User:Unkept jupiter/Necrotic/Fire Igniter (3.5e Class)
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This class has 3 paths he can take by using his necrotic/normal fire to either heal allies or buff himself wile weakening his foes to deal damage. you could do a mix making him do a bit of both but you lose the maximum effective use of specializing in one build. {{{length}}}
Contents
burning Igniter[edit]
Gen stuff/ Burning igniter, a class not for the weak. The type of people who want to control fire so badly they light them self's on fire in order to truly be one with it. they obsess over fire day in and day out constantly trying to form fire in their hands they can do nothing else nether do they want to, anything they see they feel the need to set is ablaze to see how fire reacts to it. They study it, follow the bends and twirls of fire as the heat rises to the sky in dark smoke. This insane drive that turns peoples heads when they walk by trying to avoid eye contact as they don't wish to be the next experiment. once on fire they can use their power with our fail until the fire is finished. this class chose a strange play-style as it uses self inflicted pain in order to dish out many different buffs and damage to their attackers with fire.
Making a burning igniter[edit]
This class shows its weakest point as a mage in ranged combat. as the farther away his fire is the less amount of damage he will do. If the igniter stays in the middle of his team he will damage them when he uses "ignite self". He may damage his team severely if he is not positioned carefully. This class works well with other support classes such as paladin/cleric or a support based caster. The Igniter class benefits a lot once he is on fire and using his ability's the igniter can create large amounts of havoc and problems for everyone (including his own team) so you must keep this in mind. if you feel you should not ignite self due to position or other reasons, you should probably stick to "attempt fire" and "breath fire/smoke" as your main go to until an opportunity presents itself.
Abilities: "attempt fire" level 1 at level 15 you have mastered this power and can not fail. "breath fire" level 1 every other level this ability gets +2 in fire damage or +4 on an enemy on fire. "breath smoke"level 1 every other level this ability gets a +2 in shrouding on self or +1 on ally. "Ignite self" level 2 every level this ability gets +1 on area damage. and "ignite other" level 2 adds another +1% to ignite other for every level in this class. "Flash fire" level 3 every level +1 to burn damage over time "burning vengeance" level 4 or "ashes to ashes" level 4 "Fear the Maniac!!!" level 5 this ability gets +5 for every other level in this class to fear enemy's or "The Smoke Has Eyes" level 5 has a +1 to succeed in blind casting per level "controlled fire" level 6 every other level +2 to succeed or "will of fire" level 6 every level +1 to will saves while on fire "corrupted fire" level 8 necrotic fire type +10 and "cleans fire" level 8 cleansed fire type +10 "Deliver from fire" level 10 every level in class gain +1 to heal or "Feed the flames" level 10 every level +2 in damage "BURN IT ALL!!!" level 12 every level +4 to damage and +5% every level in class to succeed on setting fire to something in range or "Turn them to ash" level 12 every level in class has +1 to succeed in creating an ash warrior
Races: mainly half orcs and humans are drawn to this level of OBSESSION. however some gnomes have been picking up this power
Alignment: <-c/any>.
Starting Gold: <-starting gold; YdZ->×10 gp (<-average starting gold. This is calculated by multiplying the number of die rolls by the die size plus one and multiplying the result by 5 [Y × (Z + 1) × 5].-> gp).
Starting Age: <-Select "Simple" or "As rogue", "Moderate" or "As fighter", or "Complex" or "As wizard", to let players know which starting age category to use for 1st-level characters->.
Level | Base Attack Bonus |
Saving Throws | Special | ||
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Fort | Ref | Will
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Class Features[edit]
All of the following are class features of the <-class name->.
Weapon and Armor Proficiency: <-Description of class weapon & armor proficiencies.->
Level | Spells Known | |||||||||
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0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
1st | — | — | — | — | — | — | — | — | — | — |
2nd | — | — | — | — | — | — | — | — | — | — |
3rd | — | — | — | — | — | — | — | — | — | — |
4th | — | — | — | — | — | — | — | — | — | — |
5th | — | — | — | — | — | — | — | — | — | — |
6th | — | — | — | — | — | — | — | — | — | — |
7th | — | — | — | — | — | — | — | — | — | — |
8th | — | — | — | — | — | — | — | — | — | — |
9th | — | — | — | — | — | — | — | — | — | — |
10th | — | — | — | — | — | — | — | — | — | — |
11th | — | — | — | — | — | — | — | — | — | — |
12th | — | — | — | — | — | — | — | — | — | — |
13th | — | — | — | — | — | — | — | — | — | — |
14th | — | — | — | — | — | — | — | — | — | — |
15th | — | — | — | — | — | — | — | — | — | — |
16th | — | — | — | — | — | — | — | — | — | — |
17th | — | — | — | — | — | — | — | — | — | — |
18th | — | — | — | — | — | — | — | — | — | — |
19th | — | — | — | — | — | — | — | — | — | — |
20th | — | — | — | — | — | — | — | — | — | — |
Power Points/Day: A <-class name->’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: <-class name->. In addition, he receives bonus power points per day if he has a high <-relevant ability-> score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.
Powers Known: <-Delete this section if this class does not manifest powers. Description of manifesting abilities: on what stat save DCs are based, on what stat bonus power points are based, and what stat determines the highest level power that can be manifested.-> <-pluralized class name-> choose their powers from the following list:
0—<-powers, powers, powers->
1st—<-powers, powers, powers->
2nd—<-powers, powers, powers->
3rd—<-powers, powers, powers->
4th—<-powers, powers, powers->
5th—<-powers, powers, powers->
6th—<-powers, powers, powers->
7th—<-powers, powers, powers->
8th—<-powers, powers, powers->
9th—<-powers, powers, powers->
Maximum Power Level Known: This column determines the highest level power a <-class name-> can learn at this level.
To learn or manifest a power, a <-class name-> must have an <-relevant ability-> score of at least 10 + the power’s level.
<span id="<-extraordinary class feature->"><-extraordinary class feature-></span> (Ex): <-class feature game rule information->
<span id="<-psi-like class feature->"><-psi-like class feature-></span> (Ps): <-class feature game rule information->
<span id="<-spell-like class feature->"><-spell-like class feature-></span> (Sp): <-class feature game rule information->
<span id="<-supernatural class feature->"><-supernatural class feature-></span> (Su): <-class feature game rule information->
<span id="<-class feature->"><-class feature-></span>: <-class feature game rule information->
<span id="<-subclass feature->"><-subclass feature-></span> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->
<-Lather, rinse...->
<-... repeat as necessary.->
Ex-<-pluralized class name->[edit]
<-Describe what happens when a character violates the alignment restrictions or any other class restrictions. If there are no behavior or alignment restrictions, delete this section.->
Epic <-class name->[edit]
Level | Special | ||||||||||||||||||||||||||||||||||||||||
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21st | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
22nd | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
23rd | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
24th | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
25th | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
26th | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
27th | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
28th | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
29th | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
30th | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
<-number of skill points-> + Int modifier skill points per level. |
<-existing class feature->: <-how this class feature increases or accumulates at epic levels->
<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->
<-Lather, rinse...->
<-... repeat.->
Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-# of levels-> levels after 20th.
Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.
<-Sample race of your choice-> <-class name-> Starting Package[edit]
Weapons: <-Weapon selection for starting at 1st level with this class.->
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Skill | Ranks | Ability | Armor Check Penalty |
---|---|---|---|
<-Skill name-> | <-4 for class skills and 2 for cross-class skills-> | <-Abbreviated key ability-> | <-armor check penalty based on starting armor. If inapplicable, put "—"-> |
<-Skill name-> | <-4 for class skills and 2 for cross-class skills-> | <-Abbreviated key ability-> | <-armor check penalty based on starting armor. If inapplicable, put "—"->
<-copy and paste the rows as necessary.-> |
Feat: <-1st-level feat selection->.
Bonus Feats: <-1st-level feat bonus feats due to class or sample race. Remove this section if this sample doesn't get any bonus feats at 1st level. ->.
Gear: <-Starting armor and other equipment outside of weapons.->.
Gold: <-Starting gold using this package.->.