Fire Mage (3.5e Class)
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|“||Burn....everything must burn.||”|
A Fire Mage is someone who burns their own soul out to burn the bodies of others. Tactically, they shine against groups of enemies, because fires spread across the battlefield like a plague.
Making a Fire Mage
Alignment: Fire is a destructive force, and a lot of Fire Mages are Chaotic. But they don't have to be.
Races: Fire Mages appear in all races.
Starting Gold: 6d6×10 gp (210 gp).
|1st||+0||+2||+0||+2||Fire Resistance, Fire Burst, Fire Bolts, Impress Flames|
|2nd||+1||+2||+0||+3||Ignite, Still Flame|
|3rd||+2||+3||+1||+3||Piercing Flames, Body of Fire|
|5th||+3||+4||+1||+4||Undying Flame, Blazing Aura|
|8th||+6/+1||+6||+2||+6||Soul of Cinders, Sending, Fire Cannon|
|10th||+7/+2||+7||+3||+7||Conflagration, Improved Ignite|
|11th||+8/+3||+7||+3||+7||Beacon, Firewalk, Fire Immunity|
|12th||+9/+4||+8||+4||+8||Bonds of Fire|
|13th||+9/+4||+8||+4||+8||Fire Minions, Ascent of the Phoenix|
|15th||+11/+6/+1||+9||+5||+9||Touch of the Sun|
|17th||+12/+7/+2||+10||+5||+10||Breath of the Blue Serpent|
|19th||+14/+9/+4||+11||+6||+11||Visions of Flame|
|20th||+15/+10/+5||+12||+6||+12||Rain of Fire|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Climb (Str), Craft (Int), Concentration (Con), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (-), Ride (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), Knowledge Arcana (int), Knowledge Planes (int) and Use Rope (Dex).
All of the following are class features of the Fire Mage.
Weapon and Armor Proficiency: Fire Mages are proficient with all simple weapons, as well as the whip, all martial axes, and all sizes and varieties of scimitar (including falchions). Fire Mages are proficient with light armor but not with shields of any kind, except bucklers.
Fire Resistance (Ex): A Fire Mage has a Resistance to Fire equal to twice his level.
Fire Burst (Sp): As a standard action, a Fire Mage can emit a burst of flame from his body, striking all creatures and objects within 15ft of his position. This burst of flames inflicts 1d4 of fire damage per level, with an allowed Reflex Save for half (DC 10 + ½ Level + Charisma Modifier).
Fire Bolts (Sp): A Fire Mage can shoot bolts of fire as an attack action. A fire bolt travels out to 60ft, and inflicts 1d6 of fire damage per level. A fire bolt strikes its target with a ranged touch attack. The Fire Mage may also use this as melee touch attack.
Impress Flames (Ex): Every time a Fire Mage inflicts Fire damage on any target, whether with his class abilities or another source of fire, he inflicts an amount of extra Fire Damage equal to his class level. The Fire Mage may also add x1.5 his CHA mod to any attack he does that uses fire.
Ignite (Sp): As a standard action, a Fire Mage can cause any creature or object to burst into flame. A creature on fire suffers 3d8 of Fire damage (the Mage's Impress Flames ability applies to each round), and the creature can attempt to put the fire out with a Reflex save (DC 10+level+CHA MOD) on your next turn; a failed save means the target continues to burn. Increase damage by 1D8 and DC by 2 every round for spreading and intensifying flames. In addition, the Fire Mage may take a Full-Round Action to ignite a number of targets equal to attacks he has in a Full Attack Action, whether one at a time or simontaneously. This ability can be used out to 80ft, and requires a ranged touch attack for each target.
Piercing Flames (Ex): A Fire Mage's Fire cuts through Fire Resistance, hardness, and Immunity. No more than ½ of the damage inflicted by his fire damage can be negated by hardness, immunity, damage reduction, or resistance to Fire. In addition, the Fire Mage ignores the first 5 points of Fire Resistance that a target has.
Body of Fire (Su): A Fire Mage can set fire to their own body as a free action, causing them to count as armed at all times, even with unarmed attacks. The Fire Mage's body illuminates an area around him equal to that of a torch. The fire mage gets a +4 bonus to his charisma score and intimidate checks while this ability is active. The Fire Mage also causes an extra 3D6 of Fire damage with all melee attacks (weapons are set on fire while this ability is active), and 3D6 Fire damage to anyone attacking him with melee attacks. The Fire Mage may choose what is burned by this ability.
Fire Immunity (Ex): The Fire Mage is immune to Fire, High Temperatures, and Heat effects.
Fire Cannon (Sp): A Fire Mage can hurl a ball of explosive fire anywhere within 150ft as a Full Round Action. This Fire explodes into a 20ft radius burst and inflicts 2d6 of Fire Damage per level. All creatures within the area are entitled to a Reflex save to halve damage (DC 10 + ½ Level + Charisma Modifier).
Undying Flame (Ex): A Fire Mage may make a Concentration check (DC 20) to use his abilities in any places or situations he normally couldn't, which include (but is not limited to) in water, antimagic fields, or places without air. This check is required every round the Fire Mage is in this type of environment in order to use his abilities.
Soul of Cinders (Sp): A Fire Mage has burnt his soul to ash through his continuous interchanging with fire, and is no longer susceptible Intimidation or Fear-like effects. In addition, the Fire Mage is now able to detect and pinpoint the exact location of any flame within 500ft; the Fire Mage can view and hear things in view of any open flame and his vision is limited to 100ft.
Sculpt Flames (Sp): A Fire Mage can create delicate shapes and walls made of fire as a standard action, or manipulate existing flames as a swift action, anywhere within 100ft+10 per level. The Fire is fully shapeable (you are even able to shape fine details, allowing you to shape weapons of fire appropriate to size), but cannot pass through more than 2 squares per level. Any creature passing through a square with fire in it suffers 1d8 of fire damage per level. A creature which is in a square that is being filled with fire initially is entitled to a Reflex Save (DC 10 + ½ Level + Charisma Modifier) to move to the nearest non-flaming square as an immediate action if it is within 5ft. These fires persist for 1 round per level or until the Fire Mage dismisses them. Alternately, the Fire Mage can replicate a wall of fire which persists for 1 minute per level.
Conflagration (Sp): A Fire Mage can erupt in an explosion of flames that covers 30ft in all directions from his person. All other targets in this area suffer a D10 of Fire Damage per level, but are entitled to a Reflex Save (DC 10 + Level + Charisma Modifier) for half damage.Creatures who fail this save must also make a Fortitude Save (same DC) or die instantly from the shock of the heat. This ability is usable a number of times per day equal to the Fire Mage's CHA mod. In addition, a Fire Mage can cast fire shield at will (Fire Shield only) on himself or another creature, but can only have Fire Shield active on himself and one other creature at a time.
Improved Ignite (Sp): The Fire Mage's Ignite ability takes on the following changes: instead of 3D8, targets now take an initial 5D8 of fire damage. For failed saves, raise the damage by 2D8 instead of 1D8 per round, and raise the DC by 3 instead of 2.
Blazing Aura (Ex): As a free action, a Fire Mage can raise the temperature around him to extreme heats. While this ability is active, any creature that starts its turn within 10ft of the Fire Mage takes 1D12 of fire damage, and 2D12 of fire damage if within 5ft. This ability can be turned on or off at will, but the Fire Mage cannot control who it effects.
Beacon (Sp): A Fire Mage can create a magically permanent fire within 30ft+5ft per level, any size from a candle to a large bonfire as a standard action. He always knows exactly where each Beacon he has created is (Even if he is on another plane) and will know if it is put out by any means. This fire can only be put out by dispel magic, anti-magic field, disjunction, miracle, wish, or if the Fire Mage dismisses it. The Fire Mage may dismiss any Beacons he has created from any distance as a free action.
Firewalk (Sp): A Fire Mage can transport as a swift action by touching any of his created Beacons, and can appear at another Beacon of his choosing. The Fire Mage may only transport himself and any carried objects.
Bonds of Fire (Sp): As a standard action, a Fire Mage can craft solid fire and entrap a victim in it. The bonds will immobilize a creature which fails a Reflex Save (DC 15 + Level + Charisma Modifier), and will entangle the creature unless it succeeds in its save by more than 5. A creature can attempt to escape by taking a Full round action to make a Strength or Escape Artist check with a DC greater than the Will save of the Fire Mage (this will save is CHA based). If the victim fails this save by 5 or more, it becomes immobilized. The victim suffers 20 points of Fire Damage per round, and the bonds of fire last until the victim escapes or the Fire Mage dismisses them. The target must be within 90ft, and you can bind a total number of creatures at one time equal to your CHA mod.
Fire Minions (Sp): As a Full Round Action, a Fire Mage can summon a number of elder fire elementals equal to a max of twice his CHA mod per day. The Fire Mage can summon these elementals anywhere he chooses within 25ft+5ft per level; these elementals take actions on the Fire Mage's turn and can act as soon as they are summoned. These elementals will carry out the Fire Mage's will, so he does not need to spend time controlling them, though he can control them mentally if needed. These elementals stay in existence until killed or dismissed by the Fire Mage. You can summon any number of elementals at one time, but it is still a full-round action no matter how many you summon. The Fire Mage also gains Ignan as a bonus language.
Ascent of the Phoenix (Ex): A Fire Mage has the ability to defy death and rise again like a phoenix. Once per week, when the Fire Mage would be reduced to -10 HP or less, his body (including equipment) burst into intense white flames and turns into ash. This burst deals 5D12 of fire damage to any creatures within 5ft. After 3D4 hours, the Fire Mage is able to reappear through any open flame; he is able to simultaneously see through all flames in existence within the plane he died on and choose where he appears.
Touch of the Sun (Sp): A Fire Mage can call incredible levels of illumination that are as painful and destructive as the unmitigated baleful glare of the sun itself; as a Full-Round Action, the Fire Mage can make his body shine like the sun. All darkness within 300ft is dispelled, natural and magical, and everything is illuminated. All undead suffer 15 points of damage per round while they are within range. All creatures specifically vulnerable to light suffer an additional 15 damage per round (thus, vampires suffer 30 damage per round). All creatures within range are Dazzled except for the Fire Mage and creatures without sight. Creatures in range must pass an initial Fortitude save (DC 20 + ½ Level + Charisma Modifier) plus an additional Fortitude save (DC 10 + ½ Level + Charisma Modifier) every minute or become blind for the remainder of the effect. Increase this DC by 5 for creatures vulnerable to light. Creatures that are blinded when the effect ends are entitled to another Fortitude save to get their vision back, but if they fail this save the blinding is permanent. This effect lasts until 3D6 minutes + CHA Mod or until the Fire Mage cancels the ability or is incapacitated, and is usable 3 times a day.
Breath of the Blue Serpent (Ex): As a standard action, a Fire Mage can unleash a breath of blue fire in a cone of up to 40ft. It inflicts 30D6 of Fire Damage, with a reflex for half (DC 15 + Level + Charisma Modifier). Creatures who fail this save will take an additional 30D6 on its next turn with no save. This damage bypasses any fire resistance, damage reduction, hardness, or immunity and is usable every other round.
Sending (Sp): A Fire Mage can communicate through any source of fire as the sending spell to any creature on any plane of existence with a standard action and receive a reply even if they are on different planes of existence.
Visions of Flame (Sp): A Fire Mage can contact other plane to communicate with the denizens of the Elemental Plane of Fire. A Fire Mage is in no danger of becoming insane or damaged by this experience. When using this ability, the Fire Mage rolls his chance for an answer according to percentiles for contacting Outer Plane, greater deity.
Rain of Fire (Sp): The Fire Mage can open the skies and dump raw inferno upon all who would oppose him. These fires inflict 5d10 of Fire Damage per level each round it is active, and victims are permitted a Reflex save (DC 25 + level + Charisma Modifier) for half damage. The Fire Mage chooses which squares are struck with fire each round; he is able to strike any creatures within 300ft. This ability requires a Full-Round Action to activate, but picking targets for the following rounds requires no action from the Fire Mage. This ability is usable once per day, last a number of rounds equal to CHA Mod, and can be used even while inside buildings or structures to strike through the building. This ability cannot be used underground.
Epic Fire Mage
|21st||Blessing of The Blue Serpent (Ex)|
|23rd||Essence of Fire (Su)|
|25th||Primal Form (Sp)|
|27th||Hell’s Gates (Sp)|
|30th||Gift of Kossuth (Ex)|
7 + Int modifier skill points per level.
Blessing of The Blue Serpent (Ex) : The Fire Mages flames have intensified to limits beyond mortal comprehension. Any flames created by the Fire Mage are now a light blue (unless the Fire Mage states otherwise), and gain the following benefits: all fire damage done by the Fire Mage is raised by 1 Hit Die(abilities that deal D12s of damage are doubled); all of his fire damage bypasses all fire resistance, hardness, fire immunity, damage reduction, and spell resistance; additional damage cause by Impress Flames is now doubled; The Fire Mage may now add double his CHA mod to his attack bonus when making any attacks with fire(this bonus does not stack with the CHA attack bonus from impress flames).
Essence of Fire (Su) : Through the Fire Mage’s dedication and skill to the will of fire, he has gained the ability to literally become fire; this ability replaces Body of Fire. As a free action, the Fire Mage may turn his very essence, body and soul, into fire. By doing this, he gains the following qualities in addition to his benefits from Body of Fire: he is now treated as an incorporeal creature, gains flight of 100ft (good), spell resistance equal to current level + CHA mod, and DR 15/- . While in this form, the Fire Mage may choose what is burned by touching him and what isn’t. He may add 1D8 of fire damage per half his levels to all melee attacks he does and against all melee attackers (this damage stacks with his Body of Flames ability, but is not altered by Blessing of the Blue Serpent). While using this ability, the Fire Mage cannot have his fire extinguished by normal means; this ability can only be dispelled by an antimagic field (concentration may negate effect) or a targeted greater dispel magic (DC 11+level+CHA mod). If his fire is put out, he simply reverts back to his physical body. In addition, when the Fire Mage has this ability active, he receives an untyped bonus to all ACs equal to double his CHA mod(this bonus applies in all situations, even helpless).
Primal Form (Sp) : The Fire Mage is now able to take on the aspect of a Primal Fire Elemental as a move-action. While in this form, the Fire Mage takes on all traits of the Primal Fire Elemental and retains his extraordinary abilities, but is unable to use his spell-like or supernatural abilities. The Fire Mage may have this form active a number of minutes per day equal to his class levels, and may split the time as he sees fit. He may also summon Primal Fire Elementals as his Fire Minion ability; summoning Primals counts as summoning 3 Elder Fire Elementals.
Hell’s Gates (Sp) : The Fire Mage is now able to banish his foes to the source of eternal fire; Hell itself. As a full-round action, the Fire Mage may create a dimensional vortex gate to Hell anywhere within 10ft of himself; all creatures within 200ft that the Fire Mage targets must make a will save 35+Cha Mod. Targets who fail this save are converted into incorporeal creatures and sucked into the portal; targets who make this save must continue to save every round the gate is open. For each creature sucked into the portal, the Fire Mage will roll a D10 to determine which ring of Hell the creature has been sent to (re-roll 0s). For the following rounds that they are in Hell, the creature will take a number of D100x3 of fire damage based on which ring they are in (so if they are in the 3rd ring, they will take 9D100, and 5th ring will be 15D100) at the beginning of their turn. Afterwards, the creature may take a Full-Round action to make a Will save (same as initial) to climb through a circle of Hell; for every ring of Hell the creature is under, increase the DC by 5. Successful Will saves allow the creature to climb to an upper ring of Hell; if the creature passes the will save by more than 5, it may climb an additional ring in that turn. Every failed save sinks the creature into a lower ring; if the creature fails the save by 5 or more, they sink down into an additional ring. This portal remains open for 5 rounds starting from the initial round: any creatures who escape the gate before it closes cannot be pulled in again for 24HRS and are shot out to a square 10ft in front the portal; creatures who are still in the gate when it closes are trapped in Hell for eternity, and cannot leave by any means. This portal can be opened a number of times per day equal to half the Fire Mage’s CHA mod, and the Fire Mage may only have one portal open at a time.
Gift of Kossuth (Ex): Through the Fire Mages long devotion to the Will of Fire, the god of fire himself has given the Fire Mage his blessing. As a full-round action, the Fire Mage may call upon the power of Kossuth to obliterate those that would oppose him; this may be used on any target within 150ft as long as the Fire Mage is aware of its existence (he does not need to have line of sight). Upon using this, a spectral, spiked, flaming gauntlet appears into existence, almost as if reaching from an invisible space. This gauntlet is actually the hand of Kossuth himself, and its size is adjusted appropriately to grab the intended target. There is no save from this, and no way to escape; this hand reaches through all walls, planes, barriers, and anything else that would try to prevent it, and may grasp any targeted being. The gauntlet then firmly grips its target; the target must make two saves. The first is a fortitude save (DC 80) which, if failed, causes the target to instantly die and have every trace of its existence incinerated with no way of revival; a successful save causes the target to take 45D6 of CON and STR damage. The second save is a will save (DC 80) which, if failed, causes the target’s mind and soul to be incinerated with no way of repair (in this manner, the target is still considered dead, but it’s body is still intact); a successful save causes the target to take 45D6 of WIS and INT damage. This ability can be used once a day without consequence; every time the Fire Mage calls upon Kossuth more than once a day, he takes the risk of angering Kossuth by summoning him multiple times. Starting on the second use of the ability in one day, there is a 20% chance the Kossuth will become angered and take the Fire Mage instead (dealing the effect of the ability) , increasing by 20% every use in the same day to a max of 80%.