Fireblade (3.5e Class)

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Fireblade
A Fireblade performing
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Fireblade[edit]

A Fireblade is someone who reveres the power of fire and takes advantage of it to achieve his own ends. He loves both the chaos and the restraint, the power and the subtlety. He uses fire as a weapon and as an aid. He uses fire to build himself up, and to break others down. He channels fire, not controls it, because fire cannot be tamed. He loves to cause damage and to experience the entirety of his life. He is a Fireblade.

Making a Fireblade[edit]

A Fireblade excels at two things, and he does these two things very well. First, he can damage the opponent. He has numerous spells at his disposal each level that deal fire damage and he also has spells that allow him to boost his weapon's stats. Second, he can control fire as an aid. Where Wu Jens and other fire spell-casters can do fire damage, the fireblade has such a close affinity with fire that he can use it to help him jump and do other physical feats. What the Fireblade doesn't excel at is getting hit. Because the Fireblade's focus is on Dexterity and Charisma, Constitution will not be terribly high. The Fireblade works best when he can make quick, large, and devastating attacks that kill the opponent before they have time to react.

The Fireblade works well in groups and on his own. While adventuring with a group may limit the ways that he can attack, which could dissuade him, being in a group can help round out his weaknesses, particularly if the group has a healing class like Healer. Working on his own, the Fireblade will be able to tackle problems any way he chooses, but lacks some of the long term support a group brings. Perfect missions for a Fireblade are assassination or raiding; any encounter where he can take targets by surprise and kill them quickly.

Abilities: Charisma and Dexterity are the most important. Charisma for the fire spell DC's and Dexterity for Reflex saves. After that it would be Constitution, for more hp.

Races: Humans are most likely to join this class, after extra-planar fire creatures. Elves will occasionally join it for the sheer power of the spells, but they normally tend to stay away from destroying nature which is easy with this class.

Alignment: Any non-lawful. Fireblades tend to be in constant trouble due to their unique skills. Also good Fireblades are rare but not unheard of due to the destructive power of fire.

Starting Gold: 5d6×5 gp (87 gp 5 sp.)

Starting Age: Simple (as in Rogue.)

Table: The Fireblade

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +2 +0 Absorb Essence, Fire Boost, 5 3
2nd +1 +0 +3 +0 6 4
3rd +2 +1 +3 +1 6 5
4th +3 +1 +4 +1 Fire Door 10 ft, Fire Resistance +5 6 6 3
5th +3 +1 +4 +1 6 6 4
6th +4 +2 +5 +2 Fire Door 20 ft 6 6 5 3
7th +5 +2 +5 +2 6 6 6 4
8th +6/+1 +2 +6 +2 Fire Resistance +10, Fire Door 40 ft 6 6 6 5 3
9th +6/+1 +3 +6 +3 Swift Action Fire Door 6 6 6 6 4
10th +7/+2 +3 +7 +3 Fire Door 60 ft 6 6 6 6 5 3
11th +8/+3 +3 +7 +3 6 6 6 6 6 4
12th +9/+4 +4 +8 +4 Fire Resistance 15, Fire Door 80 ft 6 6 6 6 6 5 3
13th +9/+4 +4 +8 +4 6 6 6 6 6 6 4
14th +10/+5 +4 +9 +4 Fire Door 100 ft 6 6 6 6 6 6 5 3
15th +11/6/+1 +5 +9 +5 6 6 6 6 6 6 6 4
16th +12/+7/+2 +5 +10 +5 Fiery Jaunt, Fire Resistance 20, Fire Door 120 ft 6 6 6 6 6 6 6 5 3
17th +12/+7/+2 +5 +10 +5 6 6 6 6 6 6 6 6 4
18th +12/+8/+3 +6 +11 +6 Fire Door 140 ft 6 6 6 6 6 6 6 6 5 3
19th +13/+9/+4 +6 +11 +6 6 6 6 6 6 6 6 6 6 4
20th +14/+10/+5 +6 +12 +6 Immunity to Fire, Fire Door 160 ft, Summon Fire Elemental Monolith 6 6 6 6 6 6 6 6 6 5

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (The Planes) (Int), Knowledge (Arcane) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Handle Fire) (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Dex), Spot (Wis), Tumble (Dex), Use Rope (Dex).

Class Features[edit]

Weapon and Armor Proficiency: The Fireblade is proficient with the scimitar and the shuriken. They are not proficient with any type of armor or shield.

Absorb Essence: A Fireblade is able to channel the power and life of fire into himself. When he absorbs the fire, he heals himself according to how big the fire was that he consumed. When the Fireblade attempts to absorb a fire he must make a reflex depending on the size of the fire as seen below on Table: The Fire Saves. If the Fireblade succeeds the Reflex check he heals an amount of Hp as seen below on Table: The Fire Saves. If the Fireblade fails the reflex save he does not get healed and is dealt the damage that would have been healed by the fire.

Table: The Fire Saves

Fire Size Reflex DC HP Recovered
Fine 5 1
Diminutive 7 1d2
Tiny 10 1d3
Small 12 1d4
Medium 16 1d6
Large 20 1d8
Huge 25 1d12+5
Gargantuan 28 1d20+10
Colossal 32 1d100+25

Fire Boost: A Fireblade has such a close connection to fire that he can use it to help him perform physical feats. He/She can sacrifice a spell to give a boost to roll. If he sacrifices two 0 Level spells, then he gets +1 on his next roll, one 1 Level spell, +1, one 2 Level spell, +2, and so on and so forth. If he sacrifices two spells at the same time, except for 0 Level spells, he gets +1 on the roll as well as the other bonuses. He can only gain these bonuses with physical skills, attacks, etc.

Fire Resistance: A Fireblade has been around fire for so long that his body has grown accustomed to it, taking less damage from it than a normal person. A Fireblade has Fire Resistance 5 at 4th Level, 10 at 8th Level, 15 at 12th Level, and 20 at 16th Level.

Fire Door: A Fireblade has become aware of the deep connection fire has with itself and is able to exploit this to travel between fires. At 4th level, a Firebade gains the ability to travel between fires as if by means of a Dimension Door spell. At first level, this is a standard action, at 9 level it becomes a swift action. The limitation is that the magical transport must begin and end in an area with at least some fire, a Fireblade can jump up to a total of 20 feet each day in this way; this may be a single jump or two jumps of 10 feet each. This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment. Every two levels the distance the Fireblade can jump increases by 20 feet. A Fireblade is only able to use this ability on fire that is his size category or larger (ex. a medium Fireblade would be able to travel through medium, large, huge, gargantuan, and colossal fires).

Fiery Jaunt: At 16th Level, a Fireblade is able to travel to the Elemental Plane of Fire and back once per day.

Immunity to Fire: At 20th Level, a Fireblade is so accustomed to fire that he no longer takes damage from fire.

Summon Fire Elemental Monolith: At 20th level, since the Fireblade has such a high level of connection to the Elemental Plane of Fire, he can summon one of it's guardians. Once per 2 days. (Elemental Monolith information is in Complete Arcane)

Spells: A Fireblade casts arcane spells, which are drawn from the spell list given below. He can cast any spell he knows ahead of time without preparing it ahead of time like a cleric or wizard must. When a Fireblade gains access to a new level of spells, he automatically knows all the spells for that level listed on the Fireblade's list. Essentially, his spell list is the same as his spells known list.

To cast a spell, a Fireblade must have a Charisma score of 10 + the spell's level (Cha 10 for 0-level spells, Cha 11 for 1st level spells, and so forth). The Difficulty Class for a saving throw against a Fireblade's spell is 10 + the spells level+ the Fireblade's Charisma modifier. Like other spellcasters, a Fireblade can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Fireblade. In addition he receives bonus spells for a high Charisma score.

Unlike a Cleric or a Wizard, a Fireblade need not prepare his spells in advance. He can cast any spell he knows at the time, assuming he has not yet used up his spells per day for that spell level.

Fireblades choose their spells from the following list:

0—Dancing Lights, Flare, Continual Flame, Orb of Fire, Lesser.

1st—Burning Hands, Fiery Eyes, Melt, Blades of Fire, Produce Flame, Endure Elements, Kelgore's Fire Bolt.

2nd—Animate Fire, Fire Shuriken, Pyrotechnics, Fireball, Scorching Ray, Flame Blade.

3rd—Fire Wings, Fireburst, Flaming Sphere, Lightning Bolt, Summon Monster III(Fire Elemental).

4th—Fire Shield, Wall of Fire, Blast of Flame, Orb of Fire, Firestride Exhalation, Channeled Pyroburst, Incendiary Surge, Summon Monster IV(Fire Elemental).

5th—Fire Breath, Fireburst, Greater, Fire Shield, Mass, Flame Strike (Chaotic damage instead of Divine), Fire and Brimstone, Heart of Fire, Wall of Magma, Summon Monster V(Fire Elemental).

6th— Haze of Smoldering Stone, Summon Monster VI(Fire Elemental), CometFall, Dragonshape, Lesser, Energy Immunity (Fire), Chain Lightning, Disintegrate, Lingering Flames.

7th—Firestorm, Delayed Blast Fireball, Summon Monster VII(Fire Elemental).

8th—Incendiary Cloud, Internal Fire, Deadly Lanar, Summon Monster VIII(Fire Elemental).

9th— Elemental Swarm, Meteor Swarm, Detonate, Erupt, Transmute Rock to Lava, Summon Monster IX(Fire Elemental),Summon Elemental Monolith.

Ex-Fireblades[edit]

If a Fireblade becomes lawful, then he automatically loses the ability to cast any Fireblade spells or use any Fireblade special abilities. They regain the use of the spells and abilities if they become neutral or chaotic again.

Epic Fireblades[edit]

Table: The Epic Fireblade

Hit Die: d12

Level Special
21st Epic Feat
22nd
23rd Epic Feat
24th
25th Epic Feat
26th
27th Epic Feat
28th
29th Epic Feat
30th

6 + Int modifier skill points per level.

Epic Feats: Enhance Spell, Infinite Deflection, Multispell, Reflect Arrows, Spell Opportunity, Spellcasting Harrier, Spontaneous Spell, Superior Initiative

Sample Human Fireblade Starting Package[edit]

Weapons: Scimitar, 5 Shuriken.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Balance 4 Dex
Perform (Handle Fire) 4 Dex
Intimidate 4 Cha
Knowledge (The Planes) 4 Int

Feat: Improved Initiative (To get the first hit in.)

Bonus Feats: Weapon Focus: Scimitar.

Gear: Backpack with waterskin, one day's trail ration. bedroll, sack, flint and steel, and three torches.

Gold: 72gp 5sp.

Campaign Information[edit]

Playing a Fireblade[edit]

Religion: Most likely to worship Kossuth, but any chaotic or neutral god/goddess with a fire domain would be likely.

Other Classes: This class does very well with other chaotically minded classes, such as assassin, blighter (really friendly with them for some reason), and really anyone who will put up with the explosions.

Combat: A Fireblade goes in all spells blazing, taking out enemies quickly or else retreating to heal up and try again.

Advancement:

Fireblade's in the World[edit]

And then the Wood Elf said, "Oh shi...."
—Ailynn, Human Fireblade

Daily Life: Daily, a Fireblade tries to find something to do, because the only thing a Fireblade hates more than water is nothing to do. They will go out of their way to do something if it has some benefit for them, or if they are just too bored.

Notables: Due to the chaotic and fiery life of the Fireblade, they are more often seen as villains, not heroes. Once they have a reputation, they are normally hunted down by the appropriate authorities, or become to strong to manage and carve out a small area for themselves. One of these lords is Nantooth (lvl. 25 Fireblade), who lives by the Moonsea.

Organizations: There are no organizations that are made up entirely out of Fireblades. Sometimes Fireblades will join assassin or adventuring guilds that can make use of their talents.

NPC Reactions: NPC's will often react badly when they find out about a Fireblade, associating them with fire and random death. They are relatively well known through the lands.

Fireblade Lore[edit]

Characters with ranks in Knowledge (Arcana or The Planes) can research Fireblades to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Arcana or The Planes)
DC Result
5 Fireblade's are always causing trouble.
10 Fireblade's like fire and fire spells, especially big ones.
15 Fireblade's are able to cause massive destruction to themselves and somehow fire heals it!
20 Fireblade's are masters of fire magic and are even able to summon huge elementals to aid them.

Fireblades in the Game[edit]

Adaptation: An interesting combination for a Fireblade would be a Fireblade/Blighter cross. It would be really interesting flavor wise, but also really interesting in terms of power.

Sample Encounter: A possible encounter would be a town is being raided by a mysterious man that casts fire with surprising ease.



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