Dragonfire Ninja (3.5e Optimized Character Build)

Introduction

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

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

Game Rule Components

Invocations

Items

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

Progression

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
FortRefWill
1stDragonfire Adept 1+0+2+0+2Guerrilla Warrior, Dragon-touched, Least InvocationsBreath Weapon 1d6, InvocationBreath of Night
2ndDragonfire Adept 2+1+3+0+3Scales +2, Breath EffectLightning Breath
3rdDragonfire Adept 3+1+3+1+3Entangling ExhalationBreath Weapon 2d6Beguiling Influence
4thDragonfire Adept 4+2+4+1+4Dragonkin
5thDragonfire Adept 5++4+1+4Breath Weapon 3d6, Breath EffectSlow Breath
6thDragonfire Adept 6++5+2+5Exhaled BarrierDR 2/Magic, Lesser InvocationsWalk Unseen

Other Components

Highlights

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

Not available yet.

Side Notes

Not available yet.

Limitations

Not available yet.

DM Counters

Not available yet.

Miscellaneous

Not available yet.



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