12. FULL BUILD PROGRESSION I’m reserving this section for links to any and all builds people wish to post. Enjoy yourselves, be creative, and get draconic! Woot!
The UNGODLY DRAGON
Classes: Half-Daelkyr Dragonfire Adept 5/Unholy Abomination 3/Dragonfire Adept 12
Feats: Power Surge (1st), Shape Breath (3rd), Frightful Presence (6th), Ability Focus – Unholy Visage (9th), Maximize Breath (12th), Quicken Breath (15th), Enlarge Breath (18th).
Breath Effects: (2nd), (5th), (10th), (12th), (15th), (20th)
Invocations: (1st), (3rd), (6th), (8th), (11th), (13th), (16th), (18th)
Tactics: Terrify your enemies. Stack 3 fear effects – frightful presence (invocation), frightful presence (feat) and the unholy abomination’s effect. Couple this with a strength-draining aura and back that up with strength penalizing breath. Oh yeah, and the ability to lay 2 negative levels on an enemy as ray three times per day. Finalize with a nice, fat, maximized, quickened, power-surge breath weapon and you’re good to go! You might want to consider, since the Strength-drain of this build requires being up close and personal with targets, using Chilling Fog + Freedom of Movement + Energy Resistance/Immunity to let you harry your foes (who would be locked down in the vision and movement-hampering fog). If you want to be REALLY unreasonable, smart money is on worshipping an Elder Evil. Pick up Dark Speech, Dark Whispers, Evil's Blessing, Willing Deformity, Deformity (Madness), and, if you can spare the feat, Reflexive Psychosis. Once again, just like when we used to watch G.I. Joe back in the day (or, for that matter, TRANSFORMERS - the good guy has to be a truck when the bad guy gets to be a GIANT GUN?!), evil proves to be just plain ol' more awesomer than good.
The HEIR OF SYBERIS
Classes: Dragonfire Adept 15/Heir of Syberis 3/Dragonfire Adept 2
Feats: Power Surge (1st), Shape Breath (human), Maximize Breath (3rd), Extend Breath (6th), Quicken Breath (9th), Heighten Breath (12th), Heroic Spirit (15th), Breath of Syberis (18th).
Breath Effects: (2nd), (5th), (10th), (12th), (15th), (20th)
Invocations: (1st), (3rd), (6th), (8th), (11th), (13th), (16th), (18th)
Tactics: A massive tac-nuke build for burninating your enemies, curshing them underfoot, and hearing the lamentations of the women. Your breath weapon wll do 55d6+55 damage, which maximized will be 385. Bam.
The TRUE NAPALM
Classes: Dragonborn Mongrelfolk DFA 20
Feats: Clinging Breath (1st), Lingering Breath (flaw), Entangling Exhalation (flaw), Clinging Breath (3rd), Flyby Attack (6th), Flyby Breath (9th), Strafing Breath (12th), Maximize Breath (15th), Shape Breath (18th).
Breath Effects: (2nd), (5th), (10th), (12th), (15th), (20th)
Invocations: (1st), (3rd), Humanoid Shape (6th), (8th), (11th), (13th), Greater Draconic Flight (16th), (18th)
Tactics: Turn into a Varag and make sure you wear Boots of Striding and Springing. If you're using traits, pick Quick for another +10 ft. to speed. When you activate Greater Draconic Flight, you'll have a perfect flight speed of 160 ft. This means you can breathe your Fivefold Breath in a 90 ft. cone, which means a circular area (when breathing from 90 ft. up) 120 feet in diameter. You can lay this field of effect over 80 feet - in other words, a clinging, lingering breath that will deal ((9*6)*5 = 54*5 = 270) 270 energy damage per round to everything within an 80 (wide) x 120 (long) x 90 (high) foot pointed block. It will last as long as you want, and continue dealing 270 damage per round. Go scorch some armies into ashes.
The SACRED SERPENT
Classes: Human Cleric 4/DFA 1/Eldritch Disciple 10/Cleric 5:
Feats: Extend Spell (1st), Jotenbrud (human), Divine Metamagic (3rd), Persistent Spell (6th), (9th), (12th), (15th), (18th)
Breath Effects: (2nd), (5th), (10th), (12th), (15th), (20th)
Invocations: (1st), (3rd), Humanoid Shape (6th), (8th), (11th), (13th), (16th), (18th)
Tactics: This one's so easy it should be illegal. Shape into a Constrictor Naga, or something large like a Stingtail if your DM rules Constrictors a la issue #318 of Dragon (check the Humanoid Shape section of the guide for info on this). Now if your base form is Huge, you count as Gargantuan, and if your base is Large, you count as Huge (yay for Jotenbrud!). Persist Righteous Might and Divine Power. Now you have full BaB and are either Gargantuan or Colossal, effectively, for the purposes of grappling, tripping, etc., and have ridiculous Strength and Reach. You also have full casting (more or less) and a lot of supplemental invocations. Yay! You could actually take this build in any number of directions, persisting whatever spells took your fancy.
The TELEPATHIC TRAMPLER
Classes: Human Dragonfire Adept 6/Totemist 2/Psychic Warrior 2/Warmind 10
Feats: Jotenbrud (1st), Entangling Exhalation (human), Power Surge (3rd), Shape Breath (6th), Improved Unarmed Strike (PW 1), Improved Grapple (PW 2), Recover Breath (9th), Mindsight (12th), Multigrab (15th), Greater Multigrab (18th).
Breath Effects: Frost (2nd), Acid (5th) [use Weakening if you are worried about grappling]
Invocations: Magic Insight (1st), See the Unseen (3rd), Humanoid Shape (6th)
Tactics: Here’s the strategy: shift into a Constrictor Naga when you get up in the morning; if your day is going to be spent inside smaller spaces, go for a Blackscale Lizardfolk form. If you see a bunch of enemies, breathe a 45 ft. cone of frost, flame, or acid (choose the energy to suit the enemy) on your foes, entangling them. Use your move action to uncork your Eversmoking Bottle. Now that they’re entangled and blinded and you can see (Mindsight), you employ your next tactic: while you wait for your breath weapon to recharge, stomp on them, trampling them into the ground for 5d6+1.5xStr if you’re Colossal, 4d6+1.5xStr if you’re Gargantuan, 3d6+1.5xStr if you’re Huge, 2d6+1.5xStr if you’re large, 1d8+1.5xStr if you’re medium, and 1d6+1.5xStr if you’re small. Keep stomping on their heads as your breath weapon recharges, then breathe again. Rinse and repeat until your enemies are all dead. If one or more of your enemies proves particularly annoying, employ your scorpion claws (from Sandstorm) to grapple said enemy, constrict him, and laugh. Since you have Greater Multigrab, grappling him won’t prevent you from employing your other tactics – you’ll simply drag the sorry sucker you’ve grabbed around with you as you breathe and trample all over the rest of your foes. Best of all, you can technically grapple one foe with each limb – and one with your tail! – so that you can have at least three corpses clutched as you slither over the rest of your enemies.
The DRAGON SAGE
Classes: Dragonwrought Kobold DFA 20
Feats: Dragonwrought (1st), Entangling Exhalation (3rd), Draconic Knowledge [Draconomicon] (6th), Draconic Aura – Insight (9th), Free (12th), Free (15th), Free (18th).
Breath Effects: Whatever you like!
Invocations: Draconic Knowledge (1st), Magic Insight (3rd), then you’re free to do what you like.
Tactics: This guy is a permanent know-it-all. He knows everything. No, really! He can make the equivalent of Bardic Knowledge checks with a bonus equal to 12 plus Int bonus, and make any other Knowledge check as if he were trained with a modifier of 10 plus Int bonus. If you want to, you can net even more Knowledge bonuses with the Draconic Knowledge feat from Dragon Magic and some other Draconic feats for synergy. Pick up a Wand of Magic of the Dragonheart (or even an eternal wand or schema of it) for synergy boosts and go nuts – you’ll be able to swing something like another +5.
The DOUBLE BARREL DRAGON
Classes: Dragonborn Mongrelfolk Dragonfire Adept 20
Feats: Power Surge (1st), Shape Breath (3rd), Quicken Breath (6th), Enlarge Breath (9th), (12th), (15th), (18th)
Breath Effects: (2nd), (5th), (10th), (12th), (15th), (20th)
Invocations: (1st), (3rd), (6th), (8th), (11th), (13th), (16th), (18th)
Tactics: This character has multiple breath weapons at his disposal. The breath weapon from his Dragonborn heritage, with it’s slower recharge rate, becomes the entangling breath; the others become damaging attacks. With Quicken Breath, he can fire both in the first round, then blast away with his other. Moreover,
The DUST DRAGON
Classes: Feats: Entangling Exhalation (1st), (3rd), (6th), (9th), (12th), (15th), (18th)
Breath Effects: (2nd), (5th), (10th), (12th), (15th), (20th)
Invocations: (1st), (3rd), (6th), (8th), (11th), (13th), (16th), (18th)
Tactics: The STRENGTH DRINKER
Classes: Feats: (1st), (3rd), (6th), (9th), (12th), (15th), (18th)
Breath Effects: (2nd), Weakening Breath (5th), Sleep Breath (10th), (12th), (15th), (20th)
Invocations: (1st), (3rd), (6th), (8th), (11th), (13th), (16th), (18th)
Tactics: This dragon revels in turning his foes into puling weaklings, sapping the power in their muscles and leaving them puddled on the floor, helpless. He will first lock his foes down with Chilling Fog, then follow up with Weakening Breath and Sleep Breaths in alternation. If he feels like it, he will supplement his other attack forms with a Wand of Escalating Enfeeblement, allowing him to stack effects for up to a -22 penalty to a foe’s Strength! He works best in a party designed to take advantage and synergize his approach, whether grapplers, trippers, or other Strength sappers.
The SAVE SUCKER
Classes: Feats: (1st), (3rd), (6th), (9th), (12th), (15th), (18th)
Breath Effects: (2nd), (5th), (10th), (12th), (15th), (20th)
Invocations: (1st), (3rd), (6th), (8th), (11th), (13th), (16th), (18th)
Tactics: The idea here is to use a Dragonborn Mongrelfolk shifted into a Tren as a save crippler.
The DRACONIC DIPLOMAT
Classes: Human Dragonfire Adept 6/Mindbender 1/Binder 1/Incarnate 2/Marshal 1/Dragonfire Adept 11
Feats: Entangling Exhalation (1st), Power Surge (human), Shape Breath (3rd), Ability Focus – Charm (6th), Bonus Essentia (9th), Skill Focus – Diplomacy (Marhsal 1), Ability Focus – Charm (12th), Reverberation (15th), Free (18th).
Breath Effects: (2nd), (5th), (10th), (12th), (15th), (20th)
Invocations: Magic Insight (1st), Beguiling Influence (3rd), Charm (6th), Enthralling Voice (8th), Chilling Fog (11th), Terrifying Roar (13th), Greater Draconic Flight (16th), Energy Immunity (18th)
Tactics: This guy doesn’t have any enemies – just friends he hasn’t met yet. When he spots people he doesn’t know, he talks them up to helpful as a standard action (yay Naberius!) with an auto-roll of 10. Next, he uses Enthralling Voice to kick them up to Fanatic. Anyone who isn’t convinced he charms. You can finish this with a level of Exemplar if you REALLY want to, but it’s entirely unnecessary. The only problem with this guy is the problem with all Diplomancers – it’s a bit boring to make imaginary friends. It’s a lot more fun to make imaginary enemies – and burninate them.
The GHOST WYRM
Classes: Strongheart Halfling DFA 1/Feat Rogue 1 (Unearthed Arcana)/DFA 18
Feats: Entangling Exhalation (1st), Power Surge (strongheart), Darkstalker (3rd), Quicken Breath (6th), Shape Breath (9th), Recover Breath (12th), Enlarge Breath (15th), Free (18th)
Breath Effects: (2nd), (5th), (10th), (12th), (15th), (20th)
Invocations: Magic Insight (1st), See the Unseen (3rd), Walk Unseen (6th), Voracious Dispelling (8th), (11th), (13th), (16th), (18th)
Tactics: This one's very entertaining. First off, you don't HAVE to be a halfling - a human works too, but he won't get the same Hide and Move Silently ups, and a Whispergnome is great but you lose a very necessary feat. Once 6th level rolls around, your tactic is simple - be invisible. When you spot foes, blink back into view with a Quickened Breath, use a standard to go back into "cloaking mode," and then spend your recharge rounds sniping with non-direct damage battlefield control effects from wands. You may get annoyed by True Seeing and whatnot, but there's always Voracious Dispelling for that, and anyone who dispels your invisibility is going to be annoyed when you just re-cast. The only thing you'll need to keep your position a secret will be an item of mind blank, and critters with Mindsight should be relatively rare until higher levels. If you REALLY want to annoy your foes, get Voidsense and pull the Eversmoking Bottle trick, making vision an even BIGGER problem for your pathetic targets. You should try to invest full points in Hide and Move Silently despite the cross-class cost, which may mean you have to swing a decent Int, and you should definitely invest in some skill-boosting gear. Guerilla Warrior from Heroes of Battle will, for the price of a feat, halve the cost of Hide and Move Silently ranks, but you may just want to do a human with Able Learner instead. Your call. You'll want the Feat Rogue variant from Unearthed Arcana since sneak attack won't help your breath weapon - use it to get a feat that will aid you somehow, like Improved Toughness, Expeditious Dodge, Martial Study (some interesting possibilities here), etc. You could also, on a human, do this with a Factotum, which could open up some fun skill tricks that you might enjoy (Autohypnosis can be handy, for instance, or Use Psionic Device). Another option, I suppose, do this with a Tibbit for the +4 to Dex when Tiny, +8 to Hide when Tiny, scent, darkvision, and the coolness of being a fire-breathing kitty. Now if you have flaws, you might want to ignore the level of Feat Rogue and take a Draconic Heritage feat that gives you access to Hide as a class skill. Now you can purchase an item with Silence on it and never have to worry about a Move Silently roll again!
The SKIRMISH DRAKE
Classes: Dragonborn Raptoran DFA 20
Feats: Entangling Exhalation (1st), Power Surge (3rd), Flyby Attack (6th), Flyby Breath (9th), Strafing Breath (12th), Lingering Breath (15th), Clinging Breath (18th)
Breath Effects: (2nd), (5th), (10th), (12th), (15th), (20th)
Invocations: (1st), (3rd), (6th), (8th), (11th), (13th), (16th), (18th)
Tactics: This guy is the d20 equivalent of a jet fighter, swooping over the battlefield to lay down sticky napalm and clouds of smoke. Use Strafing Breath to lock down your foes, covering the battlefield in a lingering cloud that’s nearly impossible to escape due to its sheer size. Carry an eversmoking bottle, which will allow you to blanket the battlefield in smoke (and do sky-writing, if you like!). Use your secondary actions to lay down chilling fog effects, keeping your enemies stuck in your napalm. If you get flaws, consider Enlarge Breath and Shape Breath to increase your area of effect; alternatively, grab Shape Soulmeld – Airstep Sandals and a schema of Open Least Chakra to grab perfect maneuverability (if you can’t, a Pectoral of Maneuverability would be a good investment!).
The STORM DRAGON
Classes: Feats: Entangling Exhalation (1st), Power Surge (human), Heighten Breath (3rd), Ability Focus – Breath (6th), Shape Breath (9th), Recover Breath (12th), Quicken Spell-Like Ability (15th), Rapid Breath (18th)
Breath Effects: (2nd), (5th), (10th), (12th), Fivefold Breath of Tiamat (15th), (20th)
Invocations: (1st), (3rd), (6th), (8th), (11th), (13th), (16th), (18th)
Tactics: This is an enormous monster who locks the battlefield down with roaring breaths of flame and galeforce winds. Shift into Huge Constrictor Naga form, wear a Gorget of Tempest Breath, and breathe. Your foes will be blown back, knocked flat, entangled, and otherwise destroyed. Heighten Breath will help the DC of both your winds (since they are, technically, a breath effect!) and your normal energy, as will Ability Focus – Breath, which should allow you to boost your wind and energy DC to take care of tougher foes. While you wait for recharge, you should lay down Chilling Fog, buckle the battlefield with Impeding Stones – whatever you like to keep your enemies in disarray.
The NAPALM DRAGON
Classes: Feats: Entangling Exhalation (1st), Exhaled Barrier (human), (3rd), Flyby Attack (6th), Flyby Breath (9th), Strafing Breath (12th), Air Heritage (15th), (18th)
Breath Effects: (2nd), (5th), (10th), (12th), (15th), (20th)
Invocations: Magic Insight (1st), Endure Exposure (3rd), Humanoid Shape (6th), Voidsense (8th), Chilling Fog (11th), Draconic Toughness (13th), Greater Draconic Flight (16th), Energy Immunity (18th)
Tactics: See the Combos section for more on this one. The bottom line is that you will be able to lay down 45 by 10 foot walls of lasting energy damage that will linger on to demolish your foes. If you don’t mind only making 20 by 10 foot walls, take Power Surge instead of Air Heritage so that you’ll have the potential for 6 rounds of wall ownage. With flaws, you could even pick up Maximize, which would let you guarantee 6 rounds of nastiness. Build big battlefield houses for your foes and watch as they die, trapped in solid blocks of static, crackling, doom.
The DEATH DRAGON
Classes: Glimmerskin Strongheart Halfling Dragonfire Adept 5/Nosomatic Chirurgeon 1/DFA 14
Feats: Least Mark of Healing (1st), Entangling Exhalation (Strongheart), Mastery of the Day and Night (3rd), Maximize Spell (6th), (9th), (12th), (15th), (18th).
Breath Effects: (2nd), (5th), (10th), (12th), (15th), (20th).
Invocations: Magic Insight (1st), (3rd), (6th), (8th), (11th), (13th), (16th), (18th).
Tactics: You need to be a Glimmerskin Halfling to pick up Heal as a class skill; otherwise you’ll have tob a Draconic Heritage feat. Though technically Stronghearts are from Faerun and the Nosomatic Chirurgeon is Eberron, a good DM will be forgiving about this (since the trick you’ll pull with it is by no means broken, just fun and flavorful). The first-level ability that Nosomatic Chirurgeon grants allows you to use invocations to cast at-will inflict spells, which is handy as heck, and the addition of Mastery of the Day and Night allows you to treat every casting as automatically maximized (!!). This works better on a DFA than on a Warlock, because Warlocks don’t have rounds to wait before uses – basically you can always choose to either use your Eldritch Blast or to use your Inflict abilities. With a DFA who has a recharge rate due to the use of metabreath abilities, however, the inflict comes in MUCH more handy – first you lock foes down with a nice, fat, entangling breath (with Shape and Enlarge Breath on it, and anything else you feel like adding – Maximize, Quicken, etc.), then you use the recharge rounds to lay down both wand effects and inflict spells, damaging your crippled foes as they struggle towards you. Good times! Best of all, the damage doesn’t officially qualify as negative energy – meaning it works like a charm against undead. One thing you will want to be aware of, though, is the equivalent spell level of the invocations you choose – the higher they are, the higher the effective level of the inflict spells you have access to.