resolve (Immunity to Paralysis, Sleep, Frightful Presence (Dragons))
    9th Bard 1 +6 +10 +7 +6 Perform (Act) 8(6), Perform (Woodwinds) 3(1), Bluff 8, Disguise 8, Knowledge (Arcana) 8, Speak Language 1, Tumble 4 Extra Music (9) Bardic Music (5/Day), Bardic Knowledge, Countersong, Fascinate, Inspire Courage (+1), Spellcasting
    10th Master of Masks 1 (CSc 52) +6 +10 +9 +8 Knowledge (Arcana) 9(1), Perform (Act) 9(1), Perform (Percussion) 3, Bluff 8, Disguise 8, Perform (Woodwinds) 3, Knowledge (Arcana) 8, Speak Language 1, Tumble 4 Persona Masks (2, Dragon, High Priest)
    11th Master of Masks 2 +7 +10 +10 +9 Knowledge (Arcana) 13(4), Perform (Act) 10(1),, Perform (Percussion) 3, Bluff 8, Disguise 8, Perform (Woodwinds) 3, Speak Language 1, Tumble 4 Persona Masks (3, Dragon, High Priest, Archmage), +1 Spellcasting (Bard)
    12th Dragon Disciple 1 +7 +12 +10 +11 Knowledge (Arcana) 15(2), Knowledge (The Planes) 1, Perform (Act) 10, Perform (Percussion) 3, Bluff 8, Disguise 8, Perform (Woodwinds) 3, Speak Language 1, Tumble 4 Improved Dragon Wings (RoD 100) Natural Armor Increase +1, Bonus Spell (Bardic 1)
    13th Dragon Disciple 2 +8 +13 +10 +12 Knowledge (Arcana) 16(1), Knowledge (Nature) 1, Perform (Act) 10, Perform (Percussion) 3, Bluff 8, Disguise 8, Knowledge (The Planes) 1, Perform (Woodwinds) 3, Speak Language 1, Tumble 4 Ability Boost (+2 Str), Claws and Bite (1d4, 1d6), Bonus Spell (Bardic 1)
    14th Dragon Disciple 3 +9 +13 +11 +12 Knowledge (Arcana) 17(1), Knowledge (Religion) 1, Perform (Act) 10, Perform (Percussion) 3, Bluff 8, Disguise 8, Knowledge (The Planes) 1, Knowledge (Nature) 1, Perform (Woodwinds) 3, Speak Language 1, Tumble 4 Breath Weapon, Bronze (2d8 Lightning, 60’ Line)
    15th Dragon Disciple 4 +10 +14 +12 +13 Knowledge (Arcana) 18(1), Knowledge (Dungeoneering) 1, Perform (Act) 10, Perform (Percussion) 3, Bluff 8, Disguise 8, Knowledge (The Planes) 1, Knowledge (Nature) 1, Knowledge (Religion) 1, Perform (Woodwinds) 3, Speak Language 1, Tumble 4 Rapidstrike (15) Ability Boost (Str +2), Natural Armor Increase +1
    16th Half Dragon Template (Battle) 1 +10 +14 +12 +13 Knowledge (Arcana) 18, Knowledge (Dungeoneering) 1, Perform (Act) 10, Perform (Percussion) 3, Bluff 8, Disguise 8, Knowledge (The Planes) 1, Knowledge (Nature) 1, Knowledge (Religion) 1, Perform (Woodwinds) 3, Speak Language 1, Tumble 4 - +2 Str, +2 Int, Resistance (Lesser – Sonic 10), Darkvision 60’, Low-Light Vision
    17th Half Dragon Template (Battle) 2 +10 +14 +12 +13 Knowledge (Arcana) 18, Knowledge (Dungeoneering) 1, Perform (Act) 10, Perform (Percussion) 3, Bluff 8, Disguise 8, Knowledge (The Planes) 1, Knowledge (Nature) 1, Knowledge (Religion) 1, Perform (Woodwinds) 3, Speak Language 1, Tumble 4 - +2 Str, +2 Con, Resistance (Greater – Sonic 20), Claws (1d4), Bite (1d6), Natural Armor Increase +1, Breath Weapon (3d8 Sonic, 30’ Cone), Immunities (Sleep, Paralysis)
    18th Half-Dragon Paragon 1 (UA 37) +11 +16 +12 +15 Knowledge (Arcana) 19(1), Knowledge (The Planes) 3(2), Knowledge (Nature) 2(1), Knowledge (Religion) 2(1), Knowledge (Dungeoneering) 2(1), Perform (Act) 10, Perform (Percussion) 3, Bluff 8, Disguise 8, Perform (Woodwinds) 3, Speak Language 1, Tumble 4 Sorcerous Blood
    19th Half-Dragon Paragon 2 +12 +17 +12 +16 Knowledge (Arcana) 20(1), Knowledge (The Planes) 5(2), Knowledge (Nature) 3(1), Knowledge (Religion) 3(1), Knowledge (Dungeoneering) 3(1), Perform (Act) 10, Perform (Percussion) 3, Bluff 8, Disguise 8, Perform (Woodwinds) 3, Speak Language 1, Tumble 4 Natural Armor Increase +1
    20th Half-Dragon Paragon 3 +13 +17 +13 +16 Knowledge (Arcana) 21(1), Knowledge (The Planes) 7(2), Knowledge (Nature) 4(1), Knowledge (Religion) 4(1), Knowledge (Dungeoneering) 4(1), Perform (Act) 10, Perform (Percussion) 3, Bluff 8, Disguise 8, Perform (Woodwinds) 3, Speak Language 1, Tumble 4 Dragonfire Inspiration (18) Breath Weapon 3/day


    Bard Spells
    0th: 3/day, Known: Detect Magic, Read Magic, Prestidigitation, Mage Hand, Summon Instrument
    1st: 4/day, Known: Inspirational Boost, Disguise Self

    [B]Spell-Like Abilities[B]
    1/day: Bless, Cure Wounds, Protection from Evil, Sanctuary, Charm Person, Dancing Lights, Detect Magic, Magic Missile



    Spoiler: Build Write-up
    Show

    Spoiler: Level 5:
    Show
    The name of the game is Breath Weapons, and we’re starting out with the second most basic source in the game; Dragonborn of Bahamut with the Heart Aspect. Entangling Exhalation is taken because if you have a breath weapon you need to take it. Similarly with Lion Spirit Wolf Totem Barbarian, the ACFs are too good not to take. The levels in Totemist are taken pretty much entirely to get the Threefold Mask of the Chimera bound to the Totem Chakra. With a primary attack that now consists of two bites and a gore attack, we’re going to be using this as our primary method of attacking all game long. The second soulmeld slot will generally be either Dragon Claws for the secondary natural attacks, or Dread Carapace for boosting the bite attack damage. On days when you aren’t going to be biting things you have access to a whole bunch of other soulmelds for significant versatility. Skills are largely setting up prerequisites, but give a little bit of versatility. On the Feats front, Extra Rage to be more useful, Entangling Exhalation to absolutely ruin everything’s day at first level, Dragon Wings for the flavor and eventual Ex flight, since we got Improved Trip for free we might as well get Knock-Down, which will also get us an extra bite attack, which will become more relevant later.

    Spoiler: Level 10:
    Show
    The build begins coming online in these levels. We’ve picked up a second and third Breath Weapon (Cold from Dragon Shaman, Fire from Master of Masks, and any other basic element from Dragonborn) and our 6th level feat is Furious Inhalation. Now whenever we Rage we can give up a use of each breath weapon to add 6d6 damage to each Bite attack, of which we get two, three on a successful trip attack. Dragon Shaman Auras are nice little bonuses, and Bard is picked up for a little versatility and magic. Our first round of combat looks like starting Inspire Courage for +2 (Base value and Masterwork Drum or Natural Horn), Raging, and moving into position. We’ve also picked up most of our SLAs (Feather fall at will, and the 1/day spells from the High Priest Mask).

    Spoiler: Level 15:
    Show
    At this point the build is essentially done. A second level of Master of Masks gets additional SLAs from the Archmage Mask, and Bardic Spellcasting gets 1st level spells, of which we mostly care about Inspirational Boost. Dragon Disciple adds additional 1st level slots so we can cast Inspirational Boost during each combat. Dragon Disciple also fails to turn us into a Silver Dragon (mechanically we’re choosing Bronze) and instead we get a fourth Breath Weapon, now adding Lightning to our arsenal. The Strength boosts are welcome for our fighting style, which consists of using the Threefold Mask of the Chimera rather than iteratives. Speaking of, Dragon Disciple gives us a bite attack, so the Goat head of the Mask should now also get a Bite attack. Add in Rapidstrike (Elan base lets us qualify as an Aberration), and our full attack routine should be 6 Bites, a Gore, an Improved Trip Bite, and Secondary Claws. Using Furious Inhalation and Inspire Courage we should be attacking at +21 (+10 BAB +8 Str +3 IC) for primary attacks before items and buffs, doing 1d6+8+8d6 (39.5avg) on a bite.

    Spoiler: ECL 20:
    Show
    One last ditch attempt to turn into a Silver Dragon fails as the ritual magic used to take on the Half Dragon Template goes awry and turns us into a Half Battle Dragon (so sad) instead. A final Breath Weapon (Sonic damage this time) is added to our arsenal so our Bite Attacks do 10d6 extra elemental damage. Half-Dragon Paragon means we can add the Sonic Damage 3/day (coincidentally the number of times we can rage), so we’re fully armed every fight. Dragonfire inspiration means we can add up to 4d6 additional Sonic damage to all of our attacks (IC +1, Masterwork Instrument +1, Inspirational Boost +1, Badge of Valor +1). Our Strength tops out at 28 (32 Raging), which is decent, and gives us Bite Attacks at +24 before items and Buffs (and not including Inspire Courage) doing 1d6+11+14d6 (62.5avg) damage each hit.



    Sources: Items not called out are either in the PHB or sub-items of higher level callouts (e.g. Warlock Invocations)
    Creator of the LA-assignment thread.

    Join the new Junkyard Wars round and build with Cloaked Dancer and a companion creature!

    Interested in judging a build competition on the 3.5 forums but not sure where to begin? Check out the judging handbook!

    Extended signature!

  13. - Top - End - #43
    Titan in the Playground
     
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    Default Re: Junkyard Wars XLVII: SLAs + Breath Weapon - Dragonfire Adept

    The Bremen town musicians look a bit different than I remember...

    Quote Originally Posted by Ghidorah
    One for all and all for me

    Ghidorah

    N Sylph 5, Sorcerer 1, Incantatrix 4, Wyrm Wizard 3
    Languages: Common, Auran, Draconic, open. (Just in case I missed something)

    Spoiler: Warning! Disappointment.
    Show
    If I had more time I could have probably make the concept of the build works a lot better. Initially the build was using Zhentarim Skymage to get a Pyroclastic Dragon with Split Breath to breath a bunch of disintegrating attacks on 60ft lines that can stack on each other, forcing multiple fort saves on the same turn… Sadly, you have to be riding your flying mount in order to share spells as a Zhent Skymage and so you cannot ride your horse… I remembered that really late into the making of this build and lost a bunch of time.

    There might be leftovers from the previous build and the skills are messed up. I do not have the time to correct them and have already put too much time into it. I am really sorry in advance. You can already prepare some penalties for that part.

    No time for any fluff, sadly. The original was based on being part of the Zhentarim, going to jail (Otyugh), escaping, get a promotion, get a sick dragon mount as a reward etc...


    Spoiler: Stats
    Show
    Abilities (Initial) Sylphed Race / Template 4th 8th 12th 16th 20th
    STR (8) 6 -2
    DEX (8) 10 +2
    CON (18) 18 -2 (Sylph) +2 (Multiheaded)
    INT (12) 16 +4
    WIS (8) 14 +6
    CHA (18) 24 +6 25 26 27
    ]


    Spoiler: Build Table
    Show

    ECL / CL Class Base Attack Bonus Fort Save Reflex Save Will Save Skills Feats Class Features
    1st / 1st Sylph HD +1 +2 +2 +2 48: {+4} Concentration: 4; {+4 CC} Diplomacy: 2; {+4 CC} Handle Animal: 2; {+4} Hide: 4; {+4} Knowledge (Nature): 4; {+4 CC} Knowledge (geography): 2; {+4} Listen: 4; {+4} Move Silently: 4; {+4 CC} Knowledge (Arcana): 2; {+4 CC} Ride: 2; {+4 CC} Spellcraft: 2; {+4} Spot: 4; Arcane Preparation Spells, Improved Invisibility, Summon Elemental, Wild Empathy, SR14
    2nd / 2nd Sylph HD +2 +3 +3 +3 11: {+1} Concentration: 5; {+2 CC} Diplomacy: 3; Handle Animal: 2; {+1} Hide: 5; Knowledge (Nature): 4; Knowledge (geography): 2; Listen: 4; {+1} Move Silently: 5; {+2 CC} Knowledge (Arcana): 3; {+2 CC} Ride: 3; {+2 CC} Spellcraft: 3; Spot: 4;
    3rd / 3rd Sylph HD +3 +3 +3 +3 11: {+1} Concentration: 6; {+2 CC} Diplomacy: 4; Handle Animal: 2; {+1} Hide: 6; Knowledge (Nature): 4; Knowledge (geography): 2; {+1} Listen: 5; {+1} Move Silently: 6; {+2 CC} Knowledge (Arcana): 4; Ride: 3; {+2 CC} Spellcraft: 4; {+1} Spot: 5; Extend Spell
    4th / 4th Multiheaded HD +4 +4 +4 +4 11: {+1} Concentration: 7; {+2 CC} Diplomacy: 5; Handle Animal: 2; {+1} Hide: 7; Knowledge (Nature): 4; Knowledge (geography): 2; {+1} Listen: 6; {+1} Move Silently: 7; {+2 CC} Knowledge (Arcana): 5; Ride: 3; {+2 CC} Spellcraft: 5; {+1} Spot: 6; Improved Initiative, Combat Reflexes, Improved Two-Weapon Fighting
    5th / 5th Multiheaded HD +5 +4 +4 +4 11: {+1} Concentration: 8; {+2 CC} Diplomacy: 6; Handle Animal: 2; {+1} Hide: 8; Knowledge (Nature): 4; Knowledge (geography): 2; {+1} Listen: 7; {+1} Move Silently: 8; {+2 CC} Knowledge (Arcana): 6; Ride: 3; {+2 CC} Spellcraft: 6; {+1} Spot: 7;
    6th / 5th Sylph LA
    7th / 5th Sylph LA
    8th / 5th Sylph LA
    9th / 5th Sylph LA
    10th / 5th Sylph LA
    11th / 5th Multiheaded LA
    12th / 5th Multiheaded LA Iron Will (Otyugh Hole)
    13th / 6th Wilderness Companion Sorcerer +5 +4 +4 +6 5: {+1} Concentration: 9; Diplomacy: 6; Handle Animal: 2; Hide: 8; Knowledge (Nature): 4; Knowledge (geography): 2; Listen: 7; Move Silently: 8; {+2} Knowledge (Arcana): 8; Ride: 3; {+2} Spellcraft: 8; Spot: 7; Obtain Familiar Animal Companion
    14th / 7th Incantatrix +5 +4 +4 +8 5: {+1} Concentration: 10; Diplomacy: 6; Handle Animal: 2; Hide: 8; Knowledge (Nature): 4; Knowledge (geography): 2; Listen: 7; Move Silently: 8; {+2} Knowledge (Arcana): 10; Ride: 3; {+2} Spellcraft: 10; Spot: 7; Persistent Spell Bonus metamagic feat, focused study
    15th / 8th Incantatrix +6 +4 +4 +9 5: {+1} Concentration: 11; Diplomacy: 6; Handle Animal: 2; Hide: 8; {+3} Intimidate: 3; Knowledge (Nature): 4; Knowledge (geography): 2; Listen: 7; Move Silently: 8; Knowledge (Arcana): 10; Ride: 3; {+1} Spellcraft: 11; Spot: 7; Cooperative metamagic
    16th / 9th Incantatrix +6 +5 +5 +9 5: {+1} Concentration: 12; Diplomacy: 6; Handle Animal: 2; Hide: 8; {+3} Intimidate: 6; Knowledge (Nature): 4; Knowledge (geography): 2; Listen: 7; Move Silently: 8; Knowledge (Arcana): 10; Ride: 3; {+1} Spellcraft: 12; Spot: 7; Improved Familiar Metamagic effect
    17th / 10th Incantatrix +7 +5 +5 +10 5: {+1} Concentration: 13; Diplomacy: 6; Handle Animal: 2; Hide: 8; {+3} Intimidate: 9; Knowledge (Nature): 4; Knowledge (geography): 2; Listen: 7; Move Silently: 8; Knowledge (Arcana): 10; Ride: 3; {+1} Spellcraft: 13; Spot: 7; Quicken Spell Bonus metamagic feat
    18th / 11th Wyrm Wizard +7 +5 +5 +12 5: {+1} Concentration: 14; Diplomacy: 6; Handle Animal: 2; Hide: 8; {+3} Intimidate: 12; Knowledge (Nature): 4; Knowledge (geography): 2; Listen: 7; Move Silently: 8; Knowledge (Arcana): 10; Ride: 3; {+1} Spellcraft: 14; Spot: 7; Knowledge of the wyrm
    19th / 12th Wyrm Wizard +8 +5 +5 +13 7: {+1} Concentration: 15; Diplomacy: 6; Handle Animal: 2; Hide: 8; Intimidate: 12; Knowledge (Nature): 4; {+2} Knowledge (geography): 4; Listen: 7; Move Silently: 8; {+3} Knowledge (Arcana): 13; Ride: 3; {+1} Spellcraft: 15; Spot: 7; Versatile Spellcaster Multivoice Spell research
    20th / 13th Wyrm Wizard +8 +6 +6 +13 7: {+1} Concentration: 16; Diplomacy: 6; Handle Animal: 2; Hide: 8; Intimidate: 12; Knowledge (Nature): 4; {+2} Knowledge (geography): 6; Listen: 7; Move Silently: 8; {+3} Knowledge (Arcana): 16; Ride: 3; {+1} Spellcraft: 16; Spot: 7; Draconic discover (2nd)




    Spoiler: Spells
    Show
    ECL Class 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th extra
    1st Sorcerer 6 6 4
    2nd Sorcerer 6 6 5 3
    3rd Sorcerer 6 6 6 4
    4th Sorcerer 6 6 6 5 3
    5th Sorcerer 6 6 6 6 4
    6th
    7th
    8th
    9th
    10th
    11th
    12th
    13th Sorcerer 6 6 6 6 5 3
    14th Sorcerer 6 6 6 6 6 4
    15th Sorcerer 6 6 6 6 6 5 3
    16th Sorcerer 6 6 6 6 6 6 4
    17th Sorcerer 6 6 6 6 6 6 5 3
    18th Sorcerer 6 6 6 6 6 6 6 4
    19th Sorcerer 6 6 6 6 6 6 6 5 3
    20th -

    Spells knowns (x=open)
    0 - (9) x
    1 - (5) Dazzling Breath (A -1 is a -1), Nerveskitter, x, x, x,
    2 - (5) detect thoughts, invisibility, Palarandusk's Fire Breath,Scintillating Scales, Luminous Armor
    Possible - Permeable Form
    3 - (4) suggestion, summon monster 3, x, x
    4 - (4) Dragon Breath, Blinding Breath, Curse of the Elemental Lords, Polymorph
    Possible (Firestride Exhalation if needing extra mobility)
    5 - (4) Dispelling Breath, Stunning Breath
    6 - (3) x, x, x
    7 - (2) Animate Breath, Energy Immunity
    Possible (Greater Stunning Breath when one round of stun isn’t enough)
    8 - (1) Dragon Cloud ?



    Spoiler: It makes no sense
    Show


    Spoiler: ECL 12 "Freak Show"
    Show

    You start the adventure at level 12. It is really bad since most campaign / play don't even go that far. And this is kind of a harsh place to be in... You have 5 racial hit dice, you cast spells as a 9th level sorcerer. Let's face it, you are weak and nobody have any trust in you achieving anything.

    However, you still have some tools in your bag. You can use summon monsters 6 as an Spell-like ability to summon a large elemental... Which could have been impressive in the early levels but is on par with a 12th level sorcerer anyway.
    Most importantly... You can be invisible... Greatly. At-will. And you can fly at respectable speed and good maneuvrability.
    So at first you are going to be a scout. A glorified Pixie, with the same cons.

    If your enemy has no way to spot you (No true sight, dispelling capabilities etc...) You still can cast Dragon Breath and breath with both your heads for 18d6 damage every 1d4 rounds which is really respectable, even more while being invisible AND flying.
    And Dragon Breath gives you access to powerful debuff too AND you still have Blinding Breath just in case you are fighting a bunch of monsters that really need their eyes.
    Oh and you still have Polymorph, just in case... remember you are and outsider and have access to a bunch of cool monsters that way.

    So you are not worthless by any mean... Just... Don't get caught by anything.


    Spoiler: ECL 13
    Show

    We get our first Sorcerer level and take the Wilderness Companion ACF, swapping our trustworthy familiar for an animal companion half the strength of a Druid of our level... Not ideal. Not great. You still can buff it or ask your comrades to do it for you and in the worst case scenario it will take one hit or two before dying and getting one back in the next 24 hours.

    Oh and we took Obtain Familiar but we do not want to use it for now. "It's a Surprise Tool That Will Help Us Later"
    Why not take it now? Because we are going to take Improved Familiar later and nothing in the rules say you do not have to pay the xp cost to dismiss your familiar. If the DM rules otherwise, just take the one you prefer and don’t worry about it.



    Spoiler: ECL 16
    Show

    We can now persist spells. Always a good pick if we want a polymorph spell or any other buff to last a bit longer while we are exploring a dungeon for example.
    We took Improved familiar but... We are not going to take anything just yet.
    Trust me, it's worth the wait.



    Spoiler: ECL 19 “When (More than) Two Become One”
    Show

    An odd breakpoint. The 4th level has been taken for a second free bonus metamagic feats, because you REALLY need some more since you have way too many LA.
    You finally can summon your familiar. Pick a Fire Bat.
    We are taking Versatile Spellcaster but not for long. After some times we are going to retrain it in favor of the feat Multivoice.

    But there is more important…

    You waited for so long for this moment... It's WHEN TWO BECOME ONE TIME.

    This Shugenja exclusive spell from Oriental Adventure allows you to merge with a horse and share almost everything… The thing is, nothing is preventing you from riding along with someone else, as much as I know…And size is the only factor that can prevent someone from riding something.

    Arms & Equipment page 78
    A creature can carry as many passengers as its space and carrying capacity allow. One Small or Medium-size rider or passenger can fit in each 5- foot square the creature occupies and still have room to move around and fight if necessary. Riders, of course, must arrange themselves according to the creature’s shape.

    You might argue that only humanoid-shaped creatures can ride but I do not think this is true.

    See where I am going?
    Put your butt on the horse, ask your fleshraker dinosaur to jump on it too with your fire bat and… Cast When Two Become one. Both your familiar AND bat have the share spell ability, and are now affected by the spell too.

    As for now and “forever” all of you are sharing:
    Feats (All of them)
    All skills
    All abilities (Su and Ex). The character, its bat and the fleshraker are sharing them to the horse. But since we mostly become the same creature as the horse, everyone share them. (Since from what I understand, we now ARE the horse)
    The better score between your mount or you for all checks, saves, and attacks
    Your mental stats, memory, personality, level, class, alignment, ex abilities, and su abilities
    Your horse's physical stats, speed, natural armor, weapons, and ex abilities
    A shared pool of hitpoints (From your bat, the fleshraker, the horse and the spellcaster)

    Because we all share our feats, you now have access to Multiattack from your fleshraker and now can retrain Versatile Spellcaster for Multivoice, allowing us to cast 2 spells in the same turn.

    Because we all are sharing the horse’s body, we have a bunch of heads at our disposal AND we still have our ability to use them accordingly since we all are sharing our abilities. So, each time you are using a breath weapon (Via a spell) all our heads are firing at once.
    The spell tells us the merged body are not a particularly useful part. But that’s it. It says we have to grip firmly the horse and hunch back. It doesn’t say we cannot rotate our neck to breath fire to the bad guys. And that’s exactly what we are going to do.
    If that doesn’t fly, learn about the “Hydra” strat in the Tips and Tricks part of the build.




    Spoiler: Ghidorah part2
    Show


    Spoiler: AC/Familiar/Horse
    Show


    Animal Companion : Fleshraker. How UNORIGINAL. Listen, it hurts me, but after having a look at EVERY other druid animal companion available, this is the only one accessible at level 4 with 4HD and who is able to take multiattack. Sure we are not gonna abuse its poison with venomfire or anything, but I feel kinda bad taking this option… I really do not like it tho. (See the Tricks part for another thing the Fleshraker can do)
    Same stats as in MM3 except as noted :
    From Wilderness Companion Sorcerer : + 2HD for 6HD total, +2NA for 8 total, +1 Dex for 20 total. Link, Share spells, Evasion (From Wilderness Companion Class level/2)
    Feats : Improved Natural Attack (Claw), Track, Multiattack from 6th HD.
    Racial skills bonus : +8 Hide (+10 in forested areas) +6 Jump
    Scent + Low light vision

    Familiar : Fire bat
    Stats from MM2 except as noted :
    From Sorcerer : ½ your total hit points, +8NA for 10 total, 13 Int instead of 6, Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak with Master, Speak with animals of its kind, Spell Resistance 20, Scry on Familiar.
    From Fire Bat : Burn, Devour, Blindsight 120ft, Elemental Traits, Fire Subtype, Regeneration 5
    Racial skill bonus : +4 Spot and Listen

    Mount : The horse.
    Heavy Warhorse, typical stats unchanged. https://www.d20srd.org/srd/monsters/horse.htm
    Wait… Is it a valid target for When Two Become One? Since no “Horse” only exist and horse isn’t a subtype or anything so… let’s take one that is trained for battle. (Yeah, there is a light horse, a heavy horse, warhorses… But no just plain “Horse” alone.)
    Is it a valid target for Horseshoes of Flame? Is it Ordinary enough? Sadly, there is no “Ordinary horse” to be found… So let’s say yes.

    Spoiler: Not relevant but I liked this part so much, I kept it if you are curious to know how a horse could have been able to walk with a medium sized Pyroclastic dragon on its back
    Show

    But wait… How is this little horsey is going to move with a Sylph, a firebat, a dinosaur and… A DRAGON on its back?
    If we can trust the draconomicon page 36-37, the weight for any Dragon coming from the SRD (Chromatic and Metallic) is around 320 lb.
    A light load for a heavy warhorse is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds.
    So without further calculation, we would end up being at medium load with everyone on its back. We do not want that, poor thing. Fortunately for our friend, animals have items slots, as per this web article https://web.archive.org/web/20210702...d/re/20031125a
    (And a very complete analysis on the subject by Thurbane https://forums.giantitp.com/showthread.php?585673)
    We can then buy a Belt of the Wide Earth (Magic Item Compendium, page 204) to double its carrying capacity. Its light load is now up to 600 pounds.



    Spoiler: Tips & Tricks
    Show

    • Firestride Exhalation allow you to breath fire in multiple direction and teleport to one that favor you the most. (Like firing 4 breaths at an enemy and using the last one to teleport in the opposite direction)
    • Multivoice Palarandusk is a really nice backup spell. 5d6*number of head, level 2 only. (You have to be close tho)
    • Dispelling Breath and Stunning Breath are funny save or suck spell and a bit subpar for their spell level… until you have to make 5 saves. In the same turn.
    • You can take Ethereal Breast as a 5th level spell if you plan to fight a lot of ethereal creatures.
    • Animate Breath is cute, it’s like Summon Monster 7 but less versatile. (So not good) But you breath fire multiple time… At the same time.
    • Dragon Breath or Palarandusk’s Fire Breath + Curse of the Elemental Lords isn’t so great except if you cast a bunch of spells at the same time. And guess what.
    • You can pump your Charisma and take any dragon you like instead of the pyroclastic.
    • Any Dragon with cold immunity would be perfect in addition to the Fire Bat, freeing a level 7 spell.
    • If your DM rules that you cannot cast spells naturally after having cast When Two Become one, your Fleshraker qualifies for Surrogate Spellcasting… Just sayin’.
    • Swap a Metabreath feat from your Dragon to Multiattack and take Surrogate Spellcasting on your Fleshraker. If it makes no sense, buy a +2 wisdom item for your Dragon and take the Surrogate Spellcasting feat. (Even if the pyroclastic dragon cannot cast spells it could make more sense…)
    • If like me you do not like the Fleshraker and you are not playing in a specific setting, Horrid or Magebred companions might interest you.
    • If a Nightmare is considered a horse by your DM, consider taking that instead of a dragon with Zhentarim Skymage.
    • If your DM consider anything that looks like a horse a valid option for When Two Become One, consider taking a Brass Steed instead (Miniature Handbook, 19k gp). It has Magic Immunity as an EX ability. (Since When Two Become One does not specify if it ignores Spell Resistance, you’d have to argue with your DM on that too)
    • Horseshoes of Flame : If your DM consider your horse isn’t “Ordinary” anymore, consider investing into UMD and emulate a race (Horse). There is an argument you cannot do that normally as a humanoid, but since you have hooves, nobody can tell you you cannot wear them.
    • Z. Skymage’s Dragon : If you take a dragon with better damage from its breath, feats like Clinging Breath and Lingering Breath might interest you. Strafing Breath is an option too if you need extra mobility.
    • There was a Multivoice build but I ended up being too short on the feat department. I forgot Zhentarim Skymage do not get
    • Gloves of Balanced Hands (MiC 105), give Two-Weapons Fighting for 8k gp. (As Improved Two-weapon fighting from multiheaded does not count even if it is the same but better)
    • Alternative to the gloves: since it says in the text “fight as if” and one could argue it doesn’t give you the feat as proper speaking, you can invest into a pair of Silver Sickles of Soranth (or beg your DM to give it to you, or ask someone to craft it for you etc…) from this article: https://web.archive.org/web/20161101...mc/mc20020130a It explicitly gives you the feat “Two-weapon fighting” (and ambidextry) You’d need 51k gp for both.




    Spoiler: Required/recommanded items
    Show

    Required :
    • Battle Bridle (MIC page 151) (Grants Mounted Combat) 9k gp
    • Otyugh Hole (Complete Scoundrel page 151 (no joke)), Iron Will 3k gp
    • Gloves of Balanced Hands (MiC 105), give Two-Weapons Fighting for 8k gp. (As Improved Two-weapon fighting from multiheaded does not count even if it is the same but better) or Sickles of Soranth (See Tips & Tricks)
    • Horseshoes of Flame (Savage Species, page 57) 30,240gp
    • Invest into a Mantle of the Fiery Spirit to obtain the Fire Subtype (5kgp + 2k xp) (Before hitting X level for Improved Familiar. Find a high level caster, a scroll or beg your friend wizard to learn this for you)
    • Heavy Warhorse, 400gp. (SRD)
    • Belt of the Wide Earth (Magic Item Compendium, page 204) 8k gp (Was used when Zhentarim Skymage was part of the build to help the horse carry the weight of a medium-sized Dragon)




    Spoiler: Sources
    Show

    Sources :
    • Sylph, (MM2 page 192 + Errata from the Update Booklet, page 36 for Wild Empathy. https://web.archive.org/web/20130605.../dnd/20030718a )
    • Multiheaded Template, (Savage Species page 125)
    • When Two Become One (Oriental Adventures page 119)
    • Zhentarim Skymage (Lords of Darkness, page 102)
    • Pyroclastic Dragon (Draconomicon page 183)
    • Otyugh Hole (Complete Scoundrel page 151)
    • Wilderness Companion Sorcerer (SRD : http://www.d20srd.org/srd/variant/cl...sorcererWizard)
    • Fleshraker, (MM3 page 40)
    • Incantatrix (Player’s Guide to Faërun, page 61)
    • Wyrm Wizard (Dragon Magic, page 55)
    • Multivoice feat (Savage Species, page 37)
    • Metabreath Feats (Heighten, Shape, Split draconomicon page 70, 73, 74 respectively)
    • Obtain Familiar (Complete Arcane page 81)
    • Fire Bat (MM2 page 102)



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    Default Re: Junkyard Wars XLVII: SLAs + Breath Weapon - Dragonfire Adept

    Dragons are like prismatics: they come in many colors, and they'll melt your face clean off.

    Quote Originally Posted by Aiyana
    Aiyana Spiritshard

    Silverbrow Human→Dragonborn
    Combat Abjurer 2/Master Specialist 3/Incantatrix 4/Initiate of the Sevenfold Veil 7/Wurm Wizard 2/Archmage 2

    Spoiler: Backstory
    Show

    Aiyana was born into a powerful noble family of sorcerers. While the innate gift for magic seems to have skipped her, besides an occasional Feather Fall, she was a precocious and active child, and was determined to learn through study everything that she needed to become a great magician.

    As Aiyana grew up her mother helped arrange for her to enter the finest wizarding colleges in the realm where she quickly advanced in ranks, learning magic, but also adopting the purpose of protecting her community from evil outsider and evil dragons.

    As Aiyana's power grew, she traveled the planes often, learning more about any potential outsider invaders, but the catalogues of enlightenment was always her favorite destination.

    After much study of the different cleric domains, Aiyana, with some help from Ozzerug, the Stubborn - a steel dragon who was also a researcher at the catalogues - was able to master Miracle, seamlessly blending arcane and divine magic.


    Spoiler: Stats
    Show

    32 point buy

    STR 8
    DEX 14
    CON 14
    INT 18
    WIS 10
    CHA 10

    All level up points go to Int.
    At level 5: +2 Con, -2 Dex due to ritual of rebirth


    Spoiler: Level breakdown
    Show

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Abjurer +0 +0 +0 +2 24: Concentration 4, Know(Arc) 4, Know(Nat) 4, Know(Planes) 4, Know(Rel) 4, Spellcraft 4 Spell Focus(Abjuration), (Human)Precocious Apprentice(Frost Breath), (Combat Wizard)Dodge Immediate Magic:Urgent Shield, Banned Schools:Enchantment,Necromancy
    2nd Abjurer +1 +0 +0 +3 6: Concentration 5, Know(Arc) 5, Know(Nat) 5, Know(Planes) 5, Know(Rel) 5, Spellcraft 5 Animated Script(Dead Levels)
    3rd Master Specialist +1 +0 +0 +5 6: Concentration 6, Know(Arc) 6, Know(Nat) 6, Know(Planes) 6, Know(Rel) 6, Spellcraft 6 Iron Will Skill Focus (Spellcraft)
    4th Master Specialist +2 +0 +0 +6 6: Concentration 7, Know(Arc) 7, Know(Nat) 7, Know(Planes) 7, Know(Rel) 6, Spellcraft 7, UMD 0.5CC Expanded spellbook
    5th Master Specialist +2 +1 +1 +6 6: Concentration 8, Know(Arc) 8, Know(Nat) 7, Know(Planes) 8, Know(Rel) 7, Spellcraft 8, UMD 1CC Precocious Apprentice, Dodge → Planar Touchstone → The Catalogues of Enlightenment (Planning [Extend Spell]) Greater Spell Focus(Abjuration), Dragonborn transformation (Heart)
    6th Incantatrix +2 +1 +1 +8 6: Concentration 9, Know(Arc) 9, Know(Nat) 7, Know(Planes) 9, Know(Rel) 7, Spellcraft 9, UMD 2CC Entangling Exhalation, (Inc.)Extend Spell Banned school(Illusion)
    7th Incantatrix +3 +1 +1 +9 6: Concentration 10, Know(Arc) 10, Know(Nat) 7, Know(Planes) 10, Know(Rel) 7, Spellcraft 10, UMD 3CC Cooperative metamagic
    8th Incantatrix +3 +2 +2 +9 7: Concentration 11, Know(Arc) 11, Know(Nat) 7, Know(Planes) 11, Know(Rel) 7, Spellcraft 11, UMD 4.5CC Metamagic effect
    9th Incantatrix +4 +2 +2 +10 7: Concentration 12, Know(Arc) 12, Know(Nat) 7, Know(Planes) 12, Know(Rel) 7, Spellcraft 12, UMD 6CC Quicken Breath, (Inc.)Persistent Spell
    10th Initiate of the Sevenfold Veil +4 +2 +2 +12 7: Concentration 13, Decipher Script 5, Know(Arc) 12, Know(Nat) 7, Know(Planes) 12, Know(Rel) 7, Spellcraft 13, UMD 6CC Warding 1/day, unimpeachable abjuration, red veil
    11th Initiate of the Sevenfold Veil +5 +2 +2 +13 7: Concentration 14, Decipher Script 5, Know(Arc) 13, Know(Nat) 8, Know(Planes) 12, Know(Rel) 8, Spellcraft 14, UMD 7CC Unanswerable strike +2, orange veil
    12th Initiate of the Sevenfold Veil +5 +3 +3 +13 7: Concentration 15, Decipher Script 5, Know(Arc) 15, Know(Nat) 9, Know(Planes) 12, Know(Rel) 9, Spellcraft 15, UMD 7.5CC Heighten Breath Warding 2/day, yellow veil
    13th Initiate of the Sevenfold Veil +6 +3 +3 +14 7: Concentration 16, Decipher Script 5, Know(Arc) 16, Know(Nat) 10, Know(Planes) 13, Know(Rel) 10, Spellcraft 16, UMD 8CC Reactive warding, green veil
    14th Initiate of the Sevenfold Veil +6 +3 +3 +14 7: Concentration 17, Decipher Script 5, Know(Arc) 17, Know(Nat) 11, Know(Planes) 14, Know(Rel) 11, Spellcraft 17, UMD 8.5CC Warding 3/day, blue veil
    15th Initiate of the Sevenfold Veil +7 +4 +4 +15 7: Concentration 18, Decipher Script 5, Know(Arc) 18, Know(Nat) 12, Know(Planes) 15, Know(Rel) 12, Spellcraft 18, UMD 9CC Shape Breath Unanswerable strike +4, double warding, indigo veil
    16th Initiate of the Sevenfold Veil +7 +4 +4 +15 8: Concentration 19, Decipher Script 5, Know(Arc) 19, Know(Nat) 14, Know(Planes) 16, Know(Rel) 13, Spellcraft 19, UMD 9.5CC Kaleidoscopic doom, violet veil, warding 4/day
    17th Wurm Wizard +7 +4 +4 +17 10: Concentration 20, Decipher Script 5, Know(Arc) 20, Know(Nat) 16, Know(Planes) 18, Know(Rel) 15, Spellcraft 20, UMD 10CC Knowledge of the wyrm
    18th Wurm Wizard +8 +4 +4 +18 10: Concentration 21, Decipher Script 5, Know(Arc) 21, Know(Nat) 18, Know(Planes) 20, Know(Rel) 17, Spellcraft 21, UMD 10.5CC Enlarge Breath, Update Planar Touchstone location → The Catalogues of Enlightenment (Domination) → Spell Focus (Enchantment) Spell research(Miracle)
    19th Archmage +8 +4 +4 +20 8: Concentration 22, Decipher Script 5, Know(Arc) 22, Know(Nat) 19, Know(Planes) 21, Know(Rel) 19, Spellcraft 22, UMD 11CC High Arcana → Spell-Like Ability(Miracle)
    20th Archmage +9 +4 +4 +21 8: Concentration 23, Decipher Script 5, Know(Arc) 23, Know(Nat) 21, Know(Planes) 22, Know(Rel) 21, Spellcraft 23, UMD 11CC High Arcana → Spell-Like Ability(Miracle)


    Spoiler: Magic + Breath Weapon
    Show

    Spells per Day
    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st 3 1
    2nd 4 2
    3rd 4 2 1
    4th 4 3 2
    5th 4 3 2 1
    6th 4 3 3 2
    7th 4 4 3 2 1
    8th 4 4 3 3 2
    9th 4 4 4 3 2 1
    10th 4 4 4 3 3 2
    11th 4 4 4 4 3 2 1
    12th 4 4 4 4 3 3 2
    13th 4 4 4 4 4 3 2 1
    14th 4 4 4 4 4 3 3 2
    15th 4 4 4 4 4 4 3 2 1
    16th 4 4 4 4 4 4 3 3 2
    17th 4 4 4 4 4 4 4 3 2 1
    18th 4 4 4 4 4 4 4 3 2 1
    19th 4 4 4 4 4 4 4 3 3 2
    20th 4 4 4 4 4 4 4 4 3 3


    SLAs - Breath Weapon
    Level SLA gained SLA lost - BW Damage* BW Size/Shape** BW DC*** BW Effects Ongoing effects Note
    1st Feather fall 1/day, Urgent shield INT mod/day - Frost breath deals 0 damage at level 1
    2nd - Frost breath emulates having a breath weapon + stun.
    3rd -
    4th -
    5th Feather fall 2/day Feather fall lost after ritual of rebirth - 2d8 25 ft. line DC 15 Possibly dazzle on some uses Lose Frost breath, but get a REAL breath weapon!
    6th Planar Touchstone can grant many SLAs from touchstones and domains - 3d8 30 ft. line DC 16 Possibly dazzle on some uses Entanglinh Exhalation comes online
    7th - 3d8 35 ft. line DC 16 Failed BW save → permanently blinded No persist yet; however Blinding breath and Dragon Breath (secondary breath weapon) are both available.
    8th - 3d8 40 ft. line DC 17 Failed BW save → permanently blinded
    9th - 4d8 45 ft. line DC 24 Failed BW save → dispel highest spell + permanently blinded; Damage→Fort→1 Round stun Persisted: ****Draconic Polymorph (Rilmani, Ferrumach [FF] 28 + 2 Con), Blinding Breath, Dispelling Breath, Stunning Breath, Dragon Breath Quicken Breath comes online, Ethereal Breath is available if fighting ethereal creatures.
    10th Warding 1/day - Red Veil - 4d8 50 ft. line DC 25 Failed BW save → dispel highest spell + permanently blinded; Damage→Fort→1 Round stun Persisted: ****Draconic Polymorph (Arrow Demon [MM3] 29 + 2 Con), Blinding Breath, Dispelling Breath, Stunning Breath, Dragon Breath
    11th Orange veil - 4d8 55 ft. line DC 25 Failed BW save → dispel highest spell + permanently blinded; Damage→Fort→1 Round stun Persisted: ****Draconic Polymorph (Arrow Demon [MM3] 29 + 2 Con), Blinding Breath, Dispelling Breath, Stunning Breath, Dragon Breath
    12th Warding 2/day, yellow veil - 5d8 60 ft. line DC 38 Failed BW save → dispel highest spell + permanently blinded; Damage→Fort→1 Round stun Persisted: ****Draconic Polymorph (Glabrezu 31 + 2 Con), Blinding Breath, Dispelling Breath, Stunning Breath, Dragon Breath Heighten Breath comes online, greatly boosting DCs
    13th Green veil - 5d8 65 ft. line DC 46 Failed BW save → dispel highest spell + permanently blinded; Damage→Fort→1 Round stun + Fort→2d4 Round stun Persisted: ****Draconic Polymorph (Glabrezu 31 + 2 Con), Blinding Breath, Dispelling Breath, Stunning Breath, Dragon Breath, Bite of the Werebear, Greater Stunning Breath Reactive warding for immediate action warding! Two more spells persisted.
    14th Warding 3/day, blue veil - 5d8 70 ft. line DC 47 Failed BW save → dispel highest spell + permanently blinded; Damage→Fort→1 Round stun + Fort→2d4 Round stun Persisted: ****Draconic Polymorph (Glabrezu 31 + 2 Con), Blinding Breath, Dispelling Breath, Stunning Breath, Dragon Breath, Bite of the Werebear, Greater Stunning Breath
    15th Indigo veil - 6d8 75 ft. line or cone DC 47 Failed BW save → dispel highest spell + permanently blinded; Damage→Fort→1 Round stun + Fort→2d4 Round stun Persisted: ****Draconic Polymorph (Troll, Mountain [MM3] 31 + 2 Con), Blinding Breath, Dispelling Breath, Stunning Breath, Dragon Breath, Bite of the Werebear, Greater Stunning Breath Shape Breath comes online, Double warding comes online. Mountain Troll has the same Con score without needing Fiendform (loses some armor though)
    16th Kaleidoscopic doom, violet veil, warding 4/day - 6d8 80 ft. line or cone DC 48 Failed BW save → dispel highest spell + permanently blinded; Damage→Fort→1 Round stun + Fort→2d4 Round stun Persisted: ****Draconic Polymorph (Troll, Mountain [MM3] 31 + 2 Con), Blinding Breath, Dispelling Breath, Stunning Breath, Dragon Breath, Bite of the Werebear, Greater Stunning Breath
    17th - 6d8 + 6d8 85 ft. line or cone DC 49 Failed BW save → dispel highest spell + permanently blinded; Damage→Fort→1 Round stun + Fort→2d4 Round stun Persisted: ****Draconic Polymorph (Troll, Mountain [MM3] 31 + 2 Con), Blinding Breath, Dispelling Breath, Stunning Breath, Dragon Breath, Bite of the Werebear, Greater Stunning Breath, Breath Weapon Admixture Breath Weapon Admixture comes online. Draconic Polymorph could be replaced by extended Shapechange for -2 breath weapon DC but way more flexibility
    18th Lose access to Planar Touchstone SLAs as it needs to be set to Domination Domain - 7d8 + 7d8 135 ft. line or cone DC 71 Failed BW save → dispel highest spell + permanently blinded; Damage→Fort→1 Round stun + Fort→2d4 Round stun Persisted: ****Draconic Polymorph (Astral Dreadnought[MotP] 37 +2 Con), Blinding Breath, Dispelling Breath, Dragon Breath, Bite of the Werebear, Greater Stunning Breath, Breath Weapon Admixture, Giant Size, Holy Transformation 63 Con. Using Miracle to cast Giant Size and Holy Transformation. Assuming CL 19 can be reached even if temporarily for highest Giant Size category.
    19th Miracle 2/day - 7d8 + 7d8 140 ft. line or cone DC 71 Failed BW save → dispel highest spell + permanently blinded; Damage→Fort→1 Round stun + Fort→2d4 Round stun Persisted: ****Draconic Polymorph (Astral Dreadnought[MotP] 37 +2 Con), Blinding Breath, Dispelling Breath, Dragon Breath, Bite of the Werebear, Greater Stunning Breath, Breath Weapon Admixture, Giant Size, Holy Transformation
    20th Miracle 4/day - 7d8 + 7d8 150 ft. line or cone DC 74 Failed BW save → dispel highest spell + permanently blinded; Damage→Fort→1 Round stun + Fort→2d4 Round stun Persisted: ****Draconic Polymorph (Titan 39 +2 Con), Blinding Breath, Dispelling Breath, Dragon Breath, Bite of the Werebear, Greater Stunning Breath, Breath Weapon Admixture, Giant Size, Holy Transformation

    * Dragon Spirit Cincture from MIC can cheaply increase damage by 1d8 (and possibly DC by 1)
    After level 6, you can half the damage to apply Entangling Exhalation
    ** The damage can be acid, cold, electricity, or fire, changing on each use
    *** Approximate DC assuming noted buffs
    **** Fiendform is used to change type to outsider when using Draconic Polymorph to assume outsider forms. Holy Transformation used after level 18 instead.

    While persisted spells that are relevant to the breath weapon are listed above, it's always good to persist some defensive buffs too!
    Friendly Fire[EoE], Greater Blink, Mystic Shield[Anauroch: The Empire of Shade], Suffer the Flesh[MoE] (if you can mitigate it immediately), various buff spells from domains, etc.

    Spoiler: Note on Metamagic Effect DCs
    Show

    So can Aiyana hit the DCs for Metamagic Effect?

    Well when naked and alone, the answer is a resounding no. However, there is a number of ways with items and/or friends to boost that check high enough.
    - You can take 10.
    - A level 1 Marshal[MH] with Motivate Intelligence helps a ton
    - Two pieces of the Regalia of the Hero[MIC] are 3200 GP and give +5 1/day
    - Tome of Ancient Lore [MIC] 5500 GP +5 competence
    - Share Talents[PHB2] gives +2

    Alternatively a Wand of Guidence of the Avatar[WEB] gives +20 and can either be used with UMD or by Lesser Planar Binding something with Cleric casting.

    Divine Insight and Improvisation are other spells that can be used with UMD (but are personal)

    Many of these are campaign dependent, but I suspect that one way or another, even if a few levels late, Aiyana can Metamagic reliably.



    Spoiler: Planar Touchstone breakdown
    Show

    Aiyana uses planar touchstone in a ton of different ways.

    1. When first taking Planar Touchstone, Aiyana uses its base ability to pick up Extend Spell, to qualify for Incantatrix before self-qualifying next level.

    2. Between levels 6 and 18, Aiyana can switch from touchstone to touchstone to get more SLAs and virtually expand her spell list by casting domain spells 1/day.
    - Various touchstone sites in sandstorm outright grant SLAs
    Shrine at Kahar - can use one of these spell-like abilities per day - aid, calm emotions, cure moderate wounds, lesser restoration, remove paralysis
    Healing Waters of Abu-Ima - can use one of these spell-like abilities per day - cure serious wounds, remove disease
    Sunken Barge - gain water walk as spell-like ability for 10 min/day
    Well of Al-Sharaz - augury as spell-like ability once/day
    * Note that some of these reference caster level = cleric level, which seems like a typo since there is no requirement to be a cleric to take them. Skip those if this is a problem.
    - Various domains grant SLAs
    Animal - Speak with Animals 1/day
    Community - Calm Emotions 1/day
    Repose[PG] - Death touch 1/day (keys off of Cleric level)

    Once you switch away from Catalogues of Enlightenment and then switch back to it, I see no reason why you have to choose the same domain as you are re-establishing a new connection.
    However, if you want to use this domain switching to cast domain spells via the higher order ability, you will have to both get to Mechanus and debate a philosopher.
    - Getting there is fairly easy after 9th level. Movanic Deva has plane shift and can be obtained with Lesser Planar Binding for 1 day per caster level. As a bonus, it also has Raise Dead and healing magic, all very nice to have on hand.
    - While Aiyana has a ton of ranks in all of the topics that may be debated, at the lower levels, the philosopher might end up with a higher modifier. With that said, there is no rule that items and magic can't be used to help.
    Preparing Alter Fortune goes a long way.
    Book of all knowledge [CC] gives +10 Insight 1/day for only 3000 GP.
    Tome of Worldly Memory [MIC] gives +5 Competence 3/day for only 1500 GP.

    3. By the end of level 18, Aiyana has to set Planar Touchstone to Catalogues of Enlightenment (Domination Domain) to qualify for Archmage. While no longer able to switch to a different touchstone is sad, this is also the level that Aiyana gets Miracle, so access to most spells is less of an issue.

    - Note that the higher order ability of Catalogues of Enlightenment also requires enough Wis to cast the spell in question, so casting higher level spells will require some serious buffing.
    - I assume that the higher order ability is limited by the banned schools, but this is not 100% clear.


    Spoiler: Level Breakdown
    Show

    Spoiler: level 1-5
    Show

    Aiyana is a wizard and does wizard things in general.
    - Urgent Shield and Dodge grant some additional AC when needed.
    - Feather fall is nifty before everyone flies.
    - Frost breath emulates having a breath weapon until you get the real thing at level 5.
    - Skill monkey right off the bat.
    - Mirror Image/Invisibility can help early survival before Illusion is ultimately banned.

    Spoiler: level 6-10
    Show

    Aiyana focuses on her breath weapon with Entangling Exhalation coming online first and then in quick succession Blinding, Dispelling+Stunning, and of course the ability to persist the spells and quicken the breath weapon.
    In addition, Aiyana picks up a second Breath Weapon which is nifty if she needs to do the whole multi-debuff breathing again, while the dragonborn breath is on cooldown.

    Spoiler: level 11-15
    Show

    With Heighten Breath, tankier forms, and Bite of the Wearbear, the DCs on Aiyana's (now cone when needed) breath weapon get very obscene very quickly. At the same time, she gets more and more veils from IotSV including the ability to deploy them as an immediate action.

    Spoiler: level 16-20
    Show

    Kaleidoscopic Doom is nifty, but Miracle 4/day is even niftier. The breath weapon range and DC become truly massive.
    Aiyana is now at the full height of her power, a god wizard with extra flexibility.




    Spoiler: Sources
    Show

    Complete Arcane: Giant Size, Initiate of the Sevenfold Veil, Persistent Spell, Precocious Apprentice
    Complete Mage: Master Specialist
    Draconomicon: Draconic Polymorph, Enlarge Breath, Heighten Breath, Quicken Breath, Shape Breath
    Dragon Magic: Silverbrow Human, Wurm Wizard
    Planar Handbook: Planar Touchstone, The Catalogues of Enlightenment
    Player's Guide to Faerûn: Incantatrix
    Player's Handbook 2: Immediate Magic
    Races of the Dragon: Dragonborn of Bahamut, Entangling Exhalation
    Sandstorm: Several touchstone sites
    Spell Compendium: Community Domain, Domination Domain, Fiendform, Frost Breath, Planning Domain, X Breath spells, Greater Blink
    Unearthed Arcana: Combat Wizard
    http://rpg.nobl.ca/archive.php?x=dnd/cwc/20061013a : Wizard dead levels backed up here
    http://rpg.nobl.ca/dnd.php?x=dnd/sb/sb20010504a : Guidence of the Avatar backed up here
    Creator of the LA-assignment thread.

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  15. - Top - End - #45
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    Default Re: Junkyard Wars XLVII: SLAs + Breath Weapon - Dragonfire Adept

    Naturally, this robot comes with a built-in firewall.

    Quote Originally Posted by DR-460
    DR-460

    DR-460 was made and reared to be Warforged Paladin. And he became a paladin. But when he was selecting his patron he chose Bahamut the Platinum Dragon. Or, more likely, Bahamut chose him. From this point his way was defined anew - the Dragonborn Paladin.

    LG Dragonborn Warforged Warforged Dragonborn Charging Smite Curse Breaker Dead Levels Paladin 8/Shadowcaster 3/Mystic Theurge 8/Brimstone Speaker 1

    Spoiler: Stats
    Show
    Abilities Initial WarforgedECS, p. 20 DragonbornRoD, p. 5 ASI* Total
    STR 10 10
    DEX 12 -2 10
    CON 14 2 2 4 22
    INT 14 14
    WIS 14 14
    CHA 15 -2 1 14
    *- Cha at 4th, Con at all others.


    Spoiler: Leveling
    Show
    Level Class BAB Fort Reflex Will Skills Feats Class Features Mysteries
    1st WarforgedRoE, p. 130 PaladinPHB, p. 42 1 1 2 0 0 16: {+4} Concentration: 4; {+4} Craft (armorsmithing): 4; {+4} Knowledge (nobility and royalty): 4; {+4} Knowledge (religion): 4; 1) Burning Barrier of BreathWeb Aura of good, detect evil, smite construct, smite evil 1/day
    2nd Warforged Paladin 2 2 3 0 0 4: Concentration: 4; {+1} Craft (armorsmithing): 5; Knowledge (nobility and royalty): 4; {+1} Knowledge (religion): 5; {+2 CC} Truespeak: 1; Durable will, repair damage
    3rd Warforged Paladin 3 3 3 1 1 5: {+1} Concentration: 5; {+1} Craft (armorsmithing): 6; Knowledge (nobility and royalty): 4; Knowledge (religion): 5; {+3} Truespeak: 4; 3) Truename TrainingToM, p. 229 Aura of courage, immunity to stunning
    4th DragonbornRoD, p. 108 Paladin 4 4 4 1 1 4: Concentration: 5; Craft (armorsmithing): 6; {+2} Knowledge (arcane): 2; Knowledge (nobility and royalty): 4; Knowledge (religion): 5; {+2} Truespeak: 6; Bahamut's blessing
    5th Charging SmitePHB II, p. 53 Paladin 5 5 4 1 1 4: Concentration: 5; {+1} Craft (armorsmithing): 7; Knowledge (arcane): 2; Knowledge (nobility and royalty): 4; {+1} Knowledge (religion): 6; {+2} Truespeak: 8; Charging smite, smite evil 2/day
    6th Curse BreakerCM, p. 33 Paladin 6 6 5 2 2 4: Concentration: 5; {+2} Craft (armorsmithing): 9; Knowledge (arcane): 2; Knowledge (nobility and royalty): 4; {+1} Knowledge (religion): 7; {+1} Truespeak: 9; 6) Minor Utterance of the Evolving MindToM, p. 229 (Inertia SurgeToM, p. 240) Remove curse 1/week
    7th Dead LevelsWeb Paladin 7 7 5 2 2 4: Concentration: 5; {+1} Craft (armorsmithing): 10; Knowledge (arcane): 2; Knowledge (nobility and royalty): 4; {+1} Knowledge (religion): 8; {+1} Sense Motive: 1; {+1} Truespeak: 10; Discerning Insight
    8th Dead Levels Paladin 8 8 6 2 2 4: Concentration: 5; {+1} Craft (armorsmithing): 11; Knowledge (arcane): 2; Knowledge (nobility and royalty): 4; {+1} Knowledge (religion): 9; {+1} Sense Motive: 2; {+1} Truespeak: 11; Discerning Insight
    9th ShadowcasterToM, p. 111 1 8 8 2 4 4: Concentration: 5; {+1} Craft (armorsmithing): 12; {+2} Knowledge (arcane): 4; Knowledge (nobility and royalty): 4; Knowledge (religion): 9; Sense Motive: 2; {+1} Truespeak: 12; 9) Consecrate Spell-Like AbilityBoED, p.42 Fundamentals of shadow, apprentice mysteries Steel ShadowsToM, p. 150, Umbral HandToM, p. 152, Mystic ReflectionsToM, p. 147, Black CandleToM, p. 142
    10th Shadowcaster 2 9 9 2 5 4: Concentration: 5; {+1} Craft (armorsmithing): 13; {+2} Knowledge (arcane): 6; Knowledge (nobility and royalty): 4; Knowledge (religion): 9; Sense Motive: 2; {+1} Truespeak: 13; Sh) Path FocusToM, p. 137 (Dark Terrain) Bonus feat; see text Carpet of ShadowToM, p. 142
    11th Shadowcaster 3 9 9 3 5 4: Concentration: 5; {+1} Craft (armorsmithing): 14; Knowledge (arcane): 6; Knowledge (nobility and royalty): 4; Knowledge (religion): 9; Sense Motive: 2; {+2} Spellcraft: 2; {+1} Truespeak: 14; Umbral Sight (darkvision 30ft) Black FireToM, p. 142
    12th Mystic TheurgeDMG, p. 192 1 9 9 9 7 4: Concentration: 5; {+1} Craft (armorsmithing): 15; Knowledge (arcane): 6; Knowledge (nobility and royalty): 4; Knowledge (religion): 9; Sense Motive: 2; {+2} Spellcraft: 4; {+1} Truespeak: 15; 12) Practiced SpellcasterCArc, p. 82 (Shadowcaster) Bonus fundamental Black Fire, Arrow of DuskToM, p. 141
    13th Mystic Theurge 2 10 9 9 8 4: Concentration: 5; {+1} Craft (armorsmithing): 16; Knowledge (arcane): 6; Knowledge (nobility and royalty): 4; Knowledge (religion): 9; {+2} Sense Motive: 4; Spellcraft: 4; {+1} Truespeak: 16; Clinging DarknessToM, p. 143
    14th Mystic Theurge 3 10 10 10 8 4: Concentration: 5; {+1} Craft (armorsmithing): 17; Knowledge (arcane): 6; Knowledge (nobility and royalty): 4; Knowledge (religion): 9; {+2} Sense Motive: 6; Spellcraft: 4; {+1} Truespeak: 17; Clinging Darkness
    15th Brimstone SpeakerToM, p. 212 1 10 12 10 10 4: Concentration: 5; {+1} Craft (armorsmithing): 18; Knowledge (arcane): 6; Knowledge (nobility and royalty): 4; Knowledge (religion): 9; Sense Motive: 6; {+2} Spellcraft: 6; {+1} Truespeak: 18; 15) Ability FocusMM, p. 303 (Clinging Darkness) Tongue of fire 3d6
    16th Mystic Theurge 4 11 12 10 11 4: Concentration: 5; {+1} Craft (armorsmithing): 19; Knowledge (arcane): 6; Knowledge (nobility and royalty): 4; Knowledge (religion): 9; {+2} Sense Motive: 8; Spellcraft: 6; {+1} Truespeak: 19; Apprentice mysteries (spell-like), initiate mysteries Clinging Darkness
    17th Mystic Theurge 5 11 12 10 11 4: Concentration: 5; {+1} Craft (armorsmithing): 20; Knowledge (arcane): 6; Knowledge (nobility and royalty): 4; Knowledge (religion): 9; {+2} Sense Motive: 10; Spellcraft: 6; {+1} Truespeak: 20; Bonus fundamental Clinging Darkness, Shadow HoodToM, p. 148
    18th Mystic Theurge 6 12 13 11 12 4: Concentration: 5; {+1} Craft (armorsmithing): 21; Knowledge (arcane): 6; Knowledge (nobility and royalty): 4; Knowledge (religion): 9; {+2} Sense Motive: 12; Spellcraft: 6; {+1} Truespeak: 21; 18) Quicken Spell-Like AbilityMM, p. 304 (Burning Barrier of Breath) Clinging Darkness
    19th Mystic Theurge 7 12 13 11 12 4: Concentration: 5; {+1} Craft (armorsmithing): 22; Knowledge (arcane): 6; Knowledge (nobility and royalty): 4; Knowledge (religion): 9; {+2} Sense Motive: 14; Spellcraft: 6; {+1} Truespeak: 22; Clinging Darkness
    20th Mystic Theurge 8 13 13 11 13 4: Concentration: 5; {+1} Craft (armorsmithing): 23; Knowledge (arcane): 6; Knowledge (nobility and royalty): 4; Knowledge (religion): 9; {+2} Sense Motive: 16; Spellcraft: 6; {+1} Truespeak: 23; Clinging Darkness


    Spoiler: Paladin spellcasting
    Show
    Level Class 1st 2nd 3rd 4th
    4th Paladin 0+1
    5th Paladin 0+1
    6th Paladin 1+1
    7th Paladin 1+1
    8th Paladin 1+1 0+1
    12th Paladin 1+1 0+1
    13th Paladin 1+1 1+1
    14th Paladin 1+1 1+1 0
    16th Paladin 1+1 1+1 1
    17th Paladin 1+1 1+1 1
    18th Paladin 2+1 1+1 1 0
    19th Paladin 2+1 1+1 1 1
    20th Paladin 2+1 2+1 1 1

    Favorite spells:
    1: Rhino's Rush (SpC, p. 176) - double damage always is good;
    2: Divine Insight (SpC, p. 70) - works great with Truespeak; Freedom of Breath (Sand, p. 116) - I think you need to be able to breath to use Breath Weapon;
    3: Earth Hammer (RoS, p. 162) - if DR-460 needs good melee weapon; Hand of the Faithful - continuous AoE stun, even with 1 minute casting time, is good if you want enemy to stay in specific location; Righteous Fury (SpC, p. 177) - good buff spell;
    4: Draconic Might (SpC, p. 72) - good buff in all respects; Holy Sword (PHB, p. 242) and Lawful Sword (SpC, p. 131) - good weapon improvements;


    Spoiler: Spotlights & Notes
    Show
    Spoiler: Elephant in the Room
    Show
    Yes, I'm talking about Burning Barrier of Breath feat. First.
    Web-exclusive 3.0 or 3.5 materials by WotC are expressly allowed, but take care to verify that an updated version did not appear in print elsewhere
    This feat is web-exclusive 3.5 material published at WotC site and it's the latest version.
    Is it a well written feat? Of course not. There are several issues that Mike Mearls pointed out. Let's look at them.
    Is this used as a supernatural or spell-like ability?
    This wasn't the first question Mike asked, but it's a key question.
    It's easy to identify. Burning Barrier of Breath is written in italics and there is word "cast" in the feat's Benefit section. These signs unequivocally indicate this is SLA.


    What is the caster level for the wall of fire?
    How does one determine the save DC?
    After answering the first question these two are easy. If there is no listed CL for SLA it has CL equal to creature HD. Save DC of SLA is 10 + the spell's level (in case of Wall of Fire it's 4) + creature's Cha modifier.


    What are the exact mechanics of "use your breath weapon"? Does this require the creature to exhaust its use of the breath weapon?
    This isn't clear, but exhaust use of the breath weapon is the most costly option and I make my entry with this in mind.


    Are there limits to how often you can use this feat?
    I don't see any limits.


    Since this feat generates a wall of fire, the prereqs should include language to allow only creatures with a fire-based breath weapon to use it, or it should explain how a creature creates a fire effect from a non-fire breath weapon.
    This is a fair point. And I again stop on the most restrictive option - I need a fire breath weapon to use this feat.


    More importantly, wall of fire is a 4th level spell. A prerequisite must ensure that only PCs or creatures of an appropriate CR or level have access to this feat, especially since the number of times per day the character can use the feat is tied to his breath weapon, not this feat. The Charisma requirement places no value on a PC's power.
    Oh! Broken feat! First time I saw such in D&D 3.5 (No!)! More seriously. Brokenness of this feat is the reason I took it, this isn't a bug, this is a feature!


    So we have the following: this feat is legal for this competition and all its issues have been solved or bypassed by me.


    Spoiler: 8th level
    Show
    DR-460 is 8th-level Paladin now. His main weapon starting from 1st level is his Wall of Fire SLA fueled with Dragonborn's Breath Weapon. Between Walls he could use Inertia Surge to hold enemies in Wall's range or strike enemies with weapons. If enemy has fire resistance DR-460 could use non-fire versions of Breath Weapon.

    Spoiler: 15th level (sweet spot)
    Show
    3 levels of Shadowcaster let DR-460 enter Mystic Theurge. With Mystic Theurge he simultaneously advanced both his castings. Shadowcaster is good because of Clinging Darkness - another method to immobilize enemies in the range of Wall of Fire. Paladin's spells are good either and more importantly True Prayer of the Chosen opens Brimstone Speaker for DR-460. Brimstone Speaker is another source of Breath Weapon - not restricted щn the frequency of use.
    Consecrate Spell-Like Ability feat gives another way to bypass fire resistance.

    Spoiler: 20th level
    Show
    Another 5 levels of Mystic Theurge. More uses of Clinging Darkness (14 per day), more duration, more Paladin spells.
    Quicken SLA feat lets DR-460 put up a wall and freeze an enemy in place in a single round. With Inertia Surge DR-460 could immobilize-lock anybody for a long time - if enemy succeed on his save to free himself from Clinging Darkness Inertia Surge will stop him for another round and he will force to save twice times more.
    Creator of the LA-assignment thread.

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  16. - Top - End - #46
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    Default Re: Junkyard Wars XLVII: SLAs + Breath Weapon - Dragonfire Adept

    Be careful not to choke on your aspirations...

    Quote Originally Posted by Azorgkhal
    Azorgkhal, The Treacherous Breath


    LE Dragonborn of Bahamut (Lesser Aasimar) Dragonscale Husk Duskblade 3/Dragonblood Sorcerer 2/Talon of Tiamat 4/Divine Crusader 1/Dragonheart Mage 10


    "Have you ever heard the story of Azorgkhal, The Treacherous Breath... it's no a story the Platinum Knights would tell you... he was once a champion of Bahamut...before he fell to rage and evil" - A very trustworthy politician

    Spoiler: Story
    Show
    The warriors of the Kingdom of Dale found the mountain pass strangely empty and desolate. There in the middle of the road stood a single figure. Draconic and covered with thick scales, a billowing dark cloak behind him. The leader of the knights of Dale approached, calling out.

    “You’ve betrayed your oath to Bahamut, creature of Evil, we have you surrounded, surrender now.”

    “Betrayed my oath… I was betrayed. And the only thing I am surrounded by is fear and dead men.” The creature’s hiss turned into a roar as it spoke and then it’s roar turned into a massive gout of fire, fire hot enough to burn anything and the Knights of Dale knew no more.


    Spoiler: Concept and Party Role
    Show

    Azorgkhal is principally a damage and area blast focused character. He also has some ability to act as a party face having high Charisma and plenty of ranks in intimidate and bluff. Given that he isn’t Diplomacy focused you can generally aim for more of a rough and tumble character with that.

    This is a fairly traditional breath weapon focused character, he breathes, does a bunch of breath damage using metabreath feats. Stacks a lot of rounds of Clinging Breath and then just lets the magic happen. Unlike many other such characters Azorgkhal has quite a bit he can be doing after that. He can buff himself to considerable strength, he has spells he can channel at low to mid-levels. This character is like a better version of the Dragon Shaman.

    We also use some pretty good build tricks with Talon of Tiamat, those will be explored later.


    Spoiler: Stats
    Show

    Abilities Initial Race / Template 4th 8th 12th 16th 20th
    STR 14
    DEX 12 10 (-2)
    CON 16 18 (+2)
    INT 12
    WIS 8 10 (+2)
    CHA 15 17 (+2) 18 (+1) 19 (+1) 20 (+1) 21 (+1) 22 (+1)


    Spoiler: Level Table
    Show

    Level Class Base Attack Bonus Fort Save Reflex Save Will Save Skills Feats Spells Known Class Features
    1st Dragonscale Husk Duskblade 1 1 2 0 2 Bluff: 2 Ranks (4) Intimidate: 2 Ranks (4), Concentration 4 Ranks (4), Knowledge (Arcana) 4 Ranks (4) Maximize Breath Touch of Fatigue, Ray of Frost, Chill Touch, Shocking Grasp Arcane Attunement, Armored Mage
    2nd Dragonscale Husk Duskblade 2 2 3 0 3 Concentration 5 Ranks Knowledge (Arcana) 5 Ranks. Tumble (Trade for Ride) 2 Ranks Swift Expeditious Retreat Combat Casting
    3rd Dragonblood Sorcerer 1 2 3 0 5 Bluff 4 Ranks, Intimidate 4 Ranks Dragonthrall, Draconic Heritage - Red (Class Bonus) Message, Prestigiditation, Daze, Light, Shield, Lesser Shivering Touch Draconic Heritage, Arcane insight +2
    4th Dragonblood Sorcerer 2 3 3 0 6 Bluff 6 Ranks, Intimidate 6 Ranks.
    5th Dragonscale Husk Duskblade 3 4 3 1 6 Concentration 5 Ranks, Knowledge (Arcana) 5 Ranks, Knowledge (Religion) 2 Ranks Arcane Channeling
    6th Talon of Tiamat 1 4 5 1 6 Intimidate 8 Ranks, Knowledge (Arcana) 7 Ranks Clinging Breath Breath Weapon (3d6 Cone of Cold)
    7th Talon of Tiamat 2 5 6 1 6 Intimidate 10 Ranks, Knowledge (Arcana) 8 Ranks, Bluff 7 Ranks Mirror Image Voice of the Dragon +2
    8th Talon of Tiamat 3 6 6 2 7 Intimidate 11 Ranks, Concentration 7 Ranks, Bluff 9 Ranks Breath Weapon (8d4 Line of Acid)
    9th Talon of Tiamat 4 7 7 2 7 Intimidate 12 Ranks, Concentration 9 Ranks, Bluff 11 Ranks Weapon Focus (Heavy Pick) Keen Senses
    10th Divine Crusader 1 7 9 2 9 Intimidate 13 Ranks, Concentration 12 Ranks Aura
    11th Dragonheart Mage 1 7 11 2 11 Intimidate 14 Ranks, Bluff 13 Ranks, Concentration 13 Ranks Draconic Breath (Class Bonus) Draconic Breath (2d6)
    12th Dragonheart Mage 2 8 12 2 12 Intimidate 15 Ranks, Bluff 15 Ranks, Concentration 14 Ranks Shape Breath, Draconic Toughness (Class Bonus) Draconic Feat
    13th Dragonheart Mage 3 8 12 3 12 Intimidate 16 Ranks, Bluff 16 Ranks, Concentration 16, Ranks
    14th Dragonheart Mage 4 9 13 3 13 Intimidate 17 Ranks, Bluff 17 Ranks, Concentration 17 Ranks Spellcraft 1 Rank Draconic Arcane Grace (Class Bonus) Draconic Feat
    15th Dragonheart Mage 5 9 13 3 13 Intimidate 18 Ranks, Bluff 18 Ranks, Concentration 18 Ranks, Spellcraft 2 Ranks War Devotion
    16th Dragonheart Mage 6 10 14 4 14 Intimidate 19 Ranks, Bluff 19 Ranks, Concentration 19 Ranks, Spellcraft 3 Ranks Draconic Breath (2d8)
    17th Dragonheart Mage 7 10 14 4 14 Intimidate 20 Ranks, Bluff 20 Ranks, Concentration 20 Ranks, Spellcraft 4 Ranks
    18th Dragonheart Mage 8 11 15 4 15 Intimidate 21 Ranks, Bluff 21 Ranks, Concentration 21 Ranks, Spellcraft 5 Ranks Split Breath, Draconic Resistance (Class Bonus) Draconic Feat
    19th Dragonheart Mage 9 11 15 5 15 Intimidate 22 Ranks, Bluff 22 Ranks, Concentration 22 Ranks, Spellcraft 6 Ranks
    20th Dragonheart Mage 10 12 16 5 16 Intimidate 23 Ranks, Bluff 23 Ranks, Concentration 23 Ranks, Spellcraft 6 Ranks Draconic Breath (3d6)


    Spoiler: Spellcasting
    Show

    Duskblade Casting
    Level 0th 1st
    1st 3 2
    2nd 4 3
    3rd 4 3
    4th 5 4
    5th - 20th 6 5

    Sorcerer Casting
    Level 0th 1st 2nd
    3rd 5 3
    4th 6 4
    5th 6 4
    6th 6 4
    7th 6 5
    8th 6 5
    9th - 20th 6 6 3

    Divine Crusader Casting
    Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    10th 0
    11th 0
    12th 1 0
    13th 2 1 0
    14th 2 2 1 0
    15th 3 2 2 1 0
    16th 3 2 2 1 0
    17th 3 3 2 2 1 0
    18th 3 3 3 2 2 1 0
    19th 3 3 3 3 2 2 1 0
    20th 3 3 3 3 3 2 2 1 0


    Spoiler: Breath Weapons
    Show

    Highest damage options are in bold.
    Level Dragonheart Damage Talon 1 Damage Talon 2 Damage Dragonic Breath Damage
    1st 1d8 (5' Line) Average = 4.5 Fail, 2 Pass, Max = 8 Fail, 4 Pass
    2nd 1d8 (10' Line) Average = 4.5 Fail, 2 Pass, Max = 8 Fail, 4 Pass
    3rd 2d8 (15' Line) Average = 9 Fail, 4 Pass, Max = 16 Fail, 8 Pass
    4th 2d8 (20' Line) Average = 9 Fail, 4 Pass, Max = 16 Fail, 8 Pass
    5th 2d8 (25' Line) Average = 9 Fail, 4 Pass, Max = 16 Fail, 8 Pass
    6th 3d8 (30' Line) Average = 13.5 Fail, 6.75 Pass, Max = 24 Fail, 12 Pass 3d6 (30' Cone of Cold) Average = 10.5 Fail, 5.75 Pass Max = 18 Fail 9 Pass
    7th 3d8 (35' Line) Average = 13.5 Fail, 6.75 Pass, Max = 24 Fail, 12 Pass 3d6 (30' Cone of Cold) Average = 10.5 Fail, 5.75 Pass Max = 18 Fail 9 Pass
    8th 3d8 (40' Line) Average = 13.5 Fail, 6.75 Pass, Max = 24 Fail, 12 Pass 3d6 (30' Cone of Cold) Average = 10.5 Fail, 5.75 Pass Max = 18 Fail 9 Pass 8d4 (60' Line of Acid) Average = 20 Fail, 10 Pass Max = 32 Fail 16 Pass
    9th 4d8 (45' Line) Average = 18 Fail, 9 Pass, Max = 32 Fail, 16 Pass 3d6 (30' Cone of Cold) Average = 10.5 Fail, 5.75 Pass Max = 18 Fail 9 Pass 8d4 (60' Line of Acid) Average = 20 Fail, 10 Pass Max = 32 Fail 16 Pass
    10th 4d8 (50' Line) Average = 18 Fail, 9 Pass, Max = 32 Fail, 16 Pass 3d6 (30' Cone of Cold) Average = 10.5 Fail, 5.75 Pass Max = 18 Fail 9 Pass 8d4 (60' Line of Acid) Average = 20 Fail, 10 Pass Max = 32 Fail 16 Pass 4d6 (30' Cone Fire or Cold. 60' Line Acid or Electricity) Average = 14 Fail, 7 Pass Max = 24 Fail 12 Pass
    11th 4d8 (55' Line) Average = 18 Fail, 9 Pass, Max = 32 Fail, 16 Pass 3d6 (30' Cone of Cold) Average = 10.5 Fail, 5.75 Pass Max = 18 Fail 9 Pass 8d4 (60' Line of Acid) Average = 20 Fail, 10 Pass Max = 32 Fail 16 Pass 4d6 (30' Cone Fire or Cold. 60' Line Acid or Electricity) Average = 14 Fail, 7 Pass Max = 24 Fail 12 Pass
    12th 5d8 (60' Line or 30' Cone) Average = 22.5 Fail 11.25 Pass, Max = 40 Fail, 20 Pass 3d6 (30' Cone or 60' Line Cold) Average = 10.5 Fail, 5.75 Pass Max = 18 Fail 9 Pass 8d4 (60' Line or 30' Cone Acid) Average = 20 Fail, 10 Pass Max = 32 Fail 16 Pass 4d6 (30' Cone or 60' Line Acid, Electricity, Fire or Cold) Average = 14 Fail, 7 Pass Max = 24 Fail 12 Pass
    13th 5d8 (65' Line or 30' Cone) Average = 22.5 Fail 11.25 Pass, Max = 40 Fail, 20 Pass 3d6 (30' Cone or 60' Line Cold) Average = 10.5 Fail, 5.75 Pass Max = 18 Fail 9 Pass 8d4 (60' Line or 30' Cone Acid) Average = 20 Fail, 10 Pass Max = 32 Fail 16 Pass 6d6 (30' Cone or 60' Line Acid, Electricity, Fire or Cold) Average = 21 Fail, 13.5 Pass. Max = 36 Fail, 18 Pass
    14th 5d8 (70' Line or 30' Cone) Average = 22.5 Fail 11.25 Pass, Max = 40 Fail, 20 Pass 3d6 (30' Cone or 60' Line Cold) Average = 10.5 Fail, 5.75 Pass Max = 18 Fail 9 Pass 8d4 (60' Line or 30' Cone Acid) Average = 20 Fail, 10 Pass Max = 32 Fail 16 Pass 8d6 (30' Cone or 60' Line Acid, Electricity, Fire or Cold) Average = 28 Fail. 14 Pass. Max = 48 Fail, 24 Pass
    15th 6d8 (75' Line or 30' Cone) Average = 27 Fail, 13.5 Pass, Max = 48 Fail, 24 Pass 3d6 (30' Cone or 60' Line Cold) Average = 10.5 Fail, 5.75 Pass Max = 18 Fail 9 Pass 8d4 (60' Line or 30' Cone Acid) Average = 20 Fail, 10 Pass Max = 32 Fail 16 Pass 10d6 (30' Cone or 60' Line Acid, Electricity, Fire or Cold) Average = 35 Fail, 17.5 Pass. Max = 60 Fail, 30 Pass
    16th 6d8 (80' Line or 30' Cone) Average = 27 Fail, 13.5 Pass, Max = 48 Fail, 24 Pass 3d6 (30' Cone or 60' Line Cold) Average = 10.5 Fail, 5.75 Pass Max = 18 Fail 9 Pass 8d4 (60' Line or 30' Cone Acid) Average = 20 Fail, 10 Pass Max = 32 Fail 16 Pass 10d8 (30' Cone or 60' Line Acid, Electricity, Fire or Cold) Average = 45 Fail, 22.5 Pass. Max = 80 Fail, 40 Pass
    17th 6d8 (85' Line or 30' Cone) Average = 27 Fail, 13.5 Pass, Max = 48 Fail, 24 Pass 3d6 (30' Cone or 60' Line Cold) Average = 10.5 Fail, 5.75 Pass Max = 18 Fail 9 Pass 8d4 (60' Line or 30' Cone Acid) Average = 20 Fail, 10 Pass Max = 32 Fail 16 Pass 12d8 (30' Cone or 60' Line Acid, Electricity, Fire or Cold) Average = 54 Fail, 27 Pass. Max = 96 Fail, 48 Pass.
    18th 7d8 (90' Line or 30' Cone) Average = 31.5 Fail, 15.75 Pass Max = 56 Fail, 28 Pass 3d6 (30' Cone or 60' Line Cold) Average = 10.5 Fail, 5.75 Pass Max = 18 Fail 9 Pass 8d4 (60' Line or 30' Cone Acid) Average = 20 Fail, 10 Pass Max = 32 Fail 16 Pass 14d8 (30' Cone or 60' Line Acid, Electricity, Fire or Cold) Average = 63 Fail, 31.5 Pass. Max = 112 Fail, 56 Pass
    19th 7d8 (95' Line or 30' Cone) Average = 31.5 Fail, 15.75 Pass Max = 56 Fail, 28 Pass 3d6 (30' Cone or 60' Line Cold) Average = 10.5 Fail, 5.75 Pass Max = 18 Fail 9 Pass 8d4 (60' Line or 30' Cone Acid) Average = 20 Fail, 10 Pass Max = 32 Fail 16 Pass 16d8 (30' Cone or 60' Line Acid, Electricity, Fire or Cold) Average = 72 Fail, 36 Pass. Max = 128 Fail, 64 Pass
    20th 7d8 (100' Line or 30' Cone) Average = 31.5 Fail, 15.75 Pass Max = 56 Fail, 28 Pass 3d6 (30' Cone or 60' Line Cold) Average = 10.5 Fail, 5.75 Pass Max = 18 Fail 9 Pass 8d4 (60' Line or 30' Cone Acid) Average = 20 Fail, 10 Pass Max = 32 Fail 16 Pass 27d6 (30' Cone or 60' Line Acid, Electricity, Fire or Cold) Average = 94.5 Fail, 47.25 Pass, Max = 162 Fail, 81 Pass


    Spoiler: Level Breakdown
    Show

    Spoiler: 1st Level - 5th Level
    Show

    At level 1, we begin our character as a Duskblade. Our Dragonborn breath weapon isn't particularly strong, being only 5', but at level one we do have both a breath weapon and spell-like abilities. Technically they're called "Spell Like Powers" but they're Spell Like Abilities. Mostly some generic small stuff. But we've succeeded, we have a functional build that fulfills all the requirements... So all we need to do now is take 19 levels of Commoner. I suppose that we probably should do something a little more creative and interesting... I guess.

    From levels 1 - 5, we function mostly as a Duskblade. Our breath weapon is not super viable at levels 1 and 2, although we can still use it. At level 3, it increases to 2d8, which makes it considerably better. We can start a combat by catching a couple enemies in it, maximizing it and essentially starting off with a pretty nice chunk of damage, not an amazing chunk of damage, but some. Essentially we are doing a very similar strategy to a Dragon Shaman, except that after we breath we have a few nice options for combat. At third level we pick up Dragonthrall as to allow our entry into Talon of Tiamat. At this point our character has shifted from a follower of Bahamut to a Tiamat Worshipper. And we get to play as a fallen Dragonborn, there are notably no mechanical consequences for this, but it is a really interesting thing.

    Sorcerer is pretty integral here, it saves us two feats. Which we really don’t otherwise have, and we really don’t lose any casting here, because we’re charisma based. The reason I’m taking two levels is to mitigate potential XP penalties as the Dragonborn of Bahamut’s favored class is fighter.

    Since we’re multiclassing in Sorcerer we will take the Dragonscale Husk feature. This will give us +7 to our Armor Class at our third level of Duskblade. And is generally going to be useful in the early levels when we want to cast

    Spoiler: Talon of Tiamat
    Show

    At 6th level we go into the Prestige Class, Talon of Tiamat. This has a reputation as one of the worst Prestige classes of all and it is not entirely an undeserved reputation. It has a lot of poorly written, janky stuff. We're going to use some of that jank.

    Quote Originally Posted by Draconomicon
    At 1st level, a talon of Tiamat gains the ability to breathe out a cone of frost (size of the cone corresponds to the size of the character) that deals 3d6 points of cold damage. As the talon gains levels, additional versions of his breath weapon become available to him. At 3rd level, the talon can breathe a line of acid (8d4 acid damage). At 5th level, he can breathe a cone of corrosive gas (10d6 acid damage). At 7th level, he can expel a line of lightning (12d8 electricity damage). At 9th level, he can breathe a cone of fire (14d8 fire damage). In each case, a successful Reflex save halves the damage dealt. The DC for saves against the talon's breath weapon is 10 + talon class level + Con modifier. A talon of Tiamat can use each of his breath weapons once per day. Once a talon uses any of his breath weapons, he can't use any other breath weapon until 1d4 rounds have passed.
    What that is likely intended to mean is that the Talon of Tiamat can't stack his own breath weapons. What that actually says is that all of the Talon's breath weapons cannot be used within 1d4 rounds of each other.

    Quote Originally Posted by SRD
    Using a breath weapon is a standard action. Once a dragon breathes, it can’t breathe again until 1d4 rounds later. If a dragon has more than one type of breath weapon, it still can breathe only once every 1d4 rounds.
    As we can see the language is almost identical to the standard Breath Weapon language. So now all of our breath weapons have an added recovery time. This sounds pretty bad, "Where is the upside" you ask, well now that they have a recovery time expressed in rounds... they all qualify for Metabreath feats. Which is very strong. There is however another downside. This very likely ties all of your recoveries together. Meaning that the 1d4 recovery for any breath weapon is probably affected by your Metabreath feats. So using any Metabreath feat is likely to mean that you are getting the full negative effect. So we're likely breathing once a combat, but so is the Dragon Shaman, and we'll be doing it a lot better later on. (I mean we're currently doing it better, but we will continue to be doing it better).

    Also you'll note that none of our current breath weapons don't have a duration in rounds that will change shortly.

    Spoiler: 6th Level - 10th Level
    Show

    At this point our spellcasting is starting to fall behind. At tenth level we will have Divine Crusader casting at level 1, Sorcerer casting at level 4, and Duskblade Casting at level 3. That gives us a lot of low level spells to spam… but we don’t get that many high level spells. We’re going to use Talon of Tiamat to advance our Sorcerous casting, because our Charisma is a far better stat for us than our intelligence is. We also can pick some points in Intimidate due to our Red Dragon heritage.

    At this point the character is also getting more focused on breath weapons. At level 6, we pick up Clinging Breath. Which allows us to basically continue to damage enemies long after the initial breath. It is important to note that this damage halves each round. So at level 6… if we maximize our best breath weapon (the 3d8 Line), we will do 24 on a failed save first round, 12 on a failed save second round, then 6, 3, then 1. Then by rounding rules of 3.5, 0. At this level range we also do not have Shape Breath, so we are going to have to consider when it would be more appropriate to use the 3d6 Cone shape over the line. At level 8, we pick up the line of Acid which is likely to be our best breath weapon for a few levels.

    Spoiler: 11th Level - 15th Level
    Show

    At this point we take a level in Divine Crusader, permanently binding us to Tiamat. This is an interesting and somewhat well known prestige class. It gets you extremely limited 9th level divine casting in the span of 10 levels. But we’re not actually going to be using those spells (for the most part). We’re going to be using them to fuel our breath weapon. We’re going to take the War Domain as our source of spells. This gives us a few nice buff spells we can use when we do decide to cast spells. Which we will on occasion. We have Divine Power which we can use to buff ourselves if we decide to do any melee combat.

    One thing to note is that since the Divine Crusader is a prepared caster we can potentially prepare Corrupt Spells. Which gives us a few more nasty options as we’re leveling up. We also get a bunch of Draconic feats, none of these are great, but they give us some resistances and what-not. It is a shame that the writers of the Dragonheart Mage did not realize that you can’t take Breath Channeling or Metabreath feats with those. Because I expect that channeling would have at least been something they would have intended.

    Our main source of breath weapon is our third Prestige Class, The Dragonheart Mage. This gives us the ability to channel spells into a breath weapon through the feat Draconic Breath. Because we have taken levels in Talon of Tiamat, we can only do this every 1d4 rounds, however because it now has a recovery time measured in rounds. We can apply metabreath feats to this, which is not normally the case. While this Prestige Class requires Arcane Casting to enter it can advance any casting. So we’re advancing our Divine Crusader levels.

    At 15th level, we have a Breath Weapon that is equal to a level 20 Dragon Shaman’s and we’ve got Divine Power and potentially some other goodies. So we are now able to function as a pretty amazing breather.

    Spoiler: 16th Level - 20th Level
    Show

    At this point our character’s breath is rapidly advancing in power. We’re getting rapid spellcasting and at 6th and 10th level of Dragonheart Mage we advance the amount of Breath Weapon dice we get for sacrificing a spell. At 16th level we are breathing more intensely than a level 20 Dragon Shaman or a level 20 Dragonfire Adept, although the adept can breathe more frequently. This advances rapidly from this point.

    At 20th level, we gain our final breath weapon advancement. If we channel a 9th level spell, we will do 27d6 damage. That is more damage than almost every Ancient Dragon except for Red and Gold. We do not actually gain any 9th level slots, and we will need to buy a Charisma item to gain them. At level 20 this should be feasible but if it isn’t our 8th level slots do 24d6 damage which is plenty.

    At first round when we maximize our 9th level Draconic Breath, it does 162 damage on a failed save. 81 the next round. That is bonkers. We do more damage than a 20th level Dragon Shaman would on the second round of our breathing. And we can use our lower level slots as needed here as well. 81 damage is enough that most creatures are probably going to risk the save to try to put out the Clinging Breath. Which means that we are burning actions at a level when that’s very significant.

    Spoiler: Sweet Spot Level 15
    Show

    I would say that level 15 is about the sweet spot for this build. Normally I try to focus on builds that have an earlier peaking point. But basically with Divine Crusader and the mechanics of this build… once we’re past level 10 everything spikes really rapidly. At 15th level we are as good at breath weapons as a level 20 Dragon Shaman. We can buff ourselves up with Divine Power if we want to wade into combat after breathing, since we have 5th level slots to use for our channeling we can spend fourths on self-buffing. a

    Spoiler: Heighten Breath?
    Show

    You may have noticed that we did not take the Heighten Breath metabreath feat. That is intentional. If we increase our save by too much then creatures will not try to pass it on the second round. We want creatures to potentially risk losing their actions to try to remove the Clinging Breath. That is the goal here. Over pumping the save is a mistake, because then enemies will take the damage, but they’re likely to take the damage anyway.



    Spoiler: Sources
    Show

    Players Guide to Faerun
    Races of the Dragon
    Draconomicon
    Complete Divine
    Dragon Magic
    Complete Champion
    Creator of the LA-assignment thread.

    Join the new Junkyard Wars round and build with Cloaked Dancer and a companion creature!

    Interested in judging a build competition on the 3.5 forums but not sure where to begin? Check out the judging handbook!

    Extended signature!

  17. - Top - End - #47
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    Default Re: Junkyard Wars XLVII: SLAs + Breath Weapon - Dragonfire Adept

    It seems this round marks the happy return to single-class builds:

    Quote Originally Posted by Horatio H'Wyrmbreather
    Horatio H’Wyrmbreather
    Neutral Good Dragonborn of Bahamut (Heart)
    Factotum 20



    Spoiler: Our Tale
    Show
    Horatio H’Wyrmbreather (pronounced “Huh-Worm-Breather”), born Horatio H’Eustice H’Weathersby (pronounced “Huh-Use-Tiss Huh-Weathers-Bee”) was always committed to coming to the aid of those around him and solving those problems with logic and reason. After surviving a terrible bout of plague that took his family in his youth, he was left with considerable fortune but a ravaged body. Horatio threw himself into his studies, determined to sharpen his wits to a fine edge, and went on to attend the finest schools.

    While earning his fifth degree, Horatio stumbled upon the legend of the Dragonborn of Bahamut. Seeing immediately the potential for the Platinum Dragon to mend his mangled mortal mold, dug into the matter, finally learning enough to faithfully recreate the ritual…

    Only for it to fail.

    Again and again, Horatio attempted to transform himself into a draconic persona, yet nothing worked. He checked his notes, rechecked them, reckoned with even the most dubious apocrypha, and ultimately consigned himself to spend his days weak in physical frame.

    Despite his frail figure, Horatio took to traveling. His considerable fortune allowed him to charter a ship and crew to sail the seas and find new things to discover. Horatio authored tomes of work diving into the natural world, historical sites, magical transpirings, and even the occasional miracle. To his crew, Horatio was a steady paycheck and a source of adventure as they sailed into the unknown, and for Horatio his crew became the family he always wanted for. Around the globe they journeyed seeing all manner of the impossible,

    Then came the Kraken. A terrible beast beset their ship. Horatio’s extensive research showed a weakness in the creature, but to make use of it, it would require Horatio to row out to sea alone on a lifeboat. Horatio didn’t think twice about risking his life. He took to the oars and flanked the damned creature. He used his alchemical skills to assault the beast’s nervous system, forcing it to flee, but capsizing Horatio’s lifeboat in the process. He struggled to stay afloat, but began to drown.

    As he slipped into unconsciousness, a voice whispered into Horatio’s mind: “You have given yourself for others. Now you are ready to serve Bahamut.”

    When his men recovered him, Horatio knew what he had to do. He had them make for shore and repeated one last time the ritual of Bahamut and this time successfully cocooned himself in the rebirthing egg. His men gasped as Horatio was reborn a servant of the Platinum Dragon.

    Strong of form, Horatio rose. His men gathered around him as he decreed that they would continue on for adventure and to right the wrongs of the world. Legends of the man who was now a Dragon would grow and allies would flock to Horatio, including a young silver dragon wyrmling who would come to see Horatio as a surrogate parent. No longer would he be Horatio H’Eustice H’Weatherby, but now he was Horatio H’Wyrmbreather, Servant of Bahamut!


    Spoiler: Main Table
    Show
    Level Class Base Attack Bonus Fort Save Reflex Save Will Save Skills Feats Class Features
    1st Factotum 1 0 0 2 0 36: {+4} Concentration: 4; {+4} Disable Device: 4; {+4} Knowledge (Nature): 4; {+2} Knowledge (History): 2; {+4} Knowledge (Religion): 4; {+2} Knowledge (Dungeoneering): 2; {+4} Knowledge (Arcana): 4; {+2} Knowledge (Local): 2; {+4} Open Lock: 4; {+2} Use Magic Device: 2; {+4} Spot: 4; Shape Breath Inspiration, cunning insight, cunning knowledge, trapfinding Inspiration, cunning insight, cunning knowledge, trapfinding
    [tr][td] 2nd
    Factotum 2 1 0 3 0 9: {+2} Autohypnosis: 2; Concentration: 4; Disable Device: 4; {+1} Knowledge (Nature): 5; {+1} Knowledge (History): 3; {+1} Knowledge (Religion): 5; {+1} Knowledge (Dungeoneering): 3; {+1} Knowledge (Arcana): 5; {+1} Knowledge (Local): 3; Open Lock: 4; {+1} Use Magic Device: 3; Spot: 4; Arcane dilettante (1 spell)
    3rd Factotum 3 2 1 3 1 9: {+3} Autohypnosis: 5; Concentration: 4; Disable Device: 4; {+1} Knowledge (Nature): 6; {+1} Knowledge (History): 4; {+1} Knowledge (Religion): 6; {+1} Knowledge (Dungeoneering): 4; {+1} Knowledge (Arcana): 6; {+1} Knowledge (Local): 4; Open Lock: 4; Use Magic Device: 3; Spot: 4; Knowledge Devotion Brains over brawn, cunning defense
    4th Factotum 4 3 1 4 1 9: Autohypnosis: 5; Concentration: 4; Disable Device: 4; {+1} Knowledge (Nature): 7; {+1} Knowledge (History): 5; {+1} Knowledge (Religion): 7; {+1} Knowledge (Dungeoneering): 5; {+1} Knowledge (Arcana): 7; {+1} Knowledge (Local): 5; Open Lock: 4; {+1} Use Magic Device: 4; Spot: 4; {+2} Collector of Stories; Arcane dilettante (2 spells), cunning strike
    5th Factotum 5 3 1 4 1 9: Autohypnosis: 5; Concentration: 4; {+2} Diplomacy: 2; Disable Device: 4; {+1} Knowledge (Nature): 8; {+1} Knowledge (History): 6; {+1} Knowledge (Religion): 8; {+1} Knowledge (Dungeoneering): 6; {+1} Knowledge (Arcana): 8; {+1} Knowledge (Local): 6; Open Lock: 4; {+1} Use Magic Device: 5; Spot: 4; Collector of Stories; Opportunistic piety
    6th Factotum 6 4 2 5 2 9: Autohypnosis: 5; Concentration: 4; {+2} Diplomacy: 4; Disable Device: 4; {+1} Knowledge (Nature): 9; {+1} Knowledge (History): 7; {+1} Knowledge (Religion): 9; {+1} Knowledge (Dungeoneering): 7; {+1} Knowledge (Arcana): 9; {+1} Knowledge (Local): 7; Open Lock: 4; {+1} Use Magic Device: 6; Spot: 4; Collector of Stories; Obtain Familiar
    7th Factotum 7 5 2 5 2 9: Autohypnosis: 5; Concentration: 4; {+1} Diplomacy: 5; Disable Device: 4; {+1} Knowledge (Nature): 10; {+1} Knowledge (History): 8; {+1} Knowledge (Religion): 10; {+1} Knowledge (Dungeoneering): 8; {+1} Knowledge (Arcana): 10; {+1} Knowledge (Local): 8; {+1} Listen: 1; Open Lock: 4; {+1} Use Magic Device: 7; Spot: 4; Collector of Stories; Arcane dilettante (3 spells)
    8th Factotum 8 6/1 2 6 2 10: Autohypnosis: 5; {+1} Concentration: 5; {+1} Diplomacy: 6; Disable Device: 4; {+1} Knowledge (Nature): 11; {+1} Knowledge (History): 9; {+1} Knowledge (Religion): 11; {+1} Knowledge (Dungeoneering): 9; {+1} Knowledge (Arcana): 11; {+1} Knowledge (Local): 9; {+1} Listen: 2; Open Lock: 4; {+1} Use Magic Device: 8; Spot: 4; Collector of Stories; Cunning surge
    9th Factotum 9 6/1 3 6 3 10: Autohypnosis: 5; Concentration: 5; {+1} Decipher Script: 1; {+1} Diplomacy: 7; Disable Device: 4; {+1} Knowledge (Nature): 12; {+1} Knowledge (History): 10; {+1} Knowledge (Religion): 12; {+1} Knowledge (Dungeoneering): 10; {+1} Knowledge (Arcana): 12; {+1} Knowledge (Local): 10; {+1} Listen: 3; Open Lock: 4; {+1} Use Magic Device: 9; Spot: 4; Collector of Stories; Recover Breath Arcane dilettante (4 spells)
    10th Factotum 10 7/2 3 7 3 10: Autohypnosis: 5; Concentration: 5; {+1} Decipher Script: 2; {+1} Diplomacy: 8; Disable Device: 4; {+1} Knowledge (Nature): 13; {+1} Knowledge (History): 11; {+1} Knowledge (Religion): 13; {+1} Knowledge (Dungeoneering): 11; {+1} Knowledge (Arcana): 13; {+1} Knowledge (Local): 11; {+1} Listen: 4; Open Lock: 4; {+1} Use Magic Device: 10; Spot: 4; Collector of Stories; Opportunistic piety (+1 use)
    11th Factotum 11 8/3 3 7 3 10: Autohypnosis: 5; Concentration: 5; Decipher Script: 2; {+1} Diplomacy: 9; Disable Device: 4; {+1} Knowledge (Nature): 14; {+1} Knowledge (History): 12; {+1} Knowledge (Religion): 14; {+1} Knowledge (Dungeoneering): 12; {+1} Knowledge (Arcana): 14; {+1} Knowledge (Local): 12; {+1} Listen: 5; {+1} Move Silently: 1; Open Lock: 4; {+1} Use Magic Device: 11; Spot: 4; Collector of Stories; Cunning breach
    12th Factotum 12 9/4 4 8 4 10: Autohypnosis: 5; {+2} Bluff: 2; Concentration: 5; Decipher Script: 2; Diplomacy: 9; Disable Device: 4; {+1} Knowledge (Nature): 15; {+1} Knowledge (History): 13; {+1} Knowledge (Religion): 15; {+1} Knowledge (Dungeoneering): 13; {+1} Knowledge (Arcana): 15; {+1} Knowledge (Local): 13; Listen: 5; {+1} Move Silently: 2; Open Lock: 4; {+1} Use Magic Device: 12; Spot: 4; Collector of Stories; Dragon Familiar Arcane dilettante (5 spells)
    13th Factotum 13 9/4 4 8 4 10: Autohypnosis: 5; {+2} Bluff: 4; Concentration: 5; Decipher Script: 2; Diplomacy: 9; Disable Device: 4; {+1} Knowledge (Nature): 16; {+1} Knowledge (History): 14; {+1} Knowledge (Religion): 16; {+1} Knowledge (Dungeoneering): 14; {+1} Knowledge (Arcana): 16; {+1} Knowledge (Local): 14; Listen: 5; {+1} Move Silently: 3; Open Lock: 4; {+1} Use Magic Device: 13; Spot: 4; Collector of Stories; Cunning dodge
    14th Factotum 14 10/5 4 9 4 10: Autohypnosis: 5; {+1} Bluff: 5; {+1} Concentration: 6; Decipher Script: 2; Diplomacy: 9; Disable Device: 4; {+1} Knowledge (Nature): 17; {+1} Knowledge (History): 15; {+1} Knowledge (Religion): 17; {+1} Knowledge (Dungeoneering): 15; {+1} Knowledge (Arcana): 17; {+1} Knowledge (Local): 15; Listen: 5; {+1} Move Silently: 4; Open Lock: 4; {+1} Use Magic Device: 14; Spot: 4; Collector of Stories; Arcane dilettante (6 spells)
    15th Factotum 15 11/6/1 5 9 5 10: Autohypnosis: 5; Bluff: 5; Concentration: 6; Decipher Script: 2; {+1} Diplomacy: 10; Disable Device: 4; {+1} Knowledge (Nature): 18; {+1} Knowledge (History): 16; {+1} Knowledge (Religion): 18; {+1} Knowledge (Dungeoneering): 16; {+1} Knowledge (Arcana): 18; {+1} Knowledge (Local): 16; Listen: 5; {+1} Move Silently: 5; Open Lock: 4; {+1} Use Magic Device: 15; {+1} Search: 1; Spot: 4; Collector of Stories; Extend Spell Opportunistic piety (+1 use)
    16th Factotum 16 12/7/2 5 10 5 10: Autohypnosis: 5; Bluff: 5; Concentration: 6; Decipher Script: 2; {+1} Diplomacy: 11; Disable Device: 4; {+1} Knowledge (Nature): 19; {+1} Knowledge (History): 17; {+1} Knowledge (Religion): 19; {+1} Knowledge (Dungeoneering): 17; {+1} Knowledge (Arcana): 19; {+1} Knowledge (Local): 17; Listen: 5; {+1} Move Silently: 6; Open Lock: 4; {+1} Use Magic Device: 16; {+1} Search: 2; Spot: 4; Collector of Stories; Improved cunning defense
    17th Factotum 17 12/7/2 5 10 5 10: Autohypnosis: 5; Bluff: 5; Concentration: 6; Decipher Script: 2; {+1} Diplomacy: 12; Disable Device: 4; {+1} Knowledge (Nature): 20; {+1} Knowledge (History): 18; {+1} Knowledge (Religion): 20; {+1} Knowledge (Dungeoneering): 18; {+1} Knowledge (Arcana): 20; {+1} Knowledge (Local): 18; Listen: 5; Move Silently: 6; Open Lock: 4; {+1} Use Magic Device: 17; {+1} Search: 3; {+1} Spot: 5; Collector of Stories; Arcane dilettante (7 spells)
    18th Factotum 18 13/8/3 6 11 6 10: Autohypnosis: 5; Bluff: 5; Concentration: 6; Decipher Script: 2; {+1} Diplomacy: 13; Disable Device: 4; {+1} Knowledge (Nature): 21; {+1} Knowledge (History): 19; {+1} Knowledge (Religion): 21; {+1} Knowledge (Dungeoneering): 19; {+1} Knowledge (Arcana): 21; {+1} Knowledge (Local): 19; Listen: 5; Move Silently: 6; Open Lock: 4; {+1} Use Magic Device: 18; {+1} Search: 4; {+1} Spot: 6; Collector of Stories; Empower Spell
    19th Factotum 19 14/9/4 6 11 6 10: Autohypnosis: 5; Bluff: 5; Concentration: 6; Decipher Script: 2; {+1} Diplomacy: 14; Disable Device: 4; {+1} Knowledge (Nature): 22; {+1} Knowledge (History): 20; {+1} Knowledge (Religion): 22; {+1} Knowledge (Dungeoneering): 20; {+1} Knowledge (Arcana): 22; {+1} Knowledge (Local): 20; Listen: 5; Move Silently: 6; Open Lock: 4; {+1} Use Magic Device: 19; {+1} Search: 5; {+1} Spot: 7; Collector of Stories; Cunning brilliance
    20th Factotum 20 15/10/5 6 12 6 11: Autohypnosis: 5; Bluff: 5; {+2} Concentration: 8; Decipher Script: 2; Diplomacy: 14; Disable Device: 4; {+1} Knowledge (Nature): 23; {+1} Knowledge (History): 21; {+1} Knowledge (Religion): 23; {+1} Knowledge (Dungeoneering): 21; {+1} Knowledge (Arcana): 23; {+1} Knowledge (Local): 21; Listen: 5; Move Silently: 6; Open Lock: 4; {+1} Use Magic Device: 20; {+1} Search: 6; {+1} Spot: 8; Collector of Stories; Arcane dilettante (8 spells), opportunistic piety (+1 use)


    Spoiler: Feat
    Show
    A general note on Feat selection: I wanted to load this build up with feats that play to the two ingredients. I’m not sure how metamagic feats for spell-like abilities work in the case of Arcane Dilettante, but there are clear rules for regular metamagic feats. It turned into a split of 1 feat that helps everything (Knowledge Devotion), 2 metabreath feats (Shape and Recover Breath), 2 metamagic feats (Extend and Empower Spell), and 2 feats that work to provide an additional Breath Weapon by way of the Spell-Like Abilities of the character (Obtain and Dragon Familiar). Would it have been nice to get some Fonts of Inspiration in? Sure! But this is a tight build with little room to breath despite being single classed.

    1 - Shape Breath ( Requires Con 13) - The default breath weapon is a line for Dragonborn. I am taking this to maximize the area of effect, with Horatio able to use it for more types of crowd situations. The range gets pretty large too over time, so this will continue to be a useful alternate shape throughout our career.

    3 - Knowledge Devotion (Requires Knowledge (Any) 5) - I mean, this is almost a required feat for Factota. It’s so cliche that I considered skipping it but the thing that sealed its place on my list was rereading the feat and noting that it benefits all damage rolls against a chosen target, which presumably would apply to spell and breath attacks too.

    6 - Obtain Familiar (Knowledge (arcana) 4 ranks, arcane caster level 3rd) - Part of my multistage plan to use the contest ingredients. Factota have a caster level due to their Arcane Dilettante ability so by level 6 Horatio qualifies. Familiars are great and this one will be fairly sturdy since we’re focusing so much on constitution.

    9 - Recover Breath (Requires Con 17) - Speeds up the recovery process on Horatio’s breath weapon. Since Hoaratio isn’t much of a hitter, it’s important to be able to use

    12 - Dragon Familiar (CHA 13, ability to acquire a new familiar, arcane spellcaster level 7th, compatible alignment, Speak Language (Draconic)) - And here it comes to fruition! Due to Horatio’s spell-like abilities, he’s able to qualify for a familiar and here upgrade it to a wyrmling, who has its own breath weapon. Meanwhile, the spells Horatio favors are ones that contribute to his breath weapon, thus linking the ingredients in multiple ways!

    15 - Extend Spell - At this point, Horatio wants to power up his spellcasting and he benefits by being able to prepare everything but one spell at his second highest level. However, I’m not sure how Quicken would interact since they are still cast as spell-like abilities. Extend seems like a safe and useful bet, able to extend spells like Greater Mage Armor to last all day.

    18 - Empower Spell - As with Extend Spell, Horatio can make use of metamagics pretty liberally. This seemed like another safe choice that would be perpetually useful while not requiring a ruling on how it works.


    Spoiler: The Kitchen
    Show
    How I make use of the ingredients!

    Spoiler: Subsystem Table
    Show
    Level Class Inspiration Points Arcane Dilettante Spell Level Arcane Dilettante Spell-like Abilities Readied Breath Weapon Range Breath Weapon Damage
    1st Factotum 2 - - 5 feet 1d8
    2nd Factotum 3 0 1 10 feet 1d8
    3rd Factotum 3 1 1 15 feet 2d8
    4th Factotum 3 1 2 20 feet 2d8
    5th Factotum 4 2 2 25 feet 2d8
    6th Factotum 4 2 2 30 feet 3d8
    7th Factotum 4 2 3 35 feet 3d8
    8th Factotum 5 3 3 40 feet 3d8
    9th Factotum 5 3 4 45 feet 4d8
    10th Factotum 5 4 4 50 feet 4d8
    11th Factotum 6 4 4 55 feet 4d8
    12th Factotum 6 4 5 60 feet 5d8
    13th Factotum 6 5 5 65 feet 5d8
    14th Factotum 7 5 6 70 feet 5d8
    15th Factotum 7 6 6 75 feet 6d8
    16th Factotum 7 6 6 80 feet 6d8
    17th Factotum 8 6 7 85 feet 6d8
    18th Factotum 8 7 7 90 feet 7d8
    19th Factotum 8 7 7 95 feet 7d8
    20th Factotum 10 7 8 100 feet 7d8


    Spoiler: Breath Weapon
    Show
    So I have three ways that I see ways that Horatio is the fulfilling the breath weapon aspect of the contest:

    Racially:
    “Heart (Su): A dragonborn who chooses heart as her draconic aspect gains a breath weapon. The breath weapon is a bright, shining line that coruscates with every metallic color. The line's length is 5 feet per Hit Die the dragonborn has, up to a maximum of 100 feet at 20 HD. The breath weapon deals 1d8 points of damage, plus an extra 1d8 points for each 3 HD the dragonborn possesses (2d8 at 3 HD, 3d8 at 6 HD, and so on). The damage can be acid, cold, electricity, or fire, changing on each use as the dragonborn chooses. A successful Reflex save (DC 10 + 1/2 the dragonborn's HD + her Con modifier) halves the damage. A dragonborn can use her breath weapon once every 1d4 rounds.”

    Via Spell-Like Abilities:
    The spell Dragon Breath (Wizard/Sorcerer 3) gives a breath weapon.

    Via Familiar:
    Horatio takes Obtain Familiar and Dragon Familiar in order to have a Silver Dragon Wyrmling that can use its own breath weapon to assist Horatio.


    Spoiler: Spell-Like Abilities
    Show
    Factota have extremely broad casting abilities, able to pick any spell from the Wizard/Sorcerer list, and use them as Spell-Like Abilities via Arcane Dilettante. As a result, Hoartio will pick the appropriate spells for the situation, favoring long duration buffs where he can, but Horatio will also take special interest in spells found in the Draconomicon that work with his breath weapon or, in the case of Dragon Breath (Sorcerer/Wizard 3), provide an additional breath weapon (for both Horatio and his Dragon Familiar once sharing spells starts happening). Spells like Breath Flare and Blinding Breath will power up the effect of his breath weapon, ultimately reaching the apex of fusion between Breath Weapon and Spell-Like Ability when Enervating Breath comes online at the highest levels.



    Spoiler: Snapshots
    Show

    Spoiler: Fifth Level
    Show
    Well, we’re a Factotum with Spell-Like Abilities and a Breath Weapon. Horatio qualifies for the contest from second level and by fifth, we’re seeing a Jack of All Trades who can do a little healing, casting, and combatting and then can seize opportunities to do crowd control with two breath shapes. Factota usually suffer from not having the round after round big spike damage that a Rogue can dish out in a fight, but Horatio at least makes up for it by being good with hordes of minions and Knowledge Devotion is the best bang for your buck damage boosting feat that a Factotum can take.


    Spoiler: Eighth Level (Sweet Spot)
    Show
    Here’s where we get the things that make it worth it to go Factotum! We finally lock in another point on our intelligence modifier which equates to being better at just about everything here. Cunning Surge kicks in to let us break the action economy on demand and we finally are casting third level spells with our Arcane Dilettante feature, which means we can use Dragon Breath (Wizard/Sorcerer 3) to have two breath weapons running with two separate clocks running on their recharges. In a level, those recharges will be even faster, but here’s where it premieres!


    Spoiler: Tenth Level
    Show
    Factota pretty much get something at every level and by this point Horatio is getting faster with his breath, with more inspiration to use his tricks, and now having fourth level spell-like abilities.


    Spoiler: Fifteenth Level
    Show
    We just keep getting better and better. Extend spell will allow some buff spells to remain up close to all day, making our contribution to the party consistently solid. Since eighth level, we’ve just been getting better and better at all the things we’ve been good at already!


    Spoiler: Twentieth Level
    Show
    We get that last point on our intelligence mod and by this point are fully emulating class features from other classes. Beyond being a skill monkey, we’re contributing to just about every situation the party falls into and doing devastating numbers when it comes to minion swarms.


    Spoiler: Chef’s Notes
    Show
    When the contest was announced, the specific prohibition of Dragon Fire Adept made me first think of its sister class, the Warlock. However, the Warlock felt like it checked a box rather than having synergy. I wanted the Breath Weapon to work in tandem with the Spell-Like Abilities rather than just parallel. Going Warlock, even if the breath weapon filled a niche that my invocation selection wouldn’t, just felt like I’d have an alternate Eldritch Blast which begged the question why bother. Furthermore, while I could grab Spell-Like Abilities from classes that also offered spellcasting, like Duskblades, I didn’t want the actual spellcasting to overshadow the Spell-Like Abilities. Enter the Factotum, which provides a robust Spell-Like Ability system and through Cunning Surge replaces the need for Quicken Breath. It also lacks a built in offensive package so the Breath Weapon remains relevant at all levels. I opted to forego multiclassing so those Spell-Like Abilities could remain in focus as we leveled up. Now about the Breath Weapon… I considered Half-Dragon, but I ultimately was happy with the Dragonborn’s inherent one. Once I had my race and my class locked in, I explored how I could increase the synergy between the two and I’m pretty happy with the result!


    Spoiler: Sources
    Show
    Factotum - Dungeonscape
    Dragonborn - Races of the Dragon

    Shape Breath - Draconomicon
    Knowledge Devotion - Complete Champion
    Recover Breath - Draconomicon
    Obtain Familiar - Complete Arcane
    Dragon Familiar - Draconomicon
    Recover Breath - Draconomicon
    Extend Spell - SRD
    Empower Spell - SRD

    Collector of Stories - Complete Scoundrel

    Breath Flare - Draconomicon
    Blinding Breath - Draconomicon
    Dragon Breath - Draconomicon
    Enervating Breath - Draconomicon
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  18. - Top - End - #48
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    Default Re: Junkyard Wars XLVII: SLAs + Breath Weapon - Dragonfire Adept

    Is this that 'pact magic' I've been hearing so much about?

    Quote Originally Posted by Purplebreath Crystaltongue
    Purplebreath Crystaltongue

    Spoiler: Elements
    Show

    Silverbrow Human Sorcerer 5/Dracolexi 3/Mindbender 1/Dracolexi +7/Nightmare Spinner 4

    Alignment: Chaotic Neutral

    Str 08
    Con 12
    Dex 12
    Int 14
    Wis 10
    Cha 18

    All level bonuses to CHA

    Languages: Common; Draconic; Elven


    Spoiler: A Note on Breath Weapons
    Show

    Breath Weapons are a dime a dozen. You can get one from just about anywhere -- spells, feats, racial abilities, items. So, why this method? Why the Draconic Breath feat? And why, more importantly, only that feat (and a few handpicked spells)?

    The very simple answer is: no recharge mechanic. While this excludes us from gaining Metabreath feats, it does allow us to use a breath weapon every round -- or even twice per round, eventually -- so long as spell slots are available. This is something that can't be done otherwise, even with multiple sources of breath weapons, as the Rules Compendium tells us. ("Even if a creature has more than one type of breath weapon, the time between uses is a time during which it can't use any of its breath weapons." p.22) Thus, no recharge rate for any breath weapon in the build means no waiting to use any other breath weapon!


    Spoiler: Dragonpact
    Show

    Dragon Magic p.87-91 details the use of Dragonpacts. Included in a sidebar on p.88 is a guide for making your own pact. Using that guide, I created the following:


    Spell Slot Spell-Like Abilities Gained
    2nd Breath Flare 2/day
    3rd Breath Flare 3/day; Nauseating Breath 1/day
    4th Breath Flare 3/day; Nauseating Breath 2/day
    5th Breath Flare 3/day; Nauseating Breath 3/day; Rebuking Breath 1/day
    6th Breath Flare 3/day; Nauseating Breath 3/day; Rebuking Breath 2/day
    7th Breath Flare 3/day; Nauseating Breath 3/day; Rebuking Breath 3/day; Ethereal Breath 1/day
    8th Breath Flare 3/day; Nauseating Breath 3/day; Rebuking Breath 3/day; Ethereal Breath 2/day
    9th Breath Flare 3/day; Nauseating Breath 3/day; Rebuking Breath 3/day; Ethereal Breath 3/day; Animate Breath 1/day

    The intention here is to tie together the use of breath weapons and SLAs, and I feel that this certainly does the trick. It is thematic and flavorful. It is within the rules of the game (though will, certainly, require DM approval). It follows the guide well (holds to a coherent theme, lends itself to use with variant dragon types, doesn't use XP costs, etc.) and isn't (in my humble, little opinion) overpowered.

    To enter into (or advance) a Dragonpact, one must have adequate downtime and hit certain skill checks (which should be fairly doable). For ease, the tables below reflect this Dragonpact being entered into (and advanced) at the earliest availability (i.e. when 2nd level spells are gained and at each new spell level thereafter.)


    Spoiler: Build Table
    Show

    Level Class Base Attack Bonus Fort Save Ref Save Will Save (Ranks Spent) Skills (Total Ranks) Feats Class Features Spell-like Abilities
    1st (Dragonblood) Sorcerer 1 +0 +0 +0 +2
    • 4 Bluff 4
    • 4 Diplomacy 4
    • 4 K:arcana 4
    • 2 Pe:oratory 2
    • 2 SL: Dwarven 1
    B: Able Learner; B: Draconic Heritage (Amethyst); 1st: Draconic Breath [electricty] Arcane Insight +2 Feather Fall 1/day (racial)
    2nd Sorcerer 2 +1 +0 +0 +3
    • 1 Bluff 5
    • - Diplo 4
    • 1 K:arc 5
    • - Pe:ora 2
    • - SL: Dwar 1
    • 2 Spellcraft 2
    -- -- Feather Fall 1/day
    3rd Sorcerer 3 +1 +1 +1 +3
    • - Bluff 5
    • 1 Diplo 5
    • 1 K:arc 6
    • 1 K:theplanes 1
    • 1 Pe:ora 3
    • - SL: Dwar 1
    • - Spellcraft 2
    3rd: Still Spell -- Feather Fall 1/day
    4th (Dragonblood) Sorcerer 4 +2 +1 +1 +4
    • - Bluff 5
    • 1 Diplo 6
    • 1 Intimidate 1
    • 1 K:arc 7
    • - K:thepla 1
    • - Pe:ora 3
    • - SL: Dwar 1
    • 1 Spellcraft 3
    -- Arcane Insight +4; Spell-like Ability Feather Fall 1/day; Benign Transposition 3/day; Breath Flare 2/day
    5th (Planar) Sorcerer 5 +2 +1 +1 +4
    • - Bluff 5
    • 1 Diplo 7
    • - Intimi 1
    • 1 K:arc 8
    • - K:thepla 1
    • 1 Pe:ora 4
    • - SL: Dwar 1
    • 1 Spellcraft 4
    -- Force-Charged Energy Feather Fall 2/day; Benign Transposition 3/day; Breath Flare 2/day
    6th Dracolexi 1 +2 +1 +1 +6
    • - Bluff 5
    • 2 Diplo 9
    • 1 Intimi 2
    • - K:arc 8
    • - K:thepla 1
    • - Pe:ora 4
    • 2 Sense Motive 2
    • - SL: Dwar 1
    • - Spellcraft 4
    • 1 Use Magic Device 1
    6th: Entangling Exhalation Draconic Words (renthisj) Feather Fall 2/day; Benign Transposition 3/day; Breath Flare 3/day
    7th Dracolexi 2 +3 +1 +1 +7
    • - Bluff 5
    • 1 Diplo 10
    • 1 Intimi 3
    • - K:arc 8
    • - K:thepla 1
    • - Pe:ora 4
    • 2 Sen Mot 4
    • - SL: Dwar 1
    • - Spellcraft 4
    • 2 UMD 3
    B: Eschew Materials -- Feather Fall 2/day; Benign Transposition 3/day; Breath Flare 3/day; Nauseating Breath 1/day
    8th Dracolexi 3 +3 +2 +2 +7
    • - Bluff 5
    • 2 Concentration 2
    • 1 Diplo 11
    • 1 Intimi 4
    • - K:arc 8
    • - K:thepla 1
    • - Pe:ora 4
    • - Sen Mot 4
    • - SL: Dwar 1
    • - Spellcraft 4
    • 2 UMD 5
    -- Power Word spells (Pain) Feather Fall 2/day; Benign Transposition 3/day; Breath Flare 3/day; Nauseating Breath 1/day
    9th Mindbender 1 +3 +4 +2 +9
    • - Bluff 5
    • 2 Concen 4
    • 1 Diplo 12
    • - Intimi 4
    • - K:arc 8
    • - K:thepla 1
    • - Pe:ora 4
    • 1 Sen Mot 5
    • - SL: Dwar 1
    • - Spellcraft 4
    • - UMD 5
    9th: Mindsight Telepathy Feather Fall 2/day; Benign Transposition 3/day; Breath Flare 3/day; Nauseating Breath 2/day
    10th Dracolexi 4 +4 +4 +2 +10
    • - Bluff 5
    • 2 Concen 6
    • 1 Diplo 13
    • - Intimi 4
    • - K:arc 8
    • - K:thepla 1
    • - Pe:ora 4
    • - Sen Mot 5
    • - SL: Dwar 1
    • 1 Spellcraft 5
    • 2 UMD 7
    -- Draconic Words (ssearth) Feather Fall 3/day; Benign Transposition 3/day; Breath Flare 3/day; Nauseating Breath 2/day
    11th Dracolexi 5 +4 +4 +2 +10
    • - Bluff 5
    • 2 Concen 8
    • 1 Diplo 14
    • - Intimi 4
    • - K:arc 8
    • - K:thepla 1
    • - Pe:ora 4
    • - Sen Moti 5
    • - SL: Dwar 1
    • 1 Spellcraft 6
    • 2 UMD 9
    -- Bonus Spells Known (Geas, Lesser; Insidious Suggestion) Feather Fall 3/day; Benign Transposition 3/day; Breath Flare 3/day; Nauseating Breath 3/day; Rebuking Breath 1/day
    12th Dracolexi 6 +5 +5 +3 +11
    • - Bluff 5
    • 2 Concen 10
    • 1 Diplo 15
    • - Intimi 4
    • - K:arca 8
    • - K:thepla 1
    • - Pe:ora 4
    • - Sen Mot 5
    • - SL: Dwar 1
    • 1 Spellcraft 7
    • 2 UMD 11
    12th: Draconic Aura (Energy) Power Word spells (Nauseate) Feather Fall 3/day; Benign Transposition 3/day; Breath Flare 3/day; Nauseating Breath 3/day; Rebuking Breath 1/day
    13th Dracolexi 7 +5 +5 +3 +11
    • - Bluff 5
    • 2 Concen 12
    • 1 Diplo 16
    • - Intimi 4
    • - K:arc 8
    • - K:thepla 1
    • - Pe:ora 4
    • - Sen Moti 5
    • - SL: Dwar 1
    • 2 Spellcraft 9
    • 1 UMD 12
    -- Draconic Words (veschik) Feather Fall 3/day; Benign Transposition 3/day; Breath Flare 3/day; Nauseating Breath 3/day; Rebuking Breath 2/day
    14th Dracolexi 8 +6/1 +5 +3 +12
    • - Bluff 5
    • 2 Concen 14
    • 1 Diplo 17
    • - Intimi 4
    • - K:arc 8
    • 1 K:n&r 1
    • - K:thepla 1
    • - Pe:ora 4
    • - Sen Mot 5
    • - SL: Dwar 1
    • 2 Spellcra 11
    • - UMD 12
    -- Voice in Silence Feather Fall 3/day; Benign Transposition 3/day; Breath Flare 3/day; Nauseating Breath 3/day; Rebuking Breath 2/day
    15th Dracolexi 9 +6/1 +6 +4 +12
    • - Bluff 5
    • 2 Concen 16
    • 1 Diplo 18
    • - Intimi 4
    • - K:arc 8
    • 1 K:n&r 2
    • - K:thepla 1
    • - Pe:ora 4
    • - Sen Mot 5
    • - SL: Dwar 1
    • 2 Spellcra 13
    • - UMD 12
    15th: Ability Focus (Breath Weapon) Power Word spells (Petrify) Feather Fall 4/day; Benign Transposition 3/day; Breath Flare 3/day; Nauseating Breath 3/day; Rebuking Breath 3/day; Ethereal Breath 1/day
    16th Dracolexi 10 +7/2 +6 +4 +13
    • - Bluff 5
    • 2 Concen 18
    • 1 Diplo 19
    • - Intimi 4
    • - K:arc 8
    • 1 K:n&r 3
    • - K:thepla 1
    • - Pe:ora 4
    • - Sen Mot 5
    • - SL: Dwar 1
    • 2 Spellcra 15
    • - UMD 12
    -- Draconic Words (Valignat) Feather Fall 4/day; Benign Transposition 3/day; Breath Flare 3/day; Nauseating Breath 3/day; Rebuking Breath 3/day; Ethereal Breath 1/day
    17th Nightmare Spinner 1 +7/2 +6 +4 +15
    • - Bluff 5
    • 2 Concen 20
    • 1 Diplo 20
    • - Intimi 4
    • - K:arc 8
    • 1 K:n&r 4
    • - K:thepla 1
    • - Pe:ora 4
    • - Sen Mot 5
    • - SL: Dwar 1
    • 2 Spellcra 17
    • - UMD 12
    -- Bonus Spells; Immunity to Fear; Inspire Fear Feather Fall 4/day; Benign Transposition 3/day; Breath Flare 3/day; Nauseating Breath 3/day; Rebuking Breath 3/day; Ethereal Breath 1/day
    18th Nightmare Spinner 2 +8/3 +6 +4 +16
    • - Bluff 5
    • 1 Concen 21
    • 1 Diplo 21
    • - Intimi 4
    • - K:arc 8
    • 1 K:n&r 5
    • - K:thepla 1
    • - Pe:ora 4
    • - Sen Mot 5
    • - SL: Dwar 1
    • 2 Spellcra 19
    • 1 UMD 13
    18th: Heighten Spell Nightmare Phantasm Feather Fall 4/day; Benign Transposition 3/day; Breath Flare 3/day; Nauseating Breath 3/day; Rebuking Breath 3/day; Ethereal Breath 2/day
    19th Nightmare Spinner 3 +8/3 +7 +5 +16
    • - Bluff 5
    • 1 Concen 22
    • 1 Diplo 22
    • - Intimi 4
    • - K:arc 8
    • - K:n&r 5
    • - K:thepla 1
    • - Pe:ora 4
    • - Sen Mot 5
    • - SL: Dwar 1
    • 2 Spellcra 21
    • 2 UMD 15
    -- Spirit Chill Feather Fall 4/day; Benign Transposition 3/day; Breath Flare 3/day; Nauseating Breath 3/day; Rebuking Breath 3/day; Ethereal Breath 2/day
    20th Nightmare Spinner 4 +9/4 +7 +5 +17
    • - Bluff 5
    • 1 Concen 23
    • 1 Diplo 23
    • - Intimi 4
    • - K:arc 8
    • - K:n&r 5
    • - K:thepla 1
    • - Pe:ora 4
    • - Sen Mot 5
    • - SL: Dwar 1
    • 2 Spellcra 23
    • 2 UMD 17
    -- -- Feather Fall 5/day; Benign Transposition 3/day; Breath Flare 3/day; Nauseating Breath 3/day; Rebuking Breath 3/day; Ethereal Breath 3/day; Animate Breath 1/day


    Spoiler: Spells
    Show

    Spells + Bonus Illusion + (Cha bonus) per Day

    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st 5 3(+1) - - - - - - - -
    2nd 6 4(+1) - - - - - - - -
    3rd 6 5(+1) - - - - - - - -
    4th 6 5(+1) 1(+1) - - - - - - -
    5th 6 5(+1) 2(+1) - - - - - - -
    6th 6 5(+1) 2(+1) - - - - - - -
    7th 6 5(+1) 4(+1) 2(+1) - - - - - -
    8th 6 5(+2) 5(+1) 3(+1) - - - - - -
    9th 6 5(+2) 5(+1) 5(+1) 2(+1) - - - - -
    10th 6 5(+2) 5(+1) 6(+1) 3(+1) - - - - -
    11th 6 5(+2) 5(+1) 6(+1) 5(+1) 2(+1) - - - -
    12th 6 5(+2) 5(+1) 6(+1) 6(+1) 3(+1) - - - -
    13th 6 5(+2) 5(+1) 6(+1) 6(+1) 5(+1) 2 - - -
    14th 6 5(+2) 5(+1) 6(+1) 6(+1) 6(+1) 3 - - -
    15th 6 5(+2) 5(+1) 6(+1) 6(+1) 6(+1) 5 2 - -
    16th 6 5(+2) 5(+2) 6(+1) 6(+1) 6(+1) 6(+1) 3 - -
    17th 6+1 5+1(+2) 5+1(+2) 6+1(+1) 6+1(+1) 6+1(+1) 6+1(+1) 3+1 - -
    18th 6+1 5+1(+2) 5+1(+2) 6+1(+1) 6+1(+1) 6+1(+1) 6+1(+1) 5+1 2+1 -
    19th 6+1 5+1(+2) 5+1(+2) 6+1(+1) 6+1(+1) 6+1(+1) 6+1(+1) 6+1 3+1 -
    20th 6+1 5+1(+2) 5+1(+2) 6+1(+1) 6+1(+1) 6+1(+1) 6+1(+1) 6+1 5+1 2+1

    Spells Known
    1:
    • 0th: (4) Detect Magic; Message; Prestidigitation; Read Magic
    • 1st: (2) Charm Person; Mage Armor


    2:
    • 0th: (5) Detect Magic; Mage Hand; Message; Prestidigitation; Read Magic
    • 1st: (2) Charm Person; Mage Armor


    3:
    • 0th: (5) Detect Magic; Mage Hand; Message; Prestidigitation; Read Magic
    • 1st: (2) Benign Trasposition; Charm Person; Mage Armor


    4:
    • 0th: (6) Detect Magic; Mage Hand; Mending; Message; Prestidigitation; Read Magic
    • 1st: (2) Benign Trasposition; Charm Person; Mage Armor
    • 2nd: (1) Palarandusk's Fire Breath


    5:
    • 0th: (6) Detect Magic; Mage Hand; Mending; Message; Prestidigitation; Read Magic
    • 1st: (3) Charm Person; Hoard Gullet; Mage Armor
    • 2nd: (1) Palarandusk's Fire Breath


    6:
    • 0th: (6) Detect Magic; Mage Hand; Mending; Message; Prestidigitation; Read Magic
    • 1st: (3) Charm Person; Hoard Gullet; Mage Armor
    • 2nd: (1) Palarandusk's Fire Breath


    7:
    • 0th: (7) Detect Magic; Mage Hand; Mending; Message; Open/Close; Prestidigitation; Read Magic
    • 1st: (3) Charm Person; Hoard Gullet; Mage Armor
    • 2nd: (1) Palarandusk's Fire Breath
    • 3rd: (1) Fly


    8:
    • 0th: (7) Detect Magic; Mage Hand; Mending; Message; Open/Close; Power Word: Pain; Prestidigitation; Read Magic
    • 1st: (4) Charm Person; Hoard Gullet; Mage Armor; Unseen Servant
    • 2nd: (2) Palarandusk's Fire Breath; Wings of Cover
    • 3rd: (2) Dispel Magic; Fly


    9:
    • 0th: (8) Detect Magic; Light; Mage Hand; Mending; Message; Open/Close; Power Word: Pain; Prestidigitation; Read Magic
    • 1st: (4) Charm Person; Hoard Gullet; Mage Armor; Unseen Servant
    • 2nd: (2) Palarandusk's Fire Breath; Wings of Cover
    • 3rd: (2) Dispel Magic; Fly
    • 4th: (1) Firestride Exhalation


    10:
    • 0th: (8) Detect Magic; Light; Mage Hand; Mending; Message; Open/Close; Power Word: Pain; Prestidigitation; Read Magic
    • 1st: (4) Charm Person; Hoard Gullet; Mage Armor; Unseen Servant
    • 2nd: (3) Fog Cloud; Palarandusk's Fire Breath; Wings of Cover
    • 3rd: (3) Arcane Sight; Dispel Magic; Fly
    • 4th: (2) Firestride Exhalation; Invisibility, Greater


    11:
    • 0th: (9) Detect Magic; Ghost Sound; Light; Mage Hand; Mending; Message; Open/Close; Power Word: Pain; Prestidigitation; Read Magic
    • 1st: (4) Charm Person; Hoard Gullet; Mage Armor; Unseen Servant
    • 2nd: (3) Fog Cloud; Palarandusk's Fire Breath; Wings of Cover
    • 3rd: (3) Arcane Sight; Dispel Magic; Fly
    • 4th: (2) Firestride Exhalation; Geas, Lesser; Invisibility, Greater
    • 5th: (1) Insidious Suggestion; Mordenkainen's Private Sanctum


    12:
    • 0th: (9) Detect Magic; Ghost Sound; Light; Mage Hand; Mending; Message; Open/Close; Power Word: Pain; Prestidigitation; Read Magic
    • 1st: (4) Charm Person; Hoard Gullet; Mage Armor; Unseen Servant
    • 2nd: (4) Fog Cloud; Palarandusk's Fire Breath; Vision of Entropy; Wings of Cover
    • 3rd: (4) Arcane Sight; Dispel Magic; Fly; Suspended Silence
    • 4th: (3) Firestride Exhalation; Geas, Lesser; Illusory Wall[/b]; Invisibility, Greater
    • 5th: (2) Evacuation Rune; Insidious Suggestion; Mordenkainen's Private Sanctum; Power Word Nauseate


    13:
    • 0th: (9) Detect Magic; Ghost Sound; Light; Mage Hand; Mending; Message; Open/Close; Power Word: Pain; Prestidigitation; Read Magic
    • 1st: (4) Charm Person; Hoard Gullet; Mage Armor; Unseen Servant
    • 2nd: (4) Fog Cloud; Palarandusk's Fire Breath; Vision of Entropy; Wings of Cover
    • 3rd: (4) Arcane Sight; Dispel Magic; Fly; Suspended Silence
    • 4th: (3) Firestride Exhalation; Geas, Lesser; Illusory Wall; Invisibility, Greater
    • 5th: (2) Evacuation Rune; Insidious Suggestion; Mordenkainen's Private Sanctum; Power Word Nauseate
    • 6th: (1) Contingency


    14:
    • 0th: (9) Detect Magic; Ghost Sound; Light; Mage Hand; Mending; Message; Open/Close; Power Word: Pain; Prestidigitation; Read Magic
    • 1st: (4) Charm Person; Hoard Gullet; Mage Armor; Unseen Servant
    • 2nd: (4) Fog Cloud; Palarandusk's Fire Breath; Vision of Entropy; Wings of Cover
    • 3rd: (4) Arcane Sight; Dispel Magic; Fly; Suspended Silence
    • 4th: (4) Ethereal Mount; Firestride Exhalation; Geas, Lesser; Illusory Wall; Invisibility, Greater
    • 5th: (3) Evacuation Rune; Insidious Suggestion; Mordenkainen's Private Sanctum; Power Word Nauseate; Wall of Force
    • 6th: (2) Contingency; Ruby Ray Of Reversal


    15:
    • 0th: (9) Detect Magic; Ghost Sound; Light; Mage Hand; Mending; Message; Open/Close; Power Word: Pain; Prestidigitation; Read Magic
    • 1st: (4) Charm Person; Hoard Gullet; Mage Armor; Unseen Servant
    • 2nd: (4) Fog Cloud; Palarandusk's Fire Breath; Vision of Entropy; Wings of Cover
    • 3rd: (4) Arcane Sight; Dispel Magic; Fly; Suspended Silence
    • 4th: (4) Ethereal Mount; Firestride Exhalation; Geas, Lesser; Illusory Wall; Invisibility, Greater
    • 5th: (3) Evacuation Rune; Insidious Suggestion; Mordenkainen's Private Sanctum; Power Word Nauseate; Wall of Force
    • 6th: (2) Contingency; Ruby Ray Of Reversal
    • 7th: (1) Arcane Spellsurge; Power Word Petrify


    16:
    • 0th: (9) Detect Magic; Ghost Sound; Light; Mage Hand; Mending; Message; Open/Close; Power Word: Pain; Prestidigitation; Read Magic
    • 1st: (4) Charm Person; Hoard Gullet; Mage Armor; Unseen Servant
    • 2nd: (4) Fog Cloud; Palarandusk's Fire Breath; Vision of Entropy; Wings of Cover
    • 3rd: (4) Arcane Sight; Dispel Magic; Fly; Suspended Silence
    • 4th: (4) Ethereal Mount; Firestride Exhalation; Geas, Lesser; Illusory Wall; Invisibility, Greater
    • 5th: (4) Contingent Energy Resistance; Evacuation Rune; Insidious Suggestion; Mordenkainen's Private Sanctum; Power Word Nauseate; Wall of Force
    • 6th: (3) Contingency; Probe Thoughts; Ruby Ray Of Reversal
    • 7th: (2) Animate Breath; Arcane Spellsurge; Power Word Petrify


    17:
    • 0th: (9) Detect Magic; Ghost Sound; Light; Mage Hand; Mending; Message; Open/Close; Power Word: Pain; Prestidigitation; Read Magic
    • 1st: (4) Charm Person; Hoard Gullet; Mage Armor; Unseen Servant
    • 2nd: (4) Fog Cloud; Palarandusk's Fire Breath; Vision of Entropy; Wings of Cover
    • 3rd: (4) Arcane Sight; Dispel Magic; Fly; Suspended Silence
    • 4th: (4) Ethereal Mount; Firestride Exhalation; Geas, Lesser; Illusory Wall; Invisibility, Greater
    • 5th: (4) Contingent Energy Resistance; Evacuation Rune; Insidious Suggestion; Mordenkainen's Private Sanctum; Power Word Nauseate; Wall of Force
    • 6th: (3) Contingency; Probe Thoughts; Ruby Ray Of Reversal
    • 7th: (2) Animate Breath; Arcane Spellsurge; Power Word Petrify


    18:
    • 0th: (9) Detect Magic; Ghost Sound; Light; Mage Hand; Mending; Message; Open/Close; Power Word: Pain; Prestidigitation; Read Magic
    • 1st: (4) Charm Person; Hoard Gullet; Mage Armor; Unseen Servant
    • 2nd: (4) Fog Cloud; Palarandusk's Fire Breath; Vision of Entropy; Wings of Cover
    • 3rd: (4) Arcane Sight; Dispel Magic; Fly; Suspended Silence
    • 4th: (4) Ethereal Mount; Firestride Exhalation; Geas, Lesser; Illusory Wall; Invisibility, Greater
    • 5th: (4) Contingent Energy Resistance; Evacuation Rune; Insidious Suggestion; Mordenkainen's Private Sanctum; Power Word Nauseate; Wall of Force
    • 6th: (3) Contingency; Probe Thoughts; Ruby Ray Of Reversal
    • 7th: (2) Animate Breath; Arcane Spellsurge; Power Word Petrify
    • 8th: (1) Mind Blank


    19:
    • 0th: (9) Detect Magic; Ghost Sound; Light; Mage Hand; Mending; Message; Open/Close; Power Word: Pain; Prestidigitation; Read Magic
    • 1st: (4) Charm Person; Hoard Gullet; Mage Armor; Unseen Servant
    • 2nd: (4) Fog Cloud; Palarandusk's Fire Breath; Vision of Entropy; Wings of Cover
    • 3rd: (4) Arcane Sight; Dispel Magic; Fly; Suspended Silence
    • 4th: (4) Ethereal Mount; Firestride Exhalation; Geas, Lesser; Illusory Wall; Invisibility, Greater
    • 5th: (4) Contingent Energy Resistance; Evacuation Rune; Insidious Suggestion; Mordenkainen's Private Sanctum; Power Word Nauseate; Wall of Force
    • 6th: (3) Contingency; Probe Thoughts; Ruby Ray Of Reversal
    • 7th: (3) Animate Breath; Arcane Spellsurge; Power Word Petrify; Teleport, Greater
    • 8th: (2)Arcane Fusion, Greater; Mind Blank


    20:
    • 0th: (9) Detect Magic; Ghost Sound; Light; Mage Hand; Mending; Message; Open/Close; Power Word: Pain; Prestidigitation; Read Magic
    • 1st: (4) Charm Person; Hoard Gullet; Mage Armor; Unseen Servant
    • 2nd: (4) Fog Cloud; Palarandusk's Fire Breath; Vision of Entropy; Wings of Cover
    • 3rd: (4) Arcane Sight; Dispel Magic; Fly; Suspended Silence
    • 4th: (4) Ethereal Mount; Firestride Exhalation; Geas, Lesser; Illusory Wall; Invisibility, Greater
    • 5th: (4) Contingent Energy Resistance; Evacuation Rune; Insidious Suggestion; Mordenkainen's Private Sanctum; Power Word Nauseate; Wall of Force
    • 6th: (3) Contingency; Probe Thoughts; Ruby Ray Of Reversal
    • 7th: (3) Animate Breath; Arcane Spellsurge; Power Word Petrify; Teleport, Greater
    • 8th: (2) Arcane Fusion, Greater; Mind Blank
    • 9th: (1) Enervating Breath



    Spoiler: Levels 1-5
    Show

    This build takes on the basic role of the party face. High Charisma, maxed out Diplomacy (with Bluff synergy), and Charm Person in your back pocket. What more does a Face really need?

    In combat, the Draconic Breath feat is doing the heavy lifting. Amethyst heritage typically provides force effects, but Draconic Breath doesn't accept that. A choice (electricity, in this case) must be made instead. (I assume that choice is made at time of selecting the feat and doesn't change thereafter. If, however, your DM lets you choose each time the feat is used, more power to ya!)
    When facing enemies immune to [electricity], Palarandusk's Fire Breath (available at 4th level) will deal [fire] damage. At 5th level, half of that damage will be [force] instead.

    The Dragonblood Sorcerer level at 4th changes a spell known into a SLA. The SLA is uses sorcerer level as the caster level. In this build, that won't raise above 5th level. Benign Transposition isn't really affected much by caster level, so makes for a great choice. And it will remain relevant, both in and out of combat. Just inform your party BSF or Barbarian that you'll intend to make use of it.

    Most of the rest of these levels are about qualifying for PrCs later on in the build.


    Spoiler: Levels 6-10
    Show

    Spoiler: Wait...How Did You Qualify For Entangling Exhalation?
    Show

    The Draconic Breath feat might qualify. Does it grant a permanant breath weapon that gets activated by spell slots (and a standard action)? Or does is grant the ability to use a standard action (and a spell slot) to gain a breath weapon temporarily? Some DMs may allow the feat to qualify one to take Entangling Exhalation, some might not.
    But Palarandusk's Fire Breath grants a breath weapon that can be "held" for up to an hour, during which time you do have a breath weapon. Make sure you've got the spell cast when you level up!


    Dracolexi is cooler than most people give it credit for. And it certainly adds to the fluff of this build!

    Entangling Exhalation adds some battlefield control. But, also of note, 0th level spell slots are now in play for use with Draconic Breath.

    At 9th level, the Mindbender dip leads to Mindsight, which plays so very well with breath weapons.

    Ssearth. What a lovely word! Extend Spell all day, every day. Without adjustment to spell slot or casting time. Yess, pleasse! (Oh, and it can kinda do some healing, too.)

    Firestride Exhalation added to spells known is another breath weapon (with a teleportation kicker) that can deal half-fire, half-force damage.
    Also known, at 10th, is Fog Cloud, which pairs well with Mindsight and a breath weapon.


    Spoiler: Levels 11-15
    Show

    Draconic Aura (energy) boosts the DC of your [element] effects. Choose at time of activating. [Electricity] boosts your Draconic Breath, [fire] boosts your spell derived breath weapon(s).

    Veschik. Another lovely word! Perfect for a build like this. Better yet if that rogue in your party is actually a Beguiler or a Spellthief. Or if the fighter in your party is actually a Duskblade.

    Voice in Silence works well in combination with Suspended Silence. Don't neglect it.

    Ability Focus ups the DC of the breath weapons some more.

    Can we take a moment to talk about Arcane Spellsurge? A swift action spell that can be Extended at no charge. While it remains in effect, you can cast a breath weapon spell as a swift action and follow that up with a standard action to use Draconic Breath. Two breath weapons each round (while supplies last). Yes. Please. Thank you.


    Spoiler: Levels 16-20
    Show

    Valignet. Nice word. Empower Palarandusk's Fire Breath. Or Widen Firestride Exhalation. Without cost. If you hear me complaining, tell me to shut-up. (Note: you won't hear me complaining.)

    Animate Breath is just silly by RAW with Draconic Breath activated with a 0th level spell. Minimum huff, maximum result.

    Nightmare Spinner 1 gives bonus spell slots. Illusion, my hindquarters ... those slots are getting used for breath weapon-y goodness!


    Spoiler: Bibliography
    Show

    Silverbrow Human (Dragon Magic p.6)
    Dracolexi (Races of the Dragon p.79)
    Mindbender (Complete Arcane p.54)
    Nightmare Spinner (Complete Mage p.74)
    Dragonblood Sorcerer Sub Levels (Races of the Dragon p.107)
    Able Learner feat (Races of Destiny p.150)
    Draconic Heritage feat (Races of the Dragon p.102)
    Draconic Breath feat (Races of the Dragon p.102)
    Planar Sorcerer Sub Levels (Planar Handbook p.35)
    Entangling Exhalation feat (Races of the Dragon p.101)
    Mindsight feat (Lords of Madness p.126)
    Draconic Aura feat (Dragon Magic p.16)

    Spells:
    Power Word Pain (Races of the Dragon p.116)
    Hoard Gullet (Dragon Magic p.68)
    Palarandusk's Fire Breath (City of Splendors: Waterdeep p.156)
    Vision of Entropy (Fiendish Codex I p.96)
    Wings of Cover (Races of the Dragon p.119)
    Suspended Silence (Spell Compendium p.216)
    Firestride Exhalation (Dragon Magic p.67)
    Contingent Energy Resistance (Spell Compendium p.52)
    Evacuation Rune (Complete Scoundrel p.98)
    Insidious Suggestion (Races of Eberron p.187)
    Power Word Nauseate (Races of the Dragon p.116)
    Probe Thoughts (Spell Compendium p.162)
    Ruby Ray of Reversal (Spell Compendium p.177)
    Animate Breath (Spell Compendium p.11)
    Arcane Spellsurge (Dragon Magic p.64)
    Power Word Petrify (Races of the Dragon p.116)
    Arcan Fusion, Greater (Complete Mage p.96)
    Enervating Breath (Spell Compendium p.82)

    Breath Flare (Spell Compendium p.38)
    Nauseating Breath (Spell Compendium p.146)
    Rebuking Breath (Spell Compendium p.170)
    Ethereal Breath (Spell Compendium p.84)

    All else available to be found in the SRD.
    Creator of the LA-assignment thread.

    Join the new Junkyard Wars round and build with Cloaked Dancer and a companion creature!

    Interested in judging a build competition on the 3.5 forums but not sure where to begin? Check out the judging handbook!

    Extended signature!

  19. - Top - End - #49
    Titan in the Playground
     
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    Default Re: Junkyard Wars XLVII: SLAs + Breath Weapon - Dragonfire Adept

    Here follows the chair's exhibition entry. Judges are free to include it in their judgements or skip over it - it won't place either way.

    Following our final real entry, it seems only fitting to have a bit of an...

    Quote Originally Posted by Inevitability
    Epilogue



    Neutral Good Faerie Dragon Soldier of Light 4 / Risen Martyr 6

    Spoiler: Backstory
    Show
    The fey are storybook creatures. Their world is one governed by themes and narrative, not dispassionate natural law. Their faces are costumes, their worlds a stage, their lives plays. Faerie dragons, though no true fey, are close enough to share this nature: we too are stories made flesh.

    ...but what happens to dragons in stories?

    The dragon is an obstacle, an inhuman force separating the knight from his reward. The shape of the reward matters little, of course – a beautiful maiden, a pile of gold, an ancient secret; anything worth killing for, which to knights is very little indeed.

    The dragon is monstrous. It is unlike us, thinks unlike us, must be killed or sealed away. It cannot be made to see the error of its ways, so do not even try.

    The dragon is vulnerable. Greed, gluttony, a gap in its scales – something always gives, reveals its flaws to a flawless hero, and so permits a gruesome demise.

    The dragon is doomed. The story will end upon its death, no sooner, no later. If it flees, the story does not end with its escape – it merely continues for however many chapters. Even in the gentlest of tellings, where the hero survives without a scratch, where the maiden is cut unharmed from the belly of the beast, even in those tales the dragon cannot live. It is a masochistic role, then; predestined to suffer so good may be done. What a thing to be aware of!

    I tried to deny my nature. I gathered no hoard, claimed no land, did no violence. I sought to be a paragon of virtue, a thing no hero would take issue with. I starved myself, did not grow large as my kind does by nature, sustained myself on fruits and dewdrops.

    Alas! Stories, it seems, are knotted vines: they may twist and bend without ever breaking. Who said a dragon must be evil? Who said its slayer must be good? There are deeper patterns, truer ones, laws that can not be cheated.

    The one who came for me was a man of faith and honor. He sought no treasure or glory, cared not for his bloodline; even his cruelty was nurtured only by divine command. A very fine knight, proof that pure evil can be pure-souled indeed. I fled: he simply went after those I held dear, visited all sorts of tortures upon them, threatened to put my woods to the torch. My armor-gap, it seemed, was compassion.

    ...and so I fought, failed, died in pain so others might live. My skin, flayed and tanned, now serves him as a pair of gloves. My blood he brewed into dark tinctures. My bones he cut into arrow-heads, and my flesh he boiled and ate. No part of me remained; the story seemed complete.

    And yet Elishar allowed me to return. A new body, a new life, new allies, a final chance at vengeance. I have no illusions I will survive this time; I remain a dragon, and he a knight. “The serpent returned to life, took bloody revenge, and lived happily ever after” is not an ending the audience accepts.

    But I know this:

    The story must end with the dragon’s demise: this is an ironclad law. But less set in stone is the protagonist’s own fate. If two killing blows were to be struck at once, if I were to die, but take his evil with me… would that not make for a very fine tale? Would the bards not cease to speak, the tellers close their book, the crowd put their minds to rest? Wouldn’t the ending, however bittersweet, still be an ending?

    I pray it would.


    Spoiler: Build
    Show
    Pointbuy: 8 STR, 12 DEX, 10 CON, 12 INT, 12 WIS, 18 CHA
    Racial: +2 STR, +8 DEX, +2 CON, +4 INT, +6 WIS, +6 CHA
    ASIs: Charisma (12, 16)
    VoP: +6 CHA, +4 INT, +2 DEX
    Risen Martyr: Remove constitution, +4 CHA
    Final: 10 STR, 22 DEX, — CON, 20 INT, 18 WIS, 36 CHA

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    8th Faerie Dragon +8 +6 +6 +6 Bluff +11 (11), Concentration +10cc (5) Diplomacy +11 (11), Hide +11 (11), Knowledge (Nature) +1 (1), Knowledge (Religion) +8cc (4), Listen +11 (11), Move Silently +11 (11), Sense Motive +11 (11), Spot +11 (11), Survival +3 (3) Sacred Vow, Vow of Poverty, Flyby Attack Immunity to magical sleep/paralysis, breath weapon, SLAs, SR 18, Water Breathing
    9th Soldier of Light 1 +9 +8 +6 +6 Bluff 11, Concentration +3 (8) Diplomacy +1 (12), Hide 11, Knowledge (Nature) 1, Knowledge (Religion) +1 (5), Listen 11, Move Silently 11, Sense Motive +1 (12), Spot 11, Survival 3 Healing Devotion Detect Undead, Turn Undead
    10th Soldier of Light 2 +10 +9 +6 +6 Bluff 11, Concentration +3 (11) Diplomacy +1 (13), Hide 11, Knowledge (Nature) 1, Knowledge (Religion) 5, Listen 11, Move Silently 11, Sense Motive +1 (13), Spellcraft +1 (1), Spot 11, Survival 3 - Divine Grace, Smite Undead
    11th Soldier of Light 3 +11 +9 +7 +7 Bluff 11, Concentration +3 (14) Diplomacy +1 (14), Heal +1 (1), Hide 11, Knowledge (Nature) 1, Knowledge (Religion) 5, Listen 11, Move Silently 11, Sense Motive +1 (14), Spellcraft 1, Spot 11, Survival 3 - Positive Fortitude
    12th Soldier of Light 4 +12 +10 +7 +7 Bluff 11, Concentration +1 (15) Diplomacy +1 (15), Heal 1, Hide 11, Knowledge (Nature) 1, Knowledge (Religion) 5, Listen 11, Move Silently 11, Sense Motive +1 (15), Spellcraft 1, Spot +2cc (12), Survival 3, Clarity of Vision +2 Deceptive Illumination Energon Companion
    13th Risen Martyr 1 +12 +10 +7 +9 Bluff 11, Concentration +1 (16) Diplomacy +1 (16), Heal 1, Hide 11, Knowledge (Nature) 1, Knowledge (Religion) 5, Listen +2 (13), Move Silently 11, Sense Motive +1 (16), Spellcraft 1, Spot +2 (14), Survival 3, Clarity of Vision - Spiritual Body, Charisma Score Increase, Holy Purpose +1
    14th Risen Martyr 2 +13 +10 +7 +10 Bluff 11, Concentration +1 (17) Diplomacy +1 (17), Heal 1, Hide 11, Knowledge (Nature) 1, Knowledge (Religion) 5, Listen +1 (14), Move Silently 11, Sense Motive +1 (17), Spellcraft 1, Spot +1 (15), Survival 3, Clarity of Vision, Listen to This +2 - Bless, Magic Circle Against Evil
    15th Risen Martyr 3 +14 +11 +8 +10 Bluff 11, Concentration +1 (18) Diplomacy +1 (18), Heal 1, Hide 11, Knowledge (Nature) 1, Knowledge (Religion) 5, Listen +3 (17), Move Silently 11, Sense Motive +1 (18), Spellcraft 1, Spot +2 (17), Survival 3, Clarity of Vision, Listen to This Quicken SLA (Silent Image) Daylight, Holy Purpose +2
    16th Risen Martyr 4 +15 +11 +8 +11 Bluff 11, Concentration +1 (19) Diplomacy +1 (19), Heal 1, Hide 11, Knowledge (Nature) 1, Knowledge (Religion) 5, Knowledge (the Planes) +1 (1), Listen +2 (19), Move Silently 11, Sense Motive +1 (19), Spellcraft 1, Spot +2 (19), Survival 3, Clarity of Vision, Listen to This - Acid Immunity, Detect Evil
    17th Risen Martyr 5 +15 +11 +8 +11 Bluff 11, Concentration +1 (20) Diplomacy +1 (20), Heal 1, Hide +5cc (13.5), Knowledge (Nature) 1, Knowledge (Religion) 5, Knowledge (the Planes) 1, Listen +1 (20), Move Silently 11, Sense Motive +1 (20), Spellcraft 1, Spot +1 (20), Survival 3, Clarity of Vision, Listen to This - Charisma Score Increase, Protective Aura
    18th Risen Martyr 6 +16 +12 +9 +12 Bluff 11, Concentration +1 (21) Diplomacy +1 (21), Heal 1, Hide +5cc (16), Knowledge (Nature) 1, Knowledge (Religion) 5, Knowledge (the Planes) 1, Listen +1 (21), Move Silently 11, Sense Motive +1 (21), Spellcraft 1, Spot +1 (21), Survival 3, Clarity of Vision, Listen to This Quicken SLA (Entangle) Shield Other, Holy Purpose +3

    EXALTED FEATS: Nymph's Kiss (8) Vow of Nonviolence (10) Nimbus of Light (12) Vow of Peace (14) Exalted Spell Resistance (16) Gift of Discernment (18)


    Spoiler: Spells
    Show
    Typical prepared spells from ECL 15 on:
    1: Hide from Undead, Magic Weapon
    2: Consecrate, Make Whole


    Spoiler: Discussion
    Show
    Let's talk about faerie dragons.

    They're a perfect fit for this competition, coming with a heap of SLAs, a great 100 ft. perfect fly speed, and a dazing breath weapon. AoE Will-or-be-dazed is extremely good, and in defiance of intuitions can affect mindless creatures, elementals, undead, constructs, Mind Blanked creatures... anything except a handful of paladins with Favor of the Martyr up, really. The daze effect also neatly serves to keep everyone affected in position for another breath next round, and with 1d6 tries before the effect ends, you'll probably be able to keep enemies stunlocked all combat (especially with a DC that gets as high as 32, or 36 against humanoids). Flyby Attack lets us dart 50 feet in and out every turn, keeping us out of reach of many foes' counterattacks.

    Our SLAs are a very diverse batch, able to grant us concealment (Invisibility, Obscuring Mist), charm foes (Charm Monster), debuff (Glitterdust, Mind Fog), or just deliver good utility (Commune with Nature, Detect Magic). We'll also be using them to create (seemingly) dangerous or impassable zones that then funnel our foes into a small breathable area. We can even drop a Silent Image of perfect darkness to effectively blind anyone within, forcing them to move at half speed (again) and making it so that even fast enemies who resist our breath once will still have to endure it next round. And once in a while, we can use Summon Nature's Ally, Animate Objects, or Entangle to punish anyone who tries to call our bluff and walk right through that 'illusory' bear. Eventually, we get Silent Image at-will, which lets you get real silly here, and there's really no reason you shouldn't constantly be surrounded by all sorts of illusory decoys, barriers, spell effects, etc. Quicken SLA lets us combine our speed-reducing Entangles and Silent Images with a breath weapon to ensure that when many foes resist, they will still be in position next turn.

    We go Soldier of Light because it hands us Turning, Divine Grace, and some casting. Similar cleric and paladin dips either introduce useless features (disease immunity, fear immunity) or things that overlap with later class features (Detect Evil). Note that Deathless are vulnerable to energy drain so the +2 bonus on saves to resist is welcome. Even smite undead is less pointless than smite evil would've been, because Vow of Peace still allows us to damage nonliving beings. Being able to cast Consecrate to ward ourselves against rebuking is also nice. Healing Devotion (a SLA: check the domain feat rules) plays with our huge amount of turn attempts to ultimately let us hand out 640 points of healing a day) And speaking of healing, it gives us a Xeg-Ya energon (let's call her Addendum); an incorporeal scout that can restore some HP or turn weak undead when absolutely needed.

    Risen Martyr is memetically bad, but it's a perfect fit for our final levels! Remember, our charisma was always going to be much higher than our constitution. Awkward: a focus on breath weapons and SLAs calls for both. But if we lose our constitution, our breath weapon stat gets swapped over to charisma (MM page 300, "Also use Charisma for any DC that normally would be based on an ability score that the creature does not have.", see things like the Fiend Folio's hullathoin for this rule in action). Innate contradiction in contest requirements: eliminated! This also makes our weapon-breaking skin, courtesy of Vow of Peace, somewhat more potent, just in case a blade gets past the AC and mobility and concealment.

    Of course, we also appreciate +4 to our primary stat, charisma to AC, continuous Magic Circle Against Evil (with a RAW-ambiguous upgrade probably meant to just double the bonuses), free action Daylight, Acid Immunity, and 3/day Shield Other that should be helpful to shield the decidedly squishier wizard. We also get yet another SLA in Detect Evil, which isn't just redundant with Detect Undead because we care a lot about the difference between living/nonliving evil for Vow purposes.

    In essence, we're a support character pur sang. Our dazes won't win a fight by itself but will take pressure away from our allies, our BFC breaks up enemy formations, we can heal and offer healing-in-advance for the next fight. We're near-untouchable between our evasive tactics and insane AC/saves, letting us safely use Shield Other to help frailer PCs out. We bring an incorporeal minion to scout between fights, as well as potent at-will detection magic and maxed-out detection skills to let us spot threats.

    In addition, our stellar charisma and maxed Diplomacy makes us a great face, with a final modifier of +46 (21 ranks, +13 modifier, +2 sacred vow, +2 nymph's kiss, +4 vow of peace, +2 bluff synergy, +2 sense motive synergy) and Calm Emotions to help it be relevant. While fulfilling our sacred purpose (as broadly definable as you'd like), that ticks up to +49, meaning a rushed check is guaranteed to leave hostile foes friendly (75% chance of helpful) and unfriendly foes helpful, and a non-rushed check has a 50% chance of making charmed (aka friendly) targets Fanatic.


    Spoiler: UoSI
    Show
    Do we have a breath weapon / SLA build here?

    I think so. Obviously, our go-to offensive option is our breath: pacifist-compliant, area-affecting, incredibly hard to resist, and usable at-will, with an encounter-turning effect. We want to spend our standard action on it in most rounds, and we appreciate how it being only a single standard action lets us move around with Flyby Attack.

    Our final laundry list of SLAs is:
    At-will: Dancing Lights, Detect Evil, Detect Magic, Detect Undead, Ghost Sound, Silent Image
    16/day: Healing Devotion
    3/day: Bless, Charm Monster, Quickened Entangle, Glitterdust, Invisibility, Major Image, Obscuring Mist, Shield Other, Quickened Silent Image
    1/day: Animate Objects, Mind Fog, Project Image, Summon Nature's Ally IV
    1/month: Commune with Nature

    We combine the two strategies both by removing action conflicts (6 quickened SLAs a day that can thus be used along the breath), by using SLAs in different contexts (scouting, guarding, setting up battlefields), by casting SLAs before combat that will take effect during (Shield Other, Healing Devotion) and by using SLAs to keep foes bunched together in a way that lets our breath impact more enemies. A beautiful marriage of the two ingredients, if only I say so myself.


    Spoiler: Sources
    Show
    Faerie Dragon - Draconomicon
    Soldier of Light - Deities and Demigods
    Risen Martyr, Exalted feats, Sacred Vow, Vow of Poverty - Book of Exalted Deeds
    Healing Devotion - Complete Champion
    Deceptive Illumination - Drow of the Underdark
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  20. - Top - End - #50
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    Default Re: Junkyard Wars XLVII: SLAs + Breath Weapon - Dragonfire Adept

    A whopping 9 entries, not counting my own: more than we've had in quite a while! You may post again.

    Do we have a judge? As always, judges' votes weigh heavier when it comes to deciding the next round's theme!
    Last edited by Inevitability; 2024-05-02 at 05:02 AM.
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  21. - Top - End - #51
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    ElfRangerGuy

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    Default Re: Junkyard Wars XLVII: SLAs + Breath Weapon - Dragonfire Adept

    I will judge. It’s going to take a while, since there’s a lot of entries, but hopefully I’ll have it done in a couple weeks.

  22. - Top - End - #52
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    Default Re: Junkyard Wars XLVII: SLAs + Breath Weapon - Dragonfire Adept

    Thanks, FactualArcher! Anyone else willing to judge, just say so and step up: you'll have a bigger say in the theme of the next round. You judge the crowd - we fudge the count.

    And speaking of the count... here's the voting slate for next round's theme, all drawn from rejected-but-popular ideas from past slates! As always, please vote for exactly three of these.


    Robin Smooth (Charming the Arrow + Ambush feats - Craven)

    Shadows' Sting (Scorpion Wraith + Favored Enemy - Ranger)

    Sphinxes and Scarabs (Glorious Servitor + Necromancy - Cleric)

    Men are from Mars, demons are from Deimos (Any 'Thrall of' class + Fear - Imperious Command)

    Perfected Pugilist (Improved Unarmed Strike + Any Type-Changing Class - Monk)

    Flexible Morals (Thief-Acrobat + Abyssal Heritor Feats – Rogue)

    Takes Two To Tango (Cloaked Dancer + Companion Creature - Bard)
    Last edited by Inevitability; 2024-05-02 at 01:31 PM.
    Creator of the LA-assignment thread.

    Join the new Junkyard Wars round and build with Cloaked Dancer and a companion creature!

    Interested in judging a build competition on the 3.5 forums but not sure where to begin? Check out the judging handbook!

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  23. - Top - End - #53
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    DrowGuy

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    Default Re: Junkyard Wars XLVII: SLAs + Breath Weapon - Dragonfire Adept (VOTING OPEN)

    Votes:

    Robin Smooth
    Perfected Pugilist
    Flexible Morals
    If you could make anything and everything welcome to the Zinc Saucier XLV: Figaro

    My competition's medals.

    Spoiler: For purposes of clarity
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    1109 is September, 11 - my birthday.

  24. - Top - End - #54
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    SwashbucklerGuy

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    Default Re: Junkyard Wars XLVII: SLAs + Breath Weapon - Dragonfire Adept (VOTING OPEN)

    Votes:
    Sphinxes and Scarabs (Glorious Servitor + Necromancy - Cleric)

    Perfected Pugilist (Improved Unarmed Strike + Any Type-Changing Class - Monk)

    Takes Two To Tango (Cloaked Dancer + Companion Creature - Bard)

  25. - Top - End - #55
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    Default Re: Junkyard Wars XLVII: SLAs + Breath Weapon - Dragonfire Adept

    My vote.

    Sphinxes and Scarabs (Glorious Servitor + Necromancy - Cleric)

    Men are from Mars, demons are from Deimos (Any 'Thrall of' class + Fear - Imperious Command)

    Takes Two To Tango (Cloaked Dancer + Companion Creature - Bard)
    Last edited by Condé; 2024-05-04 at 01:53 AM.

  26. - Top - End - #56
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    ElfRangerGuy

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    Default Re: Junkyard Wars XLVII: SLAs + Breath Weapon - Dragonfire Adept (VOTING OPEN)

    I’ve looked over all the builds and made a start on judging. I should be able to get a decent amount done this weekend.

    As for my votes:

    Takes Two to Tango

    Shadow’s Sting

    Robin Smooth

  27. - Top - End - #57
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    DrowGuy

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    Default Re: Junkyard Wars XLVII: SLAs + Breath Weapon - Dragonfire Adept (VOTING OPEN)

    I make the table!

    # Name Alignment / Race Class Levels Chef Total Place
    1 Kazarhak LG Dragonborn of Bahumut Goliath Dungeoncrasher Fighter 6/Binder 4/Gold Dragon Samurai 9
    2 Sarah Silver joins the Junkyard LN Silverbrow Human Elemental Companion Aspect of the Dragon Druid 20
    3 Dracus CG Half-Battle Dragon Dragonborn of Bahumut Elan Lion Spirit Totem Skilled City-Dweller Barbarian 2/Skilled City-Dweller Totemist 2/Dragon Shaman 4/Bard 1/Master of Masks 2/Dragon Disciple 4/Half-Dragon Savage Progression 2/Half-Dragon Paragon 3
    4 Ghidorah TN Sylph Wilderness Companion Sorcerer 1/Incantatrix 4/Wyrm Wizard 3
    5 Aiyana ?? Dragonborn of Bahumut Silverbrow Human Immediate Magic Combat Dead Levels Wizard 2/Master Specialist 3/Incantatrix 4/Initiate of the Sevenfold Veil 7/Wurm Wizard 2/Archmage 2
    6 DR-460 LG Dragonborn of Bahumut Warforged Warforged Dragonborn Charging Smite Curse Breaker Dead Levels Paladin 8/Shadowcaster 3/Mystic Theurge 8/Brimstone Speaker 1
    7 Azorgkhal LE Dragonborn of Bahamut Lesser Aasimar Dragonscale Husk Duskblade 3/Dragonblood Sorcerer 2/Talon of Tiamat 4/Divine Crusader 1/Dragonheart Mage 10
    8 Horatio H'Wyrmbreather NG Dragonborn of Bahamut Factotum 20
    9 Purplebreath Crystaltongue CN Silverbrow Human Dragonblood Planar Sorcerer 5/Dracolexi 10/Mindbender 1/Nightmare Spinner 4
    10 Epilogue NG Faerie Dragon Soldier of Light 4/Risen Martyr 6 Inevitability N/A N/A
    If you could make anything and everything welcome to the Zinc Saucier XLV: Figaro

    My competition's medals.

    Spoiler: For purposes of clarity
    Show
    1109 is September, 11 - my birthday.

  28. - Top - End - #58
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    Default Re: Junkyard Wars XLVII: SLAs + Breath Weapon - Dragonfire Adept (VOTING OPEN)

    Alrighty, I'll put my votes in:

    Sphinxes and Scarabs - Necromancy with a bunch of lost CL! Sign me up!

    Flexible Morals

    Takes Two to Tango
    My Avatar is Glimtwizzle, a Gnomish Fighter/Illusionist by Cuthalion.

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    ElfRangerGuy

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    Default Re: Junkyard Wars XLVII: SLAs + Breath Weapon - Dragonfire Adept (VOTING OPEN)

    Surprise judging!

    It turns out I had a lot of free time this weekend, so here's some judging much earlier than promised. Feel free to dispute!

    Spoiler: Rubric
    Show
    Originality
    Starts at 3 by default, will be adjusted up/down from there
    How expected is your race and any templates, if used?
    How expected are your classes?
    How expected are your feats, spells, and skills?
    Do you have a unique and interesting trick/tactic?

    Power
    Can you adequately fulfill whatever role you choose at most levels in a mid-op party?
    Can you do your main tricks throughout the length of a typical adventuring day?
    Can you help at all outside of combat, by healing, tracking, divining or what have you?
    Do you have the defenses expected of your role, or are you more or less vulnerable than would be expected?

    Elegance
    Starts at 5, questions are up to -1 each, automatic 1 if most of the entry is illegal.
    Is everything legal?
    Does anything rely on ambiguous wording?
    Does your build keep a relatively low number of classes and templates? I’m generally fairly lenient on this, but more than 1 single level dip or more than 5 classes/templates will likely cause penalties.
    Is your build extremely item reliant, or can you run on normal distribution and kinds of magic items?
    Is your entry neat and are all sources listed?

    UotSI
    Do your Breath Weapon and SLAs both provide enough power to use regularly?
    Do you have any interesting tricks based on your Breath Weapon or SLAs?
    Do your Breath Weapon and SLAs synergize at all, or are they almost never used at the same time?
    Do you get both ingredients legally and in a timely fashion?



    Spoiler: Kazarhak, the Burning Bull 13.75
    Show
    Originality 3.5
    Starts at 3 by default, will be adjusted up/down from there
    How expected is your race and any templates, if used?
    Dragonborn is pretty expected as it’s the easiest way to get a breath weapon. Goliath is off the beaten path, though. -0.25
    How expected are your classes?
    Dungeoncrasher Fighter 6 is an uncommon class, Binder is moderately rare and one of the rarest ways to get a breath weapon, and Dragon Samurai is so bad it’s pretty unexpected even in a breath weapon round. Have +0.5
    How expected are your feats, spells, and skills?
    Clinging and Quicken Breath are fairly expected, and Power Attack and Knockback are common, but Spell Hand is out there and Extra Exhalation is likewise seldom (never, previously?) used in contests. +0.25
    Do you have a unique and interesting trick/tactic?
    Breath Weapon stacking is cool and all, though it’s pretty expected for the round. Not much positive or negative. +0

    Power 3.5
    Can you adequately fulfill whatever role you choose at most levels in a mid-op party?
    You’re a decent bruiser from the get go, and can do pretty good damage throughout. +0.5
    Can you do your main tricks throughout the length of a typical adventuring day?
    You will have trouble making your Dragon Samurai breath last, but it should be okay by high levels and everything else isn’t limited. +0.25
    Can you help at all outside of combat, by healing, tracking, divining or what have you?
    You have basically no skills or ability to do casting support, severely limiting your usefulness outside of a straight fight. -0.5
    Do you have the defenses expected of your role, or are you more or less vulnerable than would be expected?
    You are quite a tank, as you point out, and your saves are decent enough. I feel like you do overstate just how tough you are slightly, however. +0.25

    Elegance 4.75
    Starts at 5, questions are up to -1 each, automatic 1 if most of the entry is illegal.
    Is everything legal?
    Yes. +0
    Does anything rely on ambiguous wording?
    Not as far as I can see. You do a good job making sure that your dragon samurai breath qualifies for metabreath feats. +0
    Does your build keep a relatively low number of classes and templates? I’m generally fairly lenient on this, but more than 1 single level dip or more than 5 classes/templates will likely cause penalties.
    You are well within the parameters. +0
    Is your build extremely item reliant, or can you run on normal distribution and kinds of magic items?
    You can do your main tricks without items. +0
    Is your entry neat and are all sources listed?
    It would be nice if you listed your total skill ranks at each level instead of just the changes. Also, it would be nice if you listed what comes from each source instead of just the sources themselves. Not too bad, though. -0.25

    UotSI 2
    Do your Breath Weapon and SLAs both provide enough power to use regularly?
    You use your breath weapon every battle, though your SLAs are basically useless. 1 out of 2 means even points. +0
    Do you have any interesting tricks based on your Breath Weapon or SLAs?
    The breath stacking is decent and reasonably powerful, though it’s really interesting. You don’t have any interesting tricks with your SLAs as they only barely exist. -0.5
    Do your Breath Weapon and SLAs synergize at all, or are they almost never used at the same time?
    You basically don’t use your SLAs at all, so that’s a bit of a let down. -0.5
    Do you get both ingredients legally and in a timely fashion?
    You have your breath from the get go and get Spell Hand by third level, though again, you don’t really use your SLAs for much. +0

    Notes: This build was nice and clean, and though it’s not the most innovative it seems like it would be fun to play. I wasn’t a fan of the total neglect of the SLAs, though. It really felt like you just burned a feat to qualify for the comp instead of trying to actually integrate it into your strategy.



    Spoiler: Sarah Silver 12.75
    Show
    Originality 2.5

    Starts at 3 by default, will be adjusted up/down from there
    How expected is your race and any templates, if used?
    Silverbrow human is always pretty expected. A lack of Dragonborn is a tiny bit surprising, though. -0.25
    How expected are your classes?
    The one class gimmick is pretty unexpected, so have some points. Aspect of the Dragon druid is rare as well. +0.5
    How expected are your feats, spells, and skills?
    Shape Soulmeld and friends are moderately expected, though Cobalt Expertise is rarer. Spells and skills are nothing inspired. -0.25
    Do you have a unique and interesting trick/tactic?
    You don’t really do anything other than standard druid stuff. While you might have the potential for interesting tricks, you don’t really explain your tactics enough for me to see them. -0.5

    Power 4
    Can you adequately fulfill whatever role you choose at most levels in a mid-op party?
    You aren’t particularly powerful for a full caster, but you still are at least a full caster. +0.25
    Can you do your main tricks throughout the length of a typical adventuring day?
    Your stamina is pretty good with lots of Breath Weapons and decent spells per day from Druid +0.25
    Can you help at all outside of combat, by healing, tracking, divining or what have you?
    Again, you’re a Druid so yeah, you can do fairly normal caster stuff. +0.25
    Do you have the defenses expected of your role, or are you more or less vulnerable than would be expected?
    You’re pretty average defensively for a druid. I suppose combat expertise and above average Con is enough to get you some points. +0.25

    Elegance 4.5
    Starts at 5, questions are up to -1 each, automatic 1 if most of the entry is illegal.
    Is everything legal?
    Yeah, everything here is legal. +0
    Does anything rely on ambiguous wording?
    Bonus Essentia requires the ability to shape “soulmelds” and since you can only shape one soulmeld it’s ambiguous whether you actually qualify. -0.25
    Does your build keep a relatively low number of classes and templates? I’m generally fairly lenient on this, but more than 1 single level dip or more than 5 classes/templates will likely cause penalties.
    Yeah, you do pretty well at keeping a low number of classes. +0
    Is your build extremely item reliant, or can you run on normal distribution and kinds of magic items?
    You’re fine without items. +0
    Is your entry neat and are all sources listed?
    Your ability table hurts my eyes, but that’s not actually going to cost you points. You don’t actually list where your elements come from though, which is enough for a small penalty. -0.25

    UotSI 1.75
    Do your Breath Weapon and SLAs both provide enough power to use regularly?
    As far as I can tell you only have one SLA that is only useful in specific circumstances and breath weapons that do significantly less damage than blasting spells. -0.5
    Do you have any interesting tricks based on your Breath Weapon or SLAs?
    No, not really. -0.5
    Do your Breath Weapon and SLAs synergize at all, or are they almost never used at the same time?
    They’re barely even used at all. -0.5
    Do you get both ingredients legally and in a timely fashion?
    You have an SLA from first level and breath weapons by fifth, which is pretty good. +0.25

    Notes: This build wasn’t particularly interesting to me. I feel like it could be perfectly fun to play, but the rather sparse descriptor texts left me with no idea how it plays or why it actually needs to use Breath Weapons. It’s still a druid, so it can’t be too weak, but it doesn’t really fit the theme super well, IMHO.



    Spoiler: Dracus, Discount Tiamat 13
    Show
    Originality 4.25
    Starts at 3 by default, will be adjusted up/down from there
    How expected is your race and any templates, if used?
    Dragonborn is pretty expected in this comp, and Elan is rare ish but not unused. Half Dragon is pretty surprising, however. +0.25
    How expected are your classes?
    Lion Totem Barbarian and Totemist are both pretty common dips. Bard shows up a moderate amount, though Master of Masks, Dragon Shaman, Dragon Disciple and Half Dragon Paragon are all pretty rare, though perhaps a little more expected than usual due to the round. +0.25
    How expected are your feats, spells, and skills?
    Dragonfire Inspiration and Rapidstrike are pretty expected, but the rest are all quite rare. Special shout out to Furious Inhalation. +0.25
    Do you have a unique and interesting trick/tactic?
    Furious Inhalation+stacking large numbers of bites is a nice trick, enough for full marks here. +0.5


    Power 3.75
    Can you adequately fulfill whatever role you choose at most levels in a mid-op party?
    You’re a decent bruiser throughout and should be able to do impressive damage at high levels. +0.5
    Can you do your main tricks throughout the length of a typical adventuring day?
    You only ever get three rage uses, meaning that in an average of one fight per day you are much weaker. It’s not completely terrible, but it’s not great. -0.25
    Can you help at all outside of combat, by healing, tracking, divining or what have you?
    You’ve got some outside of combat magic spells, SLAs, and skills, so you won’t be totally useless, though you’re also not amazing. +0.25
    Do you have the defenses expected of your role, or are you more or less vulnerable than would be expected?
    You take some detours into lower HD classes and lose two hit dice to level adjustment, meaning you have fewer hit points than the average barbarian type, but I think your stronger saves are enough to cancel that out. +0

    Elegance 1.75
    Starts at 5, questions are up to -1 each, automatic 1 if most of the entry is illegal.
    Is everything legal?
    Everything is legal. +0
    Does anything rely on ambiguous wording?
    I don’t think that you can use Furious Inhalation more than once per rage. It specifies “one use of your breath weapon” which implies that you can only use the effect once per rage. Now, I acknowledge this is ambiguous, so the penalty isn’t too large. In addition, Dragonborn simultaneously states your type is humanoid and your original type in different locations, meaning it’s slightly ambiguous whether you actually qualify for Rapidstrike. -0.5
    Does your build keep a relatively low number of classes and templates? I’m generally fairly lenient on this, but more than 1 single level dip or more than 5 classes/templates will likely cause penalties.
    Seven classes, one template class, and a pseudo template is quite a lot. -0.5
    Is your build extremely item reliant, or can you run on normal distribution and kinds of magic items?
    You do perfectly well without magic items. +0
    Is your entry neat and are all sources listed?
    Your entry is neat and most of your sources are listed. However, you didn’t link to the online progression for Half Dragon and you didn’t actually say which flaws you took, which I’m not a fan of. -0.25

    You use two flaws, which as per contest rules is an automatic -2 Elegance.

    UotSI 3.25
    Do your Breath Weapon and SLAs both provide enough power to use regularly?
    Your breath weapons are all definitely usable, which is nice, though your SLAs are fairly weak. +0.25
    Do you have any interesting tricks based on your Breath Weapon or SLAs?
    Furious Inhalation is a good, breath weapon based trick, though again not much is coming from SLAs. +0.25
    Do your Breath Weapon and SLAs synergize at all, or are they almost never used at the same time?
    Like the previous two entries, your SLAs seem mostly to be an afterthought, and indeed you literally can’t use most of your SLAs at the same time as one of your breath weapons. -0.5
    Do you get both ingredients legally and in a timely fashion?
    You don’t get SLAs until 7th, but you do have multiple sources and several breath weapons. Pretty good in all. +0.25


    Notes: I liked this build quite a bit. The Furious Inhalation trick was good and the joke about trying to turn into a Silver Dragon was fairly entertaining and helps tie together the disparate elements. That said, it suffers from some rule issues and needs the use of Flaws to work, weakening its standing in the competition.



    Spoiler: Ghidorah 14.75
    Show
    Originality 4.5
    Starts at 3 by default, will be adjusted up/down from there
    How expected is your race and any templates, if used?
    Sylph was not expected at all, and the use of a high la creature in this comp is rare enough for some extra points. Same thing with Multi Headed. +1
    How expected are your classes?
    Sorcerer, Incantrix, and Wyrm Wizard are all pretty common, however. -0.5
    How expected are your feats, spells, and skills?
    Most of your feats are pretty unique, though using Otyugh hole as a free bonus feat isn’t good. +0
    Do you have a unique and interesting trick/tactic?
    The mount breath weapon stacking thing is quite unique. +0.5

    Power 3
    Can you adequately fulfill whatever role you choose at most levels in a mid-op party?
    You struggle a lot early on to stay relevant, though you do eventually become a powerhouse. -0.25
    Can you do your main tricks throughout the length of a typical adventuring day?
    You have above average stamina and by 19th should be able to work through the whole day. +0.25
    Can you help at all outside of combat, by healing, tracking, divining or what have you?
    You’re a good scout and have enough spells to be pretty useful outside of combat. +0.25
    Do you have the defenses expected of your role, or are you more or less vulnerable than would be expected?
    You’re pretty vulnerable if anyone can see through your invisibility, probably even more so than a wizard. -0.25

    Elegance 2.5
    Starts at 5, questions are up to -1 each, automatic 1 if most of the entry is illegal.
    Is everything legal?
    You can’t get a Fleshraker from Wilderness companion as it scales off of ½ your class level, not effective casting level. This is pretty bad, though not completely debilitating for your build. -0.75
    Does anything rely on ambiguous wording?
    Also, normally ½ of 1 is rounded down to zero in D&D meaning you wouldn’t actually get an animal companion, though that seems like it’s against RAI. Retraining also isn’t guaranteed to be allowed in a campaign. Finally, it’s not really clear how Share Spell and When Two Become One interact. I think your interpretation is the most likely, but I could also see a DM rule that you would have to each merge with a different horse. It’s also unclear if your horse shares spells with you, making the breathing combo potentially weaker as the spell Dragon Breath isn’t an extraordinary or supernatural ability. -1
    Does your build keep a relatively low number of classes and templates? I’m generally fairly lenient on this, but more than 1 single level dip or more than 5 classes/templates will likely cause penalties.
    RHD+Template+3 classes is fine. +0
    Is your build extremely item reliant, or can you run on normal distribution and kinds of magic items?
    You need a fair number of specific items to make your main combo work, but it’s not too bad. -0.25
    Is your entry neat and are all sources listed?
    Your entry is kind of a mess, as you yourself pointed out. The references to Zhentarim Skymage scattered throughout were annoying, but I understand you ran out of time. -0.5

    UotSI 4.75
    Do your Breath Weapon and SLAs both provide enough power to use regularly?
    You definitely use both quite regularly. +0.5
    Do you have any interesting tricks based on your Breath Weapon or SLAs?
    The breath weapon stacking with Multiheaded was pretty interesting. +0.5
    Do your Breath Weapon and SLAs synergize at all, or are they almost never used at the same time?
    You’ll definitely be using both most of the time, though there’s not a huge amount of specific synergy. +0.25
    Do you get both ingredients legally and in a timely fashion?
    You have both a breath weapon and SLAs from the time you become a playable character. +0.5

    Notes: I really liked the innovative theory-crafting in the build and the fact that it has a reason to actually use SLAs. That said, it was a bit of a mess to read and I think that if you had had a little more time it could have been even better.



    Spoiler: Aiyana Spiritshard 15
    Show
    Originality 2
    Starts at 3 by default, will be adjusted up/down from there
    How expected is your race and any templates, if used?
    Silverbrow human into dragonborn is about as expected as it gets for this contest. -0.5
    How expected are your classes?
    Wizard, Incantrix, IotSFV and Archmage are all pretty expected. Wyrm Wizard and Master Specialist are also both fairly common. -0.5
    How expected are your feats, spells, and skills?
    Precocious Apprentice, Entangling Exhalation, Touchstone and Persistent Spell are all quite common, though the unexpected metabreath feats you took mitigate this somewhat. -0.25
    Do you have a unique and interesting trick/tactic?
    Getting Miracle as an SLA is interesting, though it’s not totally unheard of for an archmage. +0.25


    Power 5
    Can you adequately fulfill whatever role you choose at most levels in a mid-op party?
    You are a highly optimized wizard, so yes. +0.5
    Can you do your main tricks throughout the length of a typical adventuring day?
    You have pretty good stamina due to relying on breath weapons in addition to spells. +0.5
    Can you help at all outside of combat, by healing, tracking, divining or what have you?
    With decent skills and wizard spell access, you’ll be a valuable aid outside of combat. +0.5
    Do you have the defenses expected of your role, or are you more or less vulnerable than would be expected?
    The emphasis on high con forms and abjuration focus significantly increase your defenses. +0.5

    Elegance 4.5

    Starts at 5, questions are up to -1 each, automatic 1 if most of the entry is illegal.
    Is everything legal?
    You don’t actually explain how you get Miracle as an SLA, but the Spell Like Ability high arcana that you seem to be using only works on Arcane Spells, which miracle certainly is not. -1

    Penalty removed.

    Does anything rely on ambiguous wording?
    You retrain two feats, which won’t necessarily be legal in a lot of campaigns. -0.5

    Penalty removed.

    Does your build keep a relatively low number of classes and templates? I’m generally fairly lenient on this, but more than 1 single level dip or more than 5 classes/templates will likely cause penalties.
    You are under the stated limit. +0
    Is your build extremely item reliant, or can you run on normal distribution and kinds of magic items?
    You need some items to boost your concentration high enough to use Incantrix abilities. -0.25
    Is your entry neat and are all sources listed?
    You don’t explain a lot of your abilities, making it hard for me to figure out what you can actually do. -0.25

    UotSI 3.5
    Do your Breath Weapon and SLAs both provide enough power to use regularly?
    You don’t start using either until mid levels, but once you do they are both quite powerful. +0.25
    Do you have any interesting tricks based on your Breath Weapon or SLAs?
    The massive con DC stacking makes your breath weapon threatening. +0.25
    Do your Breath Weapon and SLAs synergize at all, or are they almost never used at the same time?
    There’s not much direct synergy, but you’ll be wanting to use both during most battles. +0.25
    Do you get both ingredients legally and in a timely fashion?
    You don’t really have SLAs until 10th and don’t have a proper breath weapon until 5th, which isn’t ideal. -0.25


    Notes: This build is hugely powerful, even though I don’t think its main trick actually works. I feel like there’s not a ton else to say here.



    Spoiler: DR-460 18
    Show
    Originality 4.25
    Starts at 3 by default, will be adjusted up/down from there
    How expected is your race and any templates, if used?
    Dragonborn is pretty expected, though at least your base isn’t another Silverbrow human. -0.25
    How expected are your classes?
    Paladin wasn’t expected, Shadowcaster really wasn’t expected, and Mystic Theurge and Brimstone Speaker were also not expected. +0.5
    How expected are your feats, spells, and skills?
    I had never heard of Burning Barrier of Breath and every other feat you take is at least somewhat rare except for Practiced Spellcaster. +0.5
    Do you have a unique and interesting trick/tactic?
    Burning Barrier of Breath+Clinging Darkness is pretty interesting. +0.5

    Power 4
    Can you adequately fulfill whatever role you choose at most levels in a mid-op party?
    You are a one trick pony, but you can do it from first level and it’s a pretty nice trick. You are in trouble against fire immune foes, though. +0.25
    Can you do your main tricks throughout the length of a typical adventuring day?
    You spend a lot of time on getting more breath weapons and Clinging Darkness, giving you impressive stamina. +0.5
    Can you help at all outside of combat, by healing, tracking, divining or what have you?
    You’ve got some out of combat stuff from skills and Shadowcaster mysteries, but really not a lot. +0
    Do you have the defenses expected of your role, or are you more or less vulnerable than would be expected?
    I can’t decide whether you are a martial or a battlefield control caster, but either way you are fairly well defended. +0.25


    Elegance 4.75
    Starts at 5, questions are up to -1 each, automatic 1 if most of the entry is illegal.
    Is everything legal?
    Does anything rely on ambiguous wording?
    Pretty much your entire build relies on the ambiguous wording of Burning Barrier of Breath. I think you take the most reasonable interpretation everywhere, though I’m not 100% sure I buy your reasoning for it being an SLA. That’s only a minor point, though. -0.25
    Does your build keep a relatively low number of classes and templates? I’m generally fairly lenient on this, but more than 1 single level dip or more than 5 classes/templates will likely cause penalties.
    Only four classes and one dip means you’re in the clear here. +0
    Is your build extremely item reliant, or can you run on normal distribution and kinds of magic items?
    You do perfectly well without magic items. +0
    Is your entry neat and are all sources listed?
    Your entry is quite neat, and I especially appreciate the rules explanation. It makes my job a lot easier. +0

    UotSI 5
    Do your Breath Weapon and SLAs both provide enough power to use regularly?
    You are pretty much always using SLAs and Breath weapons from the get go. +0.5
    Do you have any interesting tricks based on your Breath Weapon or SLAs?
    Burning Barrier of Breath is great, and Clinging Darkness is surprisingly good. +0.5
    Do your Breath Weapon and SLAs synergize at all, or are they almost never used at the same time?
    You literally use your breath weapon to fuel an SLA. It’s hard to get more synergistic than that. +0.5
    Do you get both ingredients legally and in a timely fashion?
    You have both from 1st level. +0.5

    Notes: I really liked this build’s central trick. It’s creative and decently powerful, and you do a good job making it work. I also love seeing some Tome of Magic action. I feel like that book always gets a worse rap than it properly deserves. Finally, the part of your stub that read “Dragonborn Warforged Warforged Dragonborn…” made me laugh. All in all, a really nicely made build.



    Spoiler: Azorghal, The Treacherous Breath 15.75
    Show
    Originality 3
    Starts at 3 by default, will be adjusted up/down from there
    How expected is your race and any templates, if used?
    Lesser Aasimar is fairly common, and Dragonborn is quite expected. -0.5
    How expected are your classes?
    Sorcerer is expected, but Duskblade, Talon of Tiamat, Divine Crusader, and Dragonheart Mage all run the gamut from moderately common to very rare. +0.25
    How expected are your feats, spells, and skills?
    The focus on Metabreath feats is pretty expected, but the Draconic feats you took are all at least mildly unexpected. +0
    Do you have a unique and interesting trick/tactic?
    Using Talon of Tiamat to combo with Draconic Breath is pretty interesting though the general concept is a fairly obvious one for a Breath Weapon round. +0.25


    Power 4.25
    Can you adequately fulfill whatever role you choose at most levels in a mid-op party?
    You are always a pretty decent blaster and ramp up pretty significantly by high levels. +0.5
    Can you do your main tricks throughout the length of a typical adventuring day?
    You can really only breathe once per battle, but once you get past 10th level or so you have good stamina. Before, you struggle a little. +0.25
    Can you help at all outside of combat, by healing, tracking, divining or what have you?
    You can be a decent face, though your magic is pretty strictly combat oriented. +0.25
    Do you have the defenses expected of your role, or are you more or less vulnerable than would be expected?
    You are reasonably tanky, though not to an insane degree. +0.25

    Elegance 4.75
    Starts at 5, questions are up to -1 each, automatic 1 if most of the entry is illegal.
    Is everything legal?
    You have no legal issues as far as I can see. +0
    Does anything rely on ambiguous wording?
    You’re in the clear here as well. +0
    Does your build keep a relatively low number of classes and templates? I’m generally fairly lenient on this, but more than 1 single level dip or more than 5 classes/templates will likely cause penalties.
    5 classes and 1 dip is right within the parameters I set out, so you are fine. I respect taking Dragonheart Mage to ten. +0
    Is your build extremely item reliant, or can you run on normal distribution and kinds of magic items?
    You work well without any magic items. +0
    Is your entry neat and are all sources listed?
    You don’t cite where each element comes from, making your source list hard to follow, but it’s nothing major. -0.25


    UotSI 3.75
    Do your Breath Weapon and SLAs both provide enough power to use regularly?
    You regularly use your breath weapon, but your SLAs are only used rarely. +0.25
    Do you have any interesting tricks based on your Breath Weapon or SLAs?
    The way in which you qualified for metabreath feats with Draconic Breath was a clever twist in wording, and it gives you an impressively powerful weapon. +0.5
    Do your Breath Weapon and SLAs synergize at all, or are they almost never used at the same time?
    Like most builds, your SLAs are pretty neglected and there’s very little synergy. -0.5
    Do you get both ingredients legally and in a timely fashion?
    As you point out, you do have both from level 1. +0.5

    Notes: This is a very solid build. It’s got one major trick that works and does decent damage, and its got just enough other stuff to avoid being a one trick pony.



    Spoiler: Horatio H’Wyrmbreather 16
    Show
    Originality 3.5
    Starts at 3 by default, will be adjusted up/down from there
    How expected is your race and any templates, if used?
    You don’t actually list what base race you are… Also, you are one of like six dragonborn in the contest. -0.5
    How expected are your classes?
    Factotum is moderately expected, but going all the way to twenty definitely wasn’t. +0.5
    How expected are your feats, spells, and skills?
    Your feats are pretty all over the place, though metabreath wasn’t unexpected and Knowledge Devotion is common. The rest I didn’t see coming, though. +0.25
    Do you have a unique and interesting trick/tactic?
    Having multiple kinds of breath weapons and using Cunning Surge isn’t the most innovative combo ever, but it’s something. +0.25

    Power 3.5
    Can you adequately fulfill whatever role you choose at most levels in a mid-op party?
    As a Factotum, you’re basically always a decent skill monkey and you can do decent damage especially against swarms. You are a little on the weaker side in direct combat, though. +0.25
    Can you do your main tricks throughout the length of a typical adventuring day?
    Your stamina isn’t terrible, though making your limited spells last will be hard and you can burn through your Inspiration pretty quickly. -0.25
    Can you help at all outside of combat, by healing, tracking, divining or what have you?
    You are extremely knowledgeable and can access a wide variety of spells if need be. +0.5
    Do you have the defenses expected of your role, or are you more or less vulnerable than would be expected?
    You’re probably a little tougher than average, given a likely con focus, but since you didn’t include ability scores anywhere I can see, I can’t tell. +0

    Elegance 4.75
    Starts at 5, questions are up to -1 each, automatic 1 if most of the entry is illegal.
    Is everything legal?
    Yeah, everything you’re doing is legal. +0
    Does anything rely on ambiguous wording?
    A very clear build in terms of rules. +0
    Does your build keep a relatively low number of classes and templates? I’m generally fairly lenient on this, but more than 1 single level dip or more than 5 classes/templates will likely cause penalties.
    You pass this checkpoint with flying colors. +0
    Is your build extremely item reliant, or can you run on normal distribution and kinds of magic items?
    Like most Factota, you’re fine without magic items.+0
    Is your entry neat and are all sources listed?
    Your sources are listed, though you are missing ability scores and there’s something weird going on with your table’s formatting. -0.25

    UotSI 4.25
    Do your Breath Weapon and SLAs both provide enough power to use regularly?
    You use SLAs a ton, and while I’m not convinced breath weapon is worth it for you that often, your familiar will rarely have anything better to do. +0.5
    Do you have any interesting tricks based on your Breath Weapon or SLAs?
    Using a lot of breath weapons with cunning surge and stuff is hardly an interesting trick, though I guess sharing them with your familiar is something. +0.25
    Do your Breath Weapon and SLAs synergize at all, or are they almost never used at the same time?
    You can use SLAs to power up your breath weapon or to get your breath weapon in the first place. Some decent synergy here. +0.25
    Do you get both ingredients legally and in a timely fashion?
    You have breath weapons from the get go and SLAs from level 2, so full marks here. +0.5

    Notes: I liked this build. It was simple, but it was quite solid and satisfying. It was a little weak, but it continuously functions at at least a decent level. Also, I assume the name is a Hornblower reference, which is nice. Those books are cool.



    Spoiler: Purplebreath Crystaltongue 15.25
    Show
    Originality 2.75
    Starts at 3 by default, will be adjusted up/down from there
    How expected is your race and any templates, if used?
    Yet another Silverbrow Human. You’re not a dragonborn, but whatever. -0.5
    How expected are your classes?
    Sorcerer is pretty middle of the road, and a one level mindbender dip is super common, but Dracolexi and Nightmare Spinner are rarer. +0.25
    How expected are your feats, spells, and skills?
    Mindsight and Entangling Exhalation are quite common, though the rest of your feats are rarer. All in all, pretty even. +0
    Do you have a unique and interesting trick/tactic?
    Stacking spells on breath weapons is hardly a unique tactic, especially for this round. +0

    Power 4
    Can you adequately fulfill whatever role you choose at most levels in a mid-op party?
    You are always a competent caster, though you are never amazingly powerful. +0.25
    Can you do your main tricks throughout the length of a typical adventuring day?
    You have lots of spell slots and decent stamina with that, though it’s still definitely possible for you to run out of steam. +0.25
    Can you help at all outside of combat, by healing, tracking, divining or what have you?
    You are a good face and can supplement with magic if need be. +0.5
    Do you have the defenses expected of your role, or are you more or less vulnerable than would be expected?
    You are pretty much exactly as vulnerable as the average wizard type. +0

    Elegance 4.25
    Starts at 5, questions are up to -1 each, automatic 1 if most of the entry is illegal.
    Is everything legal?
    Does anything rely on ambiguous wording?
    I’m not a fan of the custom Dragonpact. I think it’s a little more powerful than the existing ones and it is up to DM approval, though it’s not strictly illegal per say. Also, Arcane Spellsurge doesn’t work with SLAs from your Dragonpact, limiting its usefulness somewhat. -0.75
    Does your build keep a relatively low number of classes and templates? I’m generally fairly lenient on this, but more than 1 single level dip or more than 5 classes/templates will likely cause penalties.
    You stay within the parameters here. +0
    Is your build extremely item reliant, or can you run on normal distribution and kinds of magic items?
    You do perfectly fine without items. +0
    Is your entry neat and are all sources listed?
    Yeah. Thanks for citing every spell. +0


    UotSI 4.25
    Do your Breath Weapon and SLAs both provide enough power to use regularly?
    You have a decent number of SLAs, though I’m not sure your breath weapon is that much better than using normal blasting spells. Still, you put in enough work that they’re usable sometimes. +0
    Do you have any interesting tricks based on your Breath Weapon or SLAs?
    Roughly half of the builds used some kind of Breath Weapon+Breath Weapon Spell stacking, but it is something. +0.25
    Do your Breath Weapon and SLAs synergize at all, or are they almost never used at the same time?
    You are using SLAs to power up your breath weapon, so props on that. +0.5
    Do you get both ingredients legally and in a timely fashion?
    You have both from first level. +0.5

    Notes: This is a solid build. Powerful enough and syngergistic. I feel like it’s not the height of innovation, but it’s very serviceable.



    Spoiler: Notes on Epilogue
    Show
    After doing nine judgings I’m too tired to do a proper write up, but I really liked the build. I’m a sucker for fairy tale logic stories. It has a sort of discworld vibe, which I love.
    Nice job on picking an actual dragon and making Risen Martyr worth something. I didn’t realize Faerie Dragons were this scary.
    Anyway, I didn’t see any of this coming and I think this build would have done really well. As always, it was a pleasure to read. My one nitpick would be that I didn’t really see the point of Soldier of Light, especially after the first two levels. It felt a little thrown in, so I’d like to hear what your reasoning was for that.



    Overall Notes:
    This was a healthy round with a lot of diversity. I liked most of the entries, and I was overall impressed with the quality of the round. One thing that stood out to me was the neglect of SLAs in a lot of builds- often only one or two that didn’t directly contribute to anything much. I suppose as Kazarhak’s chef pointed out, there’s a strong temptation to focus on breathing fire. Still it would have been cool to see some more integration of the two ingredients. Anyways, feel free to dispute if I missed something, which is definitely possible.
    Last edited by FactualArcher; 2024-05-10 at 05:13 AM.

  30. - Top - End - #60
    Dwarf in the Playground
     
    SwashbucklerGuy

    Join Date
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    Maryland, USA
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    Default Re: Junkyard Wars XLVII: SLAs + Breath Weapon - Dragonfire Adept (VOTING OPEN)

    Thank you for the quick turnaround on judging!

    No disputes from me.

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