female whisper gnome dragonfire adept 6 NG



  • HP 54
  • AC 26
  • STR 6 (-2)
  • DEX 16 (+3)
  • CON 18 (+4)
  • INT 14 (+2)
  • WIS 10 (+0)
  • CHA 12 (+1)

Feats, etc.

  • Breath Weapon
    • 30 ft line of 3d6 fire
    • 15 ft cone of 3d6 fire or cold
      • Successful Reflex save vs 19 halves the breath weapon damage
  • Breath Effects
    • 2nd: Frost Breath
    • 5th: Slow Breath
  • Least Invocations
    • Endure Exposure
    • Magic Insight
  • Lesser Invocations
    • Humanoid Shape
  • Feats:
    • Dragontouched [dragonfire adept]
    • Ability Focus (Breath Weapon)
    • Entangling Exhalation
    • Exhaled Barrier
  • Spell-Like Abilities:
    • 1/day—silence (must be centered on whisper gnome’s body).
    • 1/day—ghost sound, mage hand, message. Caster level 1st; save DC 10 + whisper gnome’s Cha modifier + spell level.


Breath Effect: At 2nd, 5th, 10th. 12th, 15th, and 20th level, you can select one of the breath effects in Table 2–2: Dragonfire Adept Breath Effects for which you meet the minimum level prerequisite. These breath effects can alter your breath weapons damage type or area, or apply a condition to targets in place of damage. Each time you use your breath weapon, you can choose to apply any one breath effect that you know. The chosen effect either replaces the normal fire damage dealt by your breath weapon or replaces the standard area of your breath weapon. Some effects can be applied only to a cone-shaped breath weapon, and others only to a line-shaped breath weapon. You can’t apply more than one breath effect to your breath weapon unless the effect specifically states otherwise. Also, you can’t apply the same breath effect to your breath weapon in two consecutive rounds (though you still can use your normal fire breath weapon every round).

Dragonkin (Ex): At 4th level, you gain a +4 competence bonus on Diplomacy checks made to influence the attitude of dragons or creatures of the dragonblood subtype (see page 4). You are treated as a dragon for the purpose of determining whether frightful presence can affect you.

Damage Reduction (Ex): At 6th level, you gain damage reduction 2/magic. At 16th level, this improves to damage reduction 5/magic.

Breath Effects

[DM 77] Frost Breath Minimum Level: 2nd Your breath weapon deals cold damage instead of fire damage. You can apply this breath effect only to a cone-shaped breath weapon.

[DM 78] Slow Breath Minimum Level: 5th Rather than dealing damage, your breath weapon slows all creatures in its area for 2 rounds. A successful Fortitude save reduces the duration to 1 round. A slowed creature can take a single move action or standard action each turn, but not both (nor can it take full-round actions). Additionally, it takes a –1 penalty to its Armor Class and on its attack rolls and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-toot increment), which affects the creature’s jumping distance as normal for decreased speed. Multiple uses of this breath effect on the same creature don’t stack; use only the longer duration. Slow Breath suppresses any haste effect on creatures in its area for the duration of the slow effect. You can apply this breath effect only to a cone-shaped breath weapon.


[DM 80] Magic Insight Least: 2nd You can use defect magic as the spell (PH 219). While the invocation is active, you can end the effect as a full-round action to determine all properties of a single touched item (as the identify spell, PH 243, but with no components required).

Endure Exposure Least; 3rd With a touch, you grant a creature (or yourself) the ability to withstand hot or cold environments as if affected by the endure elements spell (PH 226). In addition, the target is immune to any effects of your breath weapon. This invocation’s effect lasts for 24 hours.

[DM 80] Humanoid Shape Lesser; 3rd You can assume any humanoid form, as the change shape special ability [MM 306]. You can remain in the form for up to 24 hours or until you take a standard action to assume a new form or return to your natural form.


[DM 18] Dragontouched You have a trace of draconic power, a result of dragons in your ancestry or a spiritual connection between you and the forces of dragonkind. Prerequisite: Cha 11. Benefit: You gain the dragonblood subtype. You gain 1 hit point, a +1 bonus on Listen, Search, and Spot checks, and a +1 bonus on saving throws against paralysis and sleep effects. In addition, you can select draconic feats as if you were a sorcerer of your character level.

[MM 303] Ability Focus [General] Choose one of the creature’s special attacks. This attack becomes more potent than normal. Prerequisite: Special attack. Benefit: Add +2 to the DC for all saving throws against the special attack on which the creature focuses. Special: A creature can gain this feat multiple times. Its effects do not stack. Each time the creature takes the feat, it applies to a different special attack.

[RotD101] Entangling Exhalation [Breath] You can use your breath weapon to create an entangling mesh of energy. Prerequisites: Dragonblood subtype, breath weapon. Benefit: When you use your breath weapon, you can choose to enmesh all creatures in its area instead of producing its normal effect. Your breath weapon deals only half its normal damage; however, any creature that takes damage from your breath weapon becomes entangled and takes an extra 1d6 points of damage, of the same energy type as normally dealt by your breath weapon, each round at the start of your turn. This effect lasts for 1d4 rounds. If your breath weapon doesn’t deal energy damage, creatures damaged by the initial breath are still entangled but don’t take additional damage on later rounds.

[RotD101] Exhaled Barrier [Breath] You can use your breath weapon to create a wall of energy. Prerequisites: Dragonblood subtype, breath weapon. Benefit: When you use your breath weapon, you can choose to create a 10-foot-by-10-foot vertical plane of energy instead of producing its normal effect. The opaque wall’s near endpoint begins at any corner of your space and extends in a straight line for 10 feet or until it contacts a solid surface. The wall lasts for 1d4 rounds. Any creature passing through the wall takes damage equal to that normally dealt by your breath weapon. If you create the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. Either way, a successful Reflex save (DC 10 + 1/2 your HD + your Con modifier) halves this damage. If your breath weapon doesn’t deal energy damage, the wall deals fire damage. If your breath weapon doesn’t deal damage, the wall deals 2d6 points of fire damage.

Magic Items

[MIC 170] Skin of Ectoplasmic Armor Price (Item Level): 6,000 gp (10th) Body Slot: — Caster Level: 9th Aura: Moderate; (DC 19) conjuration Activation: — Weight: 2 lb. This silvery, translucent skin appears to surround you in a suit of crystalline plates. This skin grants you a +8 armor bonus. The skin has a maximum Dexterity bonus of +2, a –6 armor check penalty, and a 25% arcane spell failure chance. It is treated as light armor for the purpose of affecting class features and movement. Prerequisites: Craft Wondrous Item, mage armor or inertial armor (EPH 113). Cost to Create: 3,000 gp, 240 XP, 6 days.



Bag of Holding lycanther