Flare Knight (3.5e Class)
From D&D Wiki
A flare knight is a warrior for combines his physical skills with various fire-based abilities to destroy his enemy. Most flare knights exist for battle; they know this and don't fight what it is in their nature to be.
Making a Flare Knight
A flare knight is not so one dimensional that when it comes down to it he will literally be forced to fight fire with fire. The flare knight possesses a range of abilities, most of which only have combat utility, but that allow him to kill things in more ways than just searing their flesh off. Flare knights do not have any particular weak points. Typically, a flare knight takes the role of frontline fighter and combines best with wizards, rogues, and clerics.
Abilities: Strength and Dexterity are important to the Flare Knight, just as they would be to any combat specialist, but they are not his primary abilities. The most important abilities for a flare knight are Constitution, which is important for durability given the strain that is inherent in his psychic abilities, and Charisma, which is the determining statistic for the rest of his abilities. Wisdom and Intelligence both have uses in that they contribute to the flare knight's psychic abilities in different ways.
Races: Flare knights are most typically human. Other races may become flare knights but humans are the most common.
Starting Gold: 2d8 ×10 gp (90 gp).
Starting Age: Simple
|1st||+0||+2||+2||+2||Ignition, Pyrogenesis, Trial by Fire 5|
|2nd||+1||+2||+2||+2||Combustion, Flame Manipulation|
|3rd||+2||+3||+3||+3||Trial by Fire 10, Smokescreen|
|4th||+3||+3||+3||+3||Aureola (First Degree), Thermal Radiation|
|5th||+3||+3||+3||+3||Imbue Weapon, Ashes to Ashes|
|7th||+5||+4||+4||+4||Trial by Fire 20|
|10th||+7/+2||+5||+5||+5||Aureola (Second Degree)|
|11th||+8/+3||+5||+5||+5||Fire Jump 20, Shimmer's Caper, Trial by Fire 30|
|12th||+9/+4||+6||+6||+6||Fiery Discorporation, Scorched Earth|
|13th||+9/+4||+6||+6||+6||Fire Jump 40, Cathartic Inferno|
|14th||+10/+5||+6||+6||+6||Conflagration's Clown Fish|
|15th||+11/+6/+1||+7||+7||+7||Fire Jump 80, Ash Cat|
|16th||+12/+7/+2||+7||+7||+7||Aureola (Third Degree)|
|17th||+13/+8/+3||+7||+7||+7||Fire Jump 160, Tears of the Phoenix|
|19th||+14/+9/+4||+8||+8||+8||Fire Jump 320, Lambent Caprice|
|20th||+15/+10/+5||+8||+8||+8||Baptism of Fire|
Class Skills (<-number of skill points-> + Int modifier per level, ×4 at 1st level)
Any skill with one or more asterisks is not gained (and therefore points cannot be invested in it) until the level listed after the skill in parentheses.
*A flare knight does not teleport arrows away from himself. Instead he incinerates them mid-flight.
All of the following are class features of the Flare Knight.
Weapon and Armor Proficiency: A flare knight is proficient with all simple and martial weapons, light and medium armors, and all shield except tower shields.
Trial by Fire (Ex): At first level the flare knight gains fire resistance 5. This improves to 10 at level three, 20 at level seven, and then 30 at level 11. This ability is superseded by Conflagration’s Clown Fish at level 14.
Flame Manipulation (Ps): At second level the flare knight may alter the color of any flame that is within a 20' radius of his person. The area that the flare knight influences in radius by 10' per level beyond two. Using this ability is a free action.
Smokescreen (Ex): By exuding steam from his pores, a flare knight may create the effect of an obscuring mist spell as a wizard of his flare knight level a number of times per day equal to his Constitution modifier × 2. This is a standard action that fatigues the flare knight, although he may recover from this fatigue or prevent it by drinking 50 fluid ounces of water either after or before he completes this action. If the water is consumed beforehand, the smokescreen must be delivered within an hour of consumption (which itself must not take more than one hour). Attempting to use this ability more than the allotted amount causes 1d4 Constitution and Strength damage.
Aureola (Ps): As a swift action a flare knight may surround himself with a shimmering golden aura, which lasts for a number of round equal to his flare knight level plus his Charisma modifier, multiplied by two. The flare knight may use all of the rounds at once or distribute them over a number of uses. At the end of each of his rounds the flare knight must declare whether or not he will maintain the aureola into the next round. From the beginning of the flare knight's move the the beginning of his next move is considered one round. If activated during an opponent's action, one round is considered from that point until the beginning of the end of the flare knight's next action, at which point he must decide whether or not to maintain it.
- First Degree: At the first degree, a flare knight's aureola functions as a light spell as cast by a wizard of his level, adds two to the flare knight's Charisma, grants the flare knight a blur effect, and adds a -5 circumstance penalty of Hide checks.
- Second Degree: With the second degree, the aureola functions as a daylight spell as cast by a wizard of his level, adds four to the flare knight's Charisma, grants the flare knight blur and fire shield: red effects (as cast by a wizard of his level), and a -10 circumstance penalty on Hide checks.
- Third Degree: At the third and final degree, the aureola acts as a sunburst spell centered on the flare knight the first time it is activated in any encounter, after which it functions as a daylight spell. Both of these affects are treated as being cast by a wizard of level equal to the flare knight. This degree also grants the flare knight a +6 enhancement to his Charisma, acts as blur, fire shield: red, and the energy retort power (fire only), as well as giving the flare knight a -20 circumstance penalty on Hide checks.
Thermal Radiation (Ex): At fourth level, a flare knight gains the ability to affect the temperature of the air surrounding him. This functions as an endure elements (heat or cold only) spell within a 20' radius as the flare knight either exudes heat from his body or sucks the latent heat out of the area.
Ashes to Ashes (Su): A foe slain by a flare knight cannot be raised as an undead.
Intumescent (Ps): When wielding a weapon composed entirely of metal a flare knight can forcibly heat it, causing it to expand. The weapon is still considered to be its original size in terms of its weight and the flare knight's ability to wield it, but it deals damage as if it were one size larger and also deals 1d4 fire damage with each hit.
Windborne Ember (Ex): A flare knight gains the Psychoportation feat. The flare knight also gains the blink teleport skill. When the flare knight uses this ability he disappears and reappears in a shimmer of light. This effect is purely cosmetic and has no effect on this nature of this skill.
Steam Explosion (Ps): When targeted with or in the area of any effect that deals cold damage, a flare knight may make a attempt to cancel that effect. The flare knight and his opponent make opposing rolls. If the flare knight's roll is higher, the cold effect in negated as it sublimates into steam. The flare knight's roll is d20 + Flare Knight level + Charisma modifier. The entity responsible for the cold effect's check is d20 + Caster level/HD total + relevant ability score modifier.
Fire Jump (Ps): A flare knight can move to open open flame to another by stepping through a flame on his end. This is a standard action that can be used at will.
Shimmer's Caper (Ps):A flare knight can use the dimension door ability at will. When using this ability the flare knight shines brightly and then winks outs of visibility, reappearing at the location prescribed at the end of the ability. This ability costs the flare knight 2d4 strain damage. Using this ability is a standard action that provokes an attack of opportunity at the point of re-entry if any creature threatens that square and would be aware of the flare knight as he materialized.
Scorched Earth (Ps): A number of times per day equal to his Charisma modifier (or one if negative), a flare knight can invoke a ruby-colored ray that functions akin to a disintegrate spell except that the targeted creature's equipment is affected as well. This is a standard action.
Cathartic Inferno (Ps): A number of times per day equal to his Charisma modifier (or one if negative), a flare knight may invoke a fireball of brilliant white flame centered on his person as a full-round action. This functions as an area effect dispel magic with a caster level equal to the flare knight's level. The diameter of the fireball is 10 ft per flare knight level and the range of the area dispel is equal to the range of the fireball. These flames do no damage.
Conflagration's Clown Fish (Ex): The flare knight's fire resistance is replaced by fire immunity. The flare knight takes no damage from normal or magical fire.
Ash Cat (Ps): By taking the ashes out of the surrounding area, a flare knight can surround himself with a protective barrier of ashes. This functions as a blade barrier spell with a caster level equal to the flare knight's level. Activating this ability is a free action. This ability can be used a number times per day equal to the flare knight's Charisma modifier, or one if it is negative.
Tears of the Phoenix (Ps): Starting at 17th level, a flare knight has regeneration 3 as long as he in a situation in which a creature without fire resistance would take fire damage. This only applies to lasting flames, not instantaneous effects such as fireball or burning hands.
Lambent Caprice (Ps): When a flare knight chooses to use his Shimmer's Caper ability, he may elect to leave a photon trail. If he does so, the flare knight separates into a number of beams of light equal to his Charisma modifier, if positive, or one, if otherwise. These beams arc from his current position to his new position, each dealing 1d4 damage through the area which they affect. These beams may target more than one creature, although the targets cannot be further than half the total distance traveled removed from the line of travel. For example, if a flare knight were to use this ability to move 50 feet straight forward, all viable targets would be between 0 and 50 feet in front of him and within 25 feet to his left or right within that area. This ability is a standard action that can be used at will and costs an additional 1d4 strain points.
Baptism of Fire (Ps): A flare knight may now activate or deactivate his aureola without limits.
Epic Flare Knight
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|25th||<-any improvements to class features gained at this level, including any bonus feats->|
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|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->
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 Flare Knight Bonus Feat List: <-list of bonus epic feats->.
Human Flare Knight Starting Package
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbrieviated key ability->||<-armor check penalty based on starting armor. If innapplicable put "—"->|
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbrieviated key ability->|| <-armor check penalty based on starting armor. If innapplicable 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: Chain Mail,Box of matches(or kindling), 3 days trail rations,Bedroll.
Playing a Flare Knight
Religion: Flare knights dont mainly fit into religion for they have the tendency to go against many religious Rules and Prophecies.
Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
Combat: Mainly tank with there armor proficiency and there ability to burn up arrows.
Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.
Flare Knights in the World
|“||Smells like *sniffs air* Victory||”|
|—<-Jacob Seacon->, <-Jungle Elf -> <-Flare knight->|
<-Where characters of this class fit in a d20 world.->
Daily Life: A flare knight mainly hangs around any where that fire is and destruction.
Notables: <-notable NPCs of this class->.
Organizations: <-info on what, where, when, and how characters of this class congregtate and assemble->.
NPC Reactions: Most NPCs will act cautious towards flare knights for the reason of the natural tendency to catch flame to anything that is burnable Clerics are mainly against the rational urges to burn.
Flare Knight Lore
Characters with ranks in Knowledge: Psionics can research flare knights 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->.|
Flare Knights 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 whatever: <-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.->.