Talk:Flare Knight (3.5e Class)
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For those who find the BAB and saves odd, this is my first crossover into a different type of custom material, which was inspired by looking at Frank and K's work. So if it seems a little powerful, that's why (and it might be a little tame by their standards). -- Jota 19:48, 3 February 2009 (MST)
I thnik this class is very cool, but I don't have any experience with psionics so I can't really suggest anything there. -- ThunderGod Cid 05:27, 15 February 2009 (MST)
- The psionics really aren't a big factor, to be honest. You just can't manipulate fire without some kind of special ability, so it was magic or psionics. I pick the latter. Beyond the variant rules which you can read by accessing the links in the page, don't read into it too much. -- Jota 09:55, 15 February 2009 (MST)
I suggest specifically saying that the disintegrate effect from scorched earth deals fire damage if it's supposed to, since the spell itself deals Unspecified damage. If it's not supposed to deal fire damage, then it's fin the way it is. -- ThunderGod Cid 05:27, 15 February 2009 (MST)
- I'll get around to changing that in a bit if I think you're right. -- Jota 09:55, 15 February 2009 (MST)
To continue along with the sun/heat theme, you could look at the Snn Domain if you haven't already (spells like heat metal, sunbeam, etc.). -- ThunderGod Cid 05:27, 15 February 2009 (MST)
- I considered spell-casting in general as an addition but decided against it. I didn't want too many abilities because I wanted to avoid what happened with one of my other classes (excessive abilities). -- Jota 09:55, 15 February 2009 (MST)
Even if you go with the sun theme, I have trouble seeing photosynthesis as an ability for this class, since even though his powers have sun-like effects he doesn't seem to draw any other power directly from the sun. -ThunderGod Cid 05:27, 15 February 2009 (MST)
- I may just get rid of it entirely and try to tone the class down a bit to fit non-Tome rules. We'll see. -- Jota 09:55, 15 February 2009 (MST)
Yeah, to be honest I'm not entirely sure where I was going with it. I really like the first half or so, but while I still like the rest, I'm not feeling it quite as much as the first half. I originally had an ability called Intumescent Strike (roughly 11th level, I think) which was going to be a heat metal delivered by touch attack that also caused armor to expand, reducing it's AC bonus and max Dexterity modifier. I don't remember why I took it out (probably because there are lots of unique abilities already), but on whole the class is still very raw and needs input from many sources (such as yourself) before it will be considered finalized. To address your points more specifically, see above. I appreciate the feedback. -- Jota 09:55, 15 February 2009 (MST)
Scorched Earth might be a little powerful. Assuming a level 12 flare knight with 20 Charisma could use it 5 times per day, dealing 24d6 damage per use (disintegrate deals 2d6 per caster level, as I'm sure you know). That will hurt like hell, and he could use it more often than a wizard of the same level could.
Plus, perhaps Tears of the Pheonix should grant him fast healing instead of regeneration, since regeneration only heals non-lethal damage while fast healing just heals (I'm pretty sure that's how it goes).
-ThunderGod Cid 14:05, 19 February 2009 (MST)
I put up the links to all of the class features for you. -ThunderGod Cid 05:26, 20 February 2009 (MST)