Sacred Fire (3.5e Class)
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|Editing:||THIS CLASS IS UNFINISHED. PLEASE DO NOT ENTER IT IN ANY LISTS YET.|
 Sacred Fire
Some individuals with strong faith and an interest in arcane spellcasting forgo the rigors of wizard training to serve their gods as Sacred Fires. Sacred Fires study the divine through the same methods that wizards study the arcane. Their approach to the study of a cleric's magic unlocks a special power that is both divine and arcane: the Sacred Fire, after which the class takes it's name. Simply put, the Sacred Fire itself is arcane magic channeled through divine grace. Whether the fire is a discreet entity with intelligence all it's own or merely a different emanation of the same power clerics draw on is a subject of debate among Sacred Fires. The spells provided by the fire are both arcane and divine in nature, and seem to be best suited for creating light and flame, bolstering allies, or hindering evil outsiders and evil spellcasters. The fire refuses to grant any spells that create magical darkness, trick and befuddle opponents, or manipulate necromancy in any way.
Though they cannot stand up as well in a straight fight as a full cleric could, nor do they wield as much raw power as a wizard, they provide a unique balance of arcane magic, divine power, and combat prowess.
 Making a Sacred Fire
Sacred Fires are unique because they are both divine and arcane spellcasters. They draw their spell power from the divine realms down through a powerful Sacred Focus item, which they use at all times.
Abilities: Wisdom is the most important ability score for a Sacred Fire, as it determines their number of spells per day. Constitution and Dexterity are secondary, as a Sacred Fire will often be at the forefront of a battle wearing no armor, with only his Sacred Focus to protect him.
Races: Members of various races are just as likely to join the Sacred Fire class as they are to become clerics.
Alignment: Any good.
Starting Gold: <-starting gold; YdZ->×10 gp (<-average starting gold. This calculated by multiplying the number of die rolls by the die size plus one and mulitplying the result by 5 [Y × (Z + 1) × 5].-> gp).
|Saving Throws||Special||Spells per Day|
|1st||+0||+2||+0||+2||Turn or Rebuke Undead||3||1+1||—||—||—||—||—||—||—||—|
Class Skills (2 + Int modifier per level, ×4 at 1st level)
 Class Features
<-fluff about class features->. All of the following are class features of the Sacred Fire.
Weapon and Armor Proficiency: The Sacred Fire is proficient in all Simple and Martial weapons. The Sacred Fire is not proficient in any armor or shields and loses access to many of his class features when he is wearing armor or using a shield.
Sacred Focus: A Sacred Fire channels his spells through a Sacred Focus, an item unique to him that he has blessed and prepared for this purpose. Indeed, the Sacred Focus is one of the reasons he is able to merge the arcane and divine into a single source of power. Whenever he casts a spell, the Sacred Fire must hold his Sacred Focus in his off-hand. If he does not, he must make a DC 15 + spell's level Concentration check or the spell fails. Any non-magical item can serve as a Sacred Focus, but the Sacred Fire must consecrate it in a ceremony that takes a full hour and requires material components costing 25gp per caster level. Thereafter, the item can serve as a Sacred Focus for the character indefinitely. A Sacred Fire may have only one item so consecrated at any time. If the character loses his Sacred Focus or (more likely) it is stolen from him, he can consecrate a new item, but he must wait 24 hours since the last time he performed the ceremony.
Some traditional focus items for the Sacred fire are a holy symbol of his god on a chain, a censer, a torch, and the skull of a fallen hero. The most common of all is an ornately decorated quarterstaff. If a Sacred Fire uses a quarterstaff as his Sacred Focus, he may hold it in his off-hand and does not incur two-weapon fighting penalties for doing so, though he cannot make attacks with it.
Consecrated Shield: Whenever a Sacred Fire holds his Sacred Focus in his off-hand, it provides him with a +3 shield bonus to his Armor Class. This bonus increases by +1 every three levels thereafter (at 4th, 7th, 10th, and so on).
Everlight: As a free action, when holding his Sacred Focus, a Sacred Fire can cause it to radiate light as though a Daylight spell had been cast on it. He may do this once per day. At third level, he may do this even when not holding the Focus.
Twinsouled: By virtue of studying the divine in the way that a wizard studies the arcane, the Sacred Fire can catch boons and avoid banes to both. Whenever an effect applies to arcane spellcasters, the Sacred Fire may choose whether he is considered an arcane or divine spellcaster for the purposes of that effect. He can do the same whenever an effect applies to divine spellcasters. He may also chose to be considered both for the same effect, but he must choose at least one.
Spells: A Sacred Fire casts spells that are drawn from the Sacred Fire spell list. As a unique feature of the class, these spells are both arcane and divine. A Sacred Fire must choose and prepare his spells in advance (see below).
To prepare or cast a spell, a Sacred Fire must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Sacred Fire’s spell is 10 + the spell level + the Sacred Fire’s Wisdom modifier. Sacred Fires choose their spells from the following list:
1st—<-spells, spells, spells->
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5th—<-spells, spells, spells->
6th—<-spells, spells, spells->
7th—<-spells, spells, spells->
8th—<-spells, spells, spells->
9th—<-spells, spells, spells->
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->
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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.
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<-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->
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|22nd||<-any improvements to class features gained at this level, including any bonus feats->|
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|30th||<-any improvements to class features gained at this level, including any bonus feats->|
<-number of skill points-> + Int modifier skill points per level.
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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->||<-Abbrieviated key ability->||<-armor check penalty based on starting armor. If innapplicable put "—"->|
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Feat: <-1st-level feat selection->.
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Gear: <-Starting armor and other equipment outside of weapons.->.
Gold: <-Starting gold using this package.->.
 Campaign Information
 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->.
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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.
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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.->.