User:Leziad/Flameseeker (3.5e Class)

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Author: Leziad (talk)
Date Created: September 26, 2012
Status: Finished
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Flameseeker[edit]

COMING AT SOME POINT

Making a Flameseeker[edit]

Abilities: CHA GOOD

Races: NO RACISM

Alignment: Any.

Starting Gold: As rogue.

Starting Age: Simple.

Table: The Flameseeker

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +0 Ember Shot, Fire Within (5), Flameshape, Pyromancer's Mantra
2nd +2 +3 +3 +0 Heart Ablaze, Inner Fire
3rd +3 +3 +3 +1 Blaze +1d6, Fire Within (10), Fireshroud
4th +4 +4 +4 +1 Blaze Essence
5th +5 +4 +4 +1 Adept Pyromancer, Blaze +2d6, Devouring Flames, Inner Fire
6th +6/+1 +5 +5 +2 Fire Within (15)
7th +7/+2 +5 +5 +2 Blaze +3d6, Bonfire
8th +8/+3 +6 +6 +2 Blaze Essence, Inner Fire
9th +9/+4 +6 +6 +3 Blaze +4d6, Fire Within (20)
10th +10/+5 +7 +7 +3 Expert Pyromancer
11th +11/+6/+1 +7 +7 +3 Blaze +5d6, Inner Fire
12th +12/+7/+2 +8 +8 +4 Blaze Essence, Fire Within (Immunity)
13th +13/+8/+3 +8 +8 +4 Blaze +6d6, Reality Fire
14th +14/+9/+4 +9 +9 +4 Inner Fire
15th +15/+10/+5 +9 +9 +5 Blaze +7d6, Greater Devouring Flames
16th +16/+11/+6/+1 +10 +10 +5 Blaze Essence
17th +17/+12/+7/+2 +10 +10 +5 Blaze +8d6, Inner Fire
18th +18/+13/+8/+3 +11 +11 +6 Soul Ablaze
19th +19/+14/+9/+4 +11 +11 +6 Blaze +9d6
20th +20/+15/+10/+5 +12 +12 +6 Ascendant Pyromancer, Blaze Essence, Inner Fire

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local) (Int), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Listen (Wis), Perform (Cha), Search (Int), Sense Motive (Wis), Speak Language (None), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex).

Class Features[edit]

All of the following are class features of the Flameseeker.

Weapon and Armor Proficiency: A flameseeker is proficient with all simple and martial weapons and with medium and light armor and shields (except tower shields).

Ember Shot (Su): A flameseeker can fire the ember of her inner fire at foes at range. As a standard action, she may make a ranged touch attack with a range of 60 feet. On successful strike, the ember shot deals 1d8 points of fire damage. This damage increases by 1d8 at 3rd and each 3 levels thereafter. The flameseeker may use her Charisma rather than Dexterity on the attack roll made with her ember shot.

Fire Within (Ex): A flameseeker is granted a heightened decree of resistance to fire and heat. At 1st level she gains fire resistance 5 as well as a +2 bonus on saving throws against effects with the fire descriptor. At 3rd level and each 3 levels thereafter her fire resistance increases by 5, until 12th level where she becomes immune to fire altogether.

Flameshape (Su): The flameseeker is capable of manipulating fire in a way other pyromancers are not quite capable. As a swift action she may shape fire into a weapon, seemingly solid for her. She may shape any weapon that she is proficient with, gaining all the attributes of the shaped weapon. If the weapon leaves her hand it fizzles out 1 round later, unless once again gripped by the flameseeker. A weapon created by this ability deals half of its normal damage and half fire damage.

At 4th level any weapon made through flameshape gain a +1 enhancement bonus, this enhancement bonus increases by +1 at 8th level and each 4 levels thereafter.

Pyromancer's Mantra: At first level a flameseeker must choose a mantra, a central philosophy to follow. While her tenets are her own to keep, her mantra allows her to shape her power. Once a mantra is chosen it cannot be changed.

  • Eternal Flame (Ex): The flameseeker gain Endurance and Diehard as bonus feats, even if she does not meet the prerequisites. The flameseeker add her Charisma bonus to the amount of negative damage needed for her to die.
  • Fiery Fists (Ex): The flameseeker gain Improved Unarmed Strike as a bonus feat, and deal unarmed strike damage as a monk of her level. If she uses her flameshape to form a gauntlet, spiked gauntlet or other fist weapon she uses her unarmed strike damage instead of the fist weapon's base damage.
  • Molten Flow (Ex): The flameseeker gain Dodge and Mobility as bonus feats, even if she does not meet the prerequisites. The flameseeker may use her Charisma bonus instead of Dexterity to determine her Tumble bonus, the skill still suffer from armor check penalty as normal. She may use her Charisma instead of Dexterity to qualify for feats with a Dexterity prerequisite.
  • Pyroclastic Clash (Ex): The flameseeker gain Power Attack as a bonus feat even if she does not meet the prerequisites, if she already has the feat she may select a feat with Power Attack as a prerequisite that she meet the prerequisites for instead. The flameseeker counts one-handed weapon as two-handed weapon for the purpose of calculating the bonus damage from power attack. The flameseeker may use her Charisma instead of Strength to qualify for feats with a Strength prerequisite.

Heart Ablaze (Ex): A 2nd level flameseeker adds her Charisma modifier to her Will save.

Inner Fire: A flameseeker possesses such an intimate link with fire that she can use powerful abilities beyond other flame users. At 2nd, 5th and each 3 levels thereafter, the flameseeker gain an inner fire ability. The DCs of inner fire are Charisma-based. The flameseeker chooses her inner flame form the following list: LINK GOES HERE, BOTTOM OF THE PAGE FOR NOW

Blaze (Su): A 3rd level flameseeker is able to weather her attack in powerful flames. Once per round she may wrath her attack in blaze as a free action usable outsider of her turn. If an attack enhanced by blaze hits, it deals 1d6 extra point of fire damage. This damage increases by 1d6 at 5th level and each odd thereafter. When the flameseeker reaches BAB +6, +11 and +16 she may use blaze an additional time per round.

Fireshroud (Su): A 3rd level flameseeker is capable of maintaining a cloak of fire around her, which protects her from incoming attacks and burns away at those foolish enough to strike her. She gains a +2 deflection bonus to AC and all creatures who attack her with a melee attack or touch attack take 1 fire damage per point of blaze dice she has. At 6th level and each 6 levels thereafter the deflection bonus granted by fireshroud increases by +1

Blaze Essence (Su): At 4th level and each 4 levels thereafter, the flameseeker must choose a blaze essence she may apply to her attacks enhanced by blaze. She may use any number of blaze essence she knows, reducing the amount of blaze damage dice dealt, but her blaze must deal at least 1d6 and no essence may be applied further if it would reduce the blaze damage dice below this amount. A blaze essence is applied whenever a blaze enhanced attack is made. The flameseeker must choose from the following blaze essence:

  • Blackfire Blaze: You channel the baleful blackfire, making any blaze-enhanced attack modified by this essence count as evil-aligned for the purpose of bypassing damage reduction and regeneration. Additionally blaze-enhanced attack modified by this essence deals an additional +2d6 damage against non-native outsiders. This essence reduces blaze damage by 1d6.
  • Evaporate A blaze attack modified by this essence deals an extra +2d6 damage against creatures with the water subtype or of the plant type and deal half of it damage as desiccation damagesandstorm. This essence reduces blaze damage by 1d6.
  • Fiery Burst: Whenever you successfully hit a creature with blaze attack modified by this essence roll , all enemies within 10 feet of the target must make a reflex save or take splash damage equal to the minimum damage of the enhanced blaze attack. This essence reduces blaze damage by 1d6.
  • Fusion Torch: The flameseeker enhances her fire with high amounts of energy, turning her blaze attack into a torch that goes through just about anything.. This essence turns all blaze attacks modified by it into touch attacks. This essence reduces blaze damage by 5d6.
  • Leaping Blaze: A blaze-enhanced attack modified by this essence gain an extra 5-ft of reach. This essence reduces blaze damage by 1d6.
  • Magnesium Blaze: You cause your blaze attack to be terribly bright, but burn less intensely than normal. A blaze-enhanced attack modified by this essence is made against flat-footed AC unless the target of the attack hasbright-light Vision or the Blind-Fight feat. If the target is stuck, it must must success on a Fortitude save or become blinded for 1 round. However the damage dealt by the blaze is reduced from d6s to d4s when infused with this essence. This essence reduces blaze damage by 2d6 (2d4).
  • Melting Blaze: This essence reduces metal to slag, dealing an extra 2d6 damage against creatures of the construct type, or mostly made of metal. If used against a creature using metal equipment, all of her equipment is affected by heat metal (no save) for 4 rounds, the damage from multiple pieces of burning metal does not stack. This essence reduces blaze damage by 1d6.
  • Rapid Blaze: A blaze attack enhanced does not counts against the limit of blaze attack made by the flameseeker in a round. This essence reduces blaze damage by half, rounded down.
  • Searing Blaze: A creature damaged by a blaze attack modified by this essence is left in terrible pain. A living creature damaged by this blaze must success on a Fortitude save or become staggered for 1 round. This essence reduces blaze damage by 2d6.
  • Sizzling Blaze: Once this blaze essence is applied to a blaze enhanced attack it deals nonlethal damage rather than lethal damage.. This essence reduces blaze damage by 1d6.

Adept Pyromancer: A 5th level flameseeker counts as having all [fire] spells on her spell for the purpose of item crafting and magic item activation. For those purposes she counts her caster level as equal to her class level. Additionally she can cast burning hands as a spell-like ability a number of times per day equal to her 2 + Charisma modifier. She may spend two uses of her burning hands to cast continual flame or produce flame as spell-like abilities. The DCs of those spell-like abilities is Charisma-based.

Devouring Flames (Ex): A 5th level flameseeker’s fire is able to eat away at just about anything. She reduces fire resistance by her class level, additionally fire immunity only halves her damage rather than fully negating it. At 15th level she completely ignores both fire resistance and immunity.

Bonfire (Su): A flameseeker of 7th level can create bonfires which are everburning. These bonfires are not easily quenched, nor do they risk spreading wildfires. A creature may extinguish these bonfires, but no natural process (such as rain) does so, although a natural disaster (such as a flood) would. The flameseeker may cause any of her bonfires to fizzle out as a standard action, no matter the distance between her and them. The flameseeker may create a number of these bonfires equal to her Charisma modifier, she cannot create any additional bonfire over this limit. Twice per day, the flameseeker may warp to any of her bonfire within range

Expert Pyromancer (Su): A flameseeker of 10th level and above has unlocked greater control over fire. She may spend three uses of her burning hands spell-like ability to create a wall of fire or any sorcerer/wizard spell of 3rd level or lower with the [fire] descriptor.

Reality Fire (Ex): At 13th level the flameseeker's treats her supernatural abilities granted by her class level as extraordinary abilities for the purpose of determining where they can be cast and what can stop them. Her spell-like abilities no long grants spell resistance if they would normally do so.

Soul Abalze (Ex): A 18th level flameseeker's very soul is infused with fire. She become immune to possession-effect and effect which would move her soul, additionally any creature that attempt to use such magic on the flameseeker immediately take her blaze dice in fire damage.

Pyromancer Ascendant (Ex): A 20th level flameseeker has achieved enlightenment through flames. She ceases to age and no longer needs to drink, eat or breath to survive. She immediately gain an additional inner fire, and may change that inner fire once per day when she rests 8 hours.

Inner Fire[edit]

Burn Away (Su): The flameseeker can cause all creatures and unattended object within close range to burst in fire as a standard action, each creature within the area catch on fire and take fire damage equal to the flameseeker's blaze dice. A successful reflex save halves the damage and creatures who succeed do not catch on fire.

Channel the Inner Flames (Ex): A flameseeker can channel her inner flame and the inner flames of her companion. As a move action she may call upon the inner flame of one creature within short range she has line of sight (including herself). That creature receive the benefit identical to heart of a champion. This inner fire is usable once per encounter.

Comet Flight (Ex): The flameseeker's gain a fly speed of 90 ft (average), or improve her current fly speed by 30 ft. When she takes the run action with her fly speed, her speed is multiplied by 10 instead of the normal multiplier. This inner fire requires Jet Flames or a inherent fly speed and may only be picked by a flameseeker of 8th level or higher.

Fiery Retort (Su): The flameseeker may user her ember shot as an immediate action. This ability is usable once per encounter.

Dimensional Leap (Su): This inner fire allows the flameseeker to vanish in a blaze of flame and reappear close by. As a move action she may teleport to another location within a distance equal to base land speed, she must have line of sight and effect to that location. At 8th level she may use dimension door as number of times per day equal to 1 + half her Charisma bonus.

Fiery Retort (Su): The flameseeker may user her ember shot as an immediate action. This ability is usable once per encounter.

Furnace of Creation (Su): The flameseeker can now wield the flame of creation. The flameseeker may cast minor creation as a spell-like ability once per hour, except that the object creature is made of rock or metal. The flameseeker need to be at least 8th level and have the reforge inner fire in order to select furnace of creation

Ignition (Su): The flameseeker can cause a terrible heat to fill every pore of her opponents. She may replicate the effect of combustSpC, after she uses this ability she must wait 1d4 rounds before using it again. A flameseeker must have attained 5th level before selecting this inner fire.

Ignite Emotions (Sp): The flameseeker can manipulate the inner fire of other creatures to control their very emotions. She may cast crushing despair, good hope and rage as spell-like abilities. The flameseeker may use those abilities in any combination a number of times per day equal to her Charisma modifier.

Jet Flames (Ex): The flameseeker is able to use jets of flame protruding from her limbs to move herself,and even attain limited flight. As a standard action she may move twice her land speed in a straight line in any direction. If she moves up her speed is halved for this movement. She must end her movement on a solid surface or fall as normal. Additionally she may use levitate (self only) at-will.

Pyrokinetic (Su): A flameseeker with this inner fire gain the ability to cast control flames as a psi-like ability, although she does not gain the psionic subtype. She may use this ability at-will and is alway capable of controlling a fire one size larger than normal. At 8th level she may use this ability as an immediate action to counterspell any [fire] spell or power cast at her, if she succeeds instead of negating the spell or power, she takes control of it and counts as the caster. She chooses the new target/area of the spell or power from her position, but not any other variable.

Reforge (Sp): The flameseeker is capable of reforging objects made of metal with her bare hand. She may cast make whole as a spell-like ability at will except that it only affects objects made of stone or metal. The flameseeker also gain a bonus equal to half of her class on Craft check made to work metal.

Rekindle (Su): The flameseeker is capable of accessing another's inner flame and rekindling it. Upon selecting this talent she gains lay on hand as a PaladinPathfinder of her class level, except she may use it a number of times per day equal to 1 + your Charisma modifier.

Searing Speed (Su): A flameseeker with this inner fire gain the speed bonus of a Monk of her class level, except it can be used while wearing any armor or using shields.

Spellburn (Su): The flameseeker's fireshroud provides SR equal to 11 + your class level. When taking the total defense action it raises to 16 + class level. The flameseeker may suppress or activate this ability as a free action usable outside of it turn.

Solar Flare (Su): When the flameseeker uses her Burn Away inner fire, she causes all creature who failed their Reflex save to become blinded for 1d4 rounds. A flameseeker must be 5th level to select this inner fire.

Solar Wind (Su): As a full-round action the flameseeker may unleash a terrible torrent of fiery wind. This effect is similar to gust of wind except all creatures within the area take fire damage equal to the flameseeker's blaze dice and must make a reflex save or catch on fire. At 8th level this improves to gale force.

Favored Class Bonus[edit]

  • All: +1/6 of a additional inner fire.



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