Flame Shaper (3.5e Class)
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- 1 Flame Shaper
- 1.1 Making a Flame Shaper
- 1.2 Campaign Information
Surrounded with no way out, the horde pressed ever closer to Adrian. Dozens of zombies and skeletons shambling towards him, the only way out was through the waiting mouths and rust covered swords. The battle had already pressed on for what seemed like hours, and his fellow adventurers lay wounded and unconscious under the horde. Soon, he too would be among them. He looked towards his companions, mangled and bleeding, their bodies sprawled on the floor like lifeless sacks of flesh. He could do nothing, he was exhausted,every ounce of magic was sapped from his body. He looked over to his lover, the one who he was to marry when the journey was over. And as a zombie lurched down over her, he screamed "No!" And as the fury ignited in his eyes, the very flames from the torches burned with a ruby passion of hate. "You will not have her!" he yelled. Adrian gathered the flame from the torches. The Catacombs went black, but soon erupted in light from the vibrant of the fire that engulfs Adrian. With the sways of his hands he shaped the fire into whips and chains, swords and maces, daggers and knives. They sliced through the undead horde like butter, burning their delicate flesh like it was covered in oil. Soon the catacombs were silent, the crackling of flames coming only from the burning corpses. Adrian fended off the horde.
Making a Flame Shaper
A Flame Shaper is capable of shaping fire to his will. Sense he doesn't need to memorize spells to perform this action, the Flame Shaper can attack consistently throughout battle without downtime. Unfortunetly this also limits the Flame Shapers usefulness as a wizard replacement as the Flame Shaper loses a lot of the utility spells accessable to a normal spell-caster.
Abilities: Int is the Flame Shapers key ability, for consistent studying of the plane of fire allows the Flame Shaper to better understand this Planar element. Dex is also important as the Flame Shaper's light armor ability makes him an easy target. Str is the least useful stat, as the Flame Shaper hardly ever uses brute force.
Races: Humans, Elves and other magically attuned races are prone to becoming Flame Shapers. However, other races known for experimenting with the plane of fire are also capable of becoming Flame Shapers.
Alignment: Fire is a chaotic element, thus a Flame Shaper follows the same Chaotic nature of their element.
Starting Gold: starting gold; 6d6×10 gp (210 gp).
Starting Age: Complex.
|Saving Throws||Special|| Invocations
| Maximum Invocation|
|1st||0||0||0||2||Shape Flame (Small), Burn (1D6), Flame Weapon (Simple), Invocation (Minor)||1||Minor|
|2nd||1||0||0||3||Detect Planar Being||2||Minor|
|3rd||2||1||1||3||Damage Reduction 1/Cold, Burn (2D6)||2||Minor|
|4th||3||1||1||4||Plane Walk (1/day)||3||Minor|
|5th||3||1||1||4||Shape Flame (Medium), Burn (3D6)||3||Minor|
|6th||4||2||2||5||Invocation (Lesser), Flame Weapon (Martial)||4||Lesser|
|7th||5||2||2||5||Damage Reduction 2/Cold, Burn (4D6)||4||Lesser|
|8th||6/1||2||2||6||Plane Walk (2/day)||5||Lesser|
|9th||6/1||3||3||6||Burn (5D6), Melt||5||Lesser|
|10th||7/2||3||3||7||Shape Flame (Large), Flame Familiar||6||Lesser|
|11th||8/3||3||3||7||Damage Reduction 3/Cold, Burn (6D6), Invocation (Greater)||7||Greater|
|12th||9/4||4||4||8||Plane walk (3/day), Flame Weapon (Exotic)||7||Greater|
|15th||11/6/1||5||5||9||Shape Flame (Huge), Damage Reduction 4/Cold||9||Greater|
|18th||13/8/3||6||6||11||Hellfire Explosion (2/Day)||11||Major|
|19th||14/9/4||6||6||11||Damage Reduction 5/Cold||11||Major|
|20th||15/10/5||6||6||12||Burn (9D6), Fire Immunity, Extra-Planar||12||Major|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Flame Shaper.
Shape Flame: At 1st level and every 5 levels after, a Flame Shaper is capable of controlling the bends, weaves, and bows of fire. The fire can be shaped into any shape the Flame Shaper chooses but must be no larger than 5 feet at 1st level, 10 feet at 10th level, and 15 feet at 15th level. The Flame Shaper can use shape flame ability to cause Burn.
Burn: At 1st level and ever 2 levels after, a Flame Shaper can use his Shaped Flame to cause his enemies to burn, dealing 1D6 points of damage per 2 character levels (to a total of 9D6 at level 20). This ability is a ranged touch attack, however, can be extended to the 'Flame Weapon' ability.
Flame Weapon: At 1st level the Flame Shaper is able to form rudimentary weapons with fire. These weapons can only be simple weapons at 1st level but as the Flame Shaper advances in levels, the weapons can become more intricate. The Flame Weapon functions exactly like the weapon it mimics except that the Flame Weapon is Capable of causing Burn and functions deals damage as Fire. At level 6 the Flame Shaper can shape the flame into Martial Weapons. At level 12 the Flame Shaper can shape the flames into Exotic Weapons. The Flame Shaper is proficient the weapon he shapes but not the natural weapon.
Invocations: The Flame Shaper is capable of casting Invocations at level 1 that increase in potency as he levels. These Invocations can be cast using a standard action and are capable of being cast an unlimited amount of times per day. Unlike a Wizard or Sorcerer, the Flame Shaper does not need to memorize invocations per day, instead he learns a particular invocation and studies it till he has mastered that invocation. Due to this rigorous training, the Flame Shaper loses many of the utility spells possible to a Wizard or Sorcerer but is more capable of adapting to changing situations.
Detect Planar Being: At level 2 the Flame Shaper is able to detect any creature with 'Planar' in it's template. The Flame Shaper may not determine the planar beings exact location with this ability, but he will get a 'feeling' that planar creature is within the area. This ability is constant and extends to a 60ft radius.
Damage Reduction Cold: At 3rd level and every 4 levels after the Flame Shaper starts to slowly become resistant to cold. He ignores the effects of cold weather at gets a reduction of 1/cold for every 4 levels after 3rd.
Plane Walk: At 4th level the Flame Shaper is capable of entering the plane of Fire 1/day for every 4 levels. You and any creature you touch are transported along a coiling path of fire to the edge of the Plane of Fire.
Because of the blurring of reality between the Plane of Fire and the Material Plane, you can’t make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It’s impossible to judge distances accurately, making the ability virtually useless for scouting or spying. Furthermore, when the effect ends, you are shunted 1d10×100 feet in a random horizontal direction from your desired endpoint. If this would place you within a solid object, you are shunted 1d10×1,000 feet in the same direction. If this would still place you within a solid object, you (and any creatures with you) are shunted to the nearest empty space available, but the strain of this activity renders each creature fatigued (no save).
You may choose to remain in the Plane of Fire for an indefinite amount of time, but after 1 hour/level (to a max of 20 hours) you must make a fortitude save (DC20 +5 per hour after.) for each hour you stay within the plane of fire. (If the Flame Shaper has achieve immunity to fire, he is no longer required to make a save.)
Melt: At level 9 the Flame Shaper is capable of melting any material excluding magical material. This process takes time equivalent to 1 minute per hit point of the item. This ability negates all hardness of an object. It should be stated that this process produces an immense amount of heat and will ruin items inside a chest or dresser.
Flame Familiar: At level 10 the Flame Shaper can conjure a familiar from the Plane of Fire. The Flame Familiar is subjected to the same rules as the 'Improved Familiar' feat except the Flame Shaper must choose a familiar with the 'Fire' Template.
Weapon and Armor Proficiency: <-description of class weapon & armor proficiencies->.
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 powers 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->
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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 he 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.
<-extraordinary class feature-> (Ex): <-class feature game rule information->
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<-class feature->: <-class feature game rule information->
<-subclass feature -> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->
<-... repeat as necessary.->
Ex-<-pluralized class name->
<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.
Epic <-class name->
|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->|
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<-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->
Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.
Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.
<-Sample race of your choice-> <-class name-> Starting Package
Weapons: <-Weapon selection for starting at 1st level with this class.->.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|<-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.->.
Playing a <-class name->
Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.
Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
Combat: <-Typical role in combat->.
Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.
<-pluralized class name-> in the World
|“||<-Some quote from a character of this class->||”|
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<-Where characters of this class fit in a d20 world.->
Daily Life: <-day in the life of a character of this class->.
Notables: <-notable NPCs of this class->.
Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.
NPC Reactions: <-How NPCs react to PCs of this class->.
<-class name-> Lore
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|10||<-not so common knowledge->.|
|20||<-very rare information->.|
<-pluralized class name-> in the Game
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
Adaptation: <-Possible variant conceptions of this class.->.
Sample Encounter: <-DM placement for NPCs of this class.->.
EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.