Dragonfire Ninja

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Introduction[edit]

This is an interesting build I stumbled upon recently when I decided to create a ninja in an Oriental Adventures themed Campaign setting. Upon looking through the various Draconic Invocations, I realized that a lot of them actually help replicate some of the more supernatural abilities sometimes ascribed to ninja. While this build does not rely on stealth to get lots of damage quickly, it does allow the ninja the ability to lock down their enemies, gather information, and undertake various other ninjaesque tasks with a great deal of competence, assuming you are willing to deal with some awkwardness at early levels. Further, it allows you to play a different style of ninja, which focuses more on mysticism and their tie to the primal elements of the world. Depending on your campaign setting and how much leeway your DM allows in re-flavoring the class, Dragons need never be involved. I've only mapped the build to level 6 so far, as that is about as far as I've gotten with it. I will map the rest when I have more time.

References[edit]

Player's Handbook, Heroes of Battle, Dragon Magic, Races of the Dragon, Oriental Adventures

Game Rule Components[edit]

Invocations[edit]

Items[edit]

Mostly optional, until I get a better idea of what works.

Progression[edit]

Starting Ability Scores (Before Racial Adjustments): 28-Point Str 8, Dex 14, Con 16, Int 12, Wis 10, Cha 14/ 32-Point Str 10, Dex 15, Con 16, Int 12, Wis 10, Cha 14

Race (Templates): Human

Starting Racial Traits:

ECL Class/HD/LA Base
Attack Bonus
Saving Throws Feats Class
Features
Special
Fort Ref Will
1st Dragonfire Adept 1 +0 +2 +0 +2 Guerrilla Warrior, Dragon-touched, Least Invocations Breath Weapon 1d6, Invocation Breath of Night
2nd Dragonfire Adept 2 +1 +3 +0 +3 Scales +2, Breath Effect Lightning Breath
3rd Dragonfire Adept 3 +1 +3 +1 +3 Entangling Exhalation Breath Weapon 2d6 Beguiling Influence
4th Dragonfire Adept 4 +2 +4 +1 +4 Dragonkin
5th Dragonfire Adept 5 + +4 +1 +4 Breath Weapon 3d6, Breath Effect Slow Breath
6th Dragonfire Adept 6 + +5 +2 +5 Exhaled Barrier DR 2/Magic, Lesser Invocations Walk Unseen

Other Components[edit]

Highlights[edit]

This build doesn't actually start Ninjaing until 6th level minimum when you get Walk Unseen. This is not to say it cannot be effective beforehand, far from it, Entangling Exhalation will allow you to at least help the party during and fight, when beguiling influence doesn't allow you to talk yourself out of one. I chose Breath of the Night over Darkness because, while you can't see through it either, it will be better for blocking line-of-sight to enemies as well as a general smokescreen. If you decide to play a race with low-light vision, and would rather get a bit of concealment, go ahead and take darkness instead. While entangling exhalation is always helpful, the best way for this build to remain hidden is to use Walk Unseen for invisibility, then use Breath Barrier instead of the normal breath weapon to remain hidden while breathing every round, since you are technically setting down a wall, not actually "attacking" your opponent any more than you would be if you cast a Wall of Iron that happened to fall on top of them, and since you can move before or after breathing, unless you are located by some other means, your opponents have no means of identifying you based upon where your breath weapon came from. This is where the true "ninjaing" can begin.

Munchkin-Size Me[edit]

Not available yet.

Side Notes[edit]

Not available yet.

Limitations[edit]

Not available yet.

DM Counters[edit]

Not available yet.

Miscellaneous[edit]

Not available yet.



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