Bluefire Invoker (3.5e Class)
From D&D Wiki
A bluefire invoker is a magic user who has chosen to use their knowledge of planar energy towards producing a few effects useful for combat. Their accrual of knowledge and use of such knowledge regarding planar energy is somewhat similar to that of a warlock. This allows them to use their magic without anywhere near as much effort as more dedicated spellcasters like wizards and clerics, and thus allows them to use it more frequently in exchange for far fewer diverse effects. However, unlike warlocks, they have a much more difficult time learning how to produce more than a scant few effects given the non-sentient source (the plane they are on) of their powers (this suggests that a DM should allow access to alternative effects only through feats or similarly limited resources rather than as class features).
Making a Bluefire Invoker
A bluefire invoker has attack forms that are useful in a large number of situations, but very few of them. It also possesses a basic healing ability.
Abilities: Constitution is important to the bluefire invoker because they are meant to be directly in the fight with the enemy. Intelligence is useful to a bluefire invoker because it makes their attack forms more likely to connect. Dexterity can be useful to a bluefire invoker as it can improve their chances to hit and their defense simultaneously.
Races: Any race with both an interest in magic and combat is particularly likely to be bluefire invokers. Elves more likely than others, but given that their view of magic is usually as a collection rather than specific focus they are not as likely as the more combat focused races that have an interest in magic (they may be interested in bluefire if they are more combat inclined however which tends to be elves with higher dexterity and/or constitution scores).
Alignment: The use of bluefire magic is a matter of knowledge rather than alignment and thus any alignment may be eligible.
Starting Gold: 2d6×10 gp (70 gp).
Starting Age: Simple.
|1st||+0||+0||+0||+2||Bluefire Cube 1d6, Bluefire Palm, Bluefire Touch, Combat Magic Tactics|
|3rd||+2||+1||+1||+3||Bluefire Cube 2d6|
|5th||+3||+1||+1||+4||Bluefire Cube 3d6, Bluefire Touch x2|
|7th||+5||+2||+2||+5||Bluefire Cube 4d6|
|9th||+6/+1||+3||+3||+6||Bluefire Cube 5d6|
|11th||+8/+3||+3||+3||+7||Bluefire Cube 6d6|
|14th||+10/+5||+4||+4||+9||Bluefire Cube 7d6|
|15th||+11/+6/+1||+5||+5||+9||Bluefire Touch x3|
|17th||+12/+7/+2||+5||+5||+10||Bluefire Cube 8d6|
|20th||+15/+10/+5||+6||+6||+12||Bluefire Cube 9d6|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the bluefire invoker.
Weapon and Armor Proficiency: A bluefire invoker is proficient with simple weapons, light armor, and light shields.
Combat Magic Tactics (Ex):
A bluefire invoker has studied how to take advantage of the nature of his magical strikes which provides advantages whenever employing such tactics. The bluefire invoker may add his intelligence modifier (if any) to his attack roll with all touch attacks he makes.
A bluefire invoker can cause a cube of blue fire to engulf enemies with a thought. A bluefire invoker may invoke a 10 foot cube of blue flames out to a distance of up to close range (25 feet + 5 feet per 2 levels). Creatures touched by the flames take 1d6 untyped damage at 1st level (Reflex DC 10 + 1/2 level + Int mod for half damage). The damage dealt by this ability improves by 1d6 every odd level until 11th level (1, 3, 5, 7, 9, 11), thereafter it improves by 1d6 every 3 levels (14, 17, 20, 23, etc.). The flames are partially subject to spell resistance (their damage is halved against successful spell resistance which stacks with a successful reflex save to divide the damage by 4 instead). A bluefire invoker may exclude himself from being hit by his own flames if he voluntarily halves the damage dealt (treat this as all creatures succeeding on their reflex saves, though creatures with evasion and improved evasion must still roll to see if no damage is taken). In cases where the magical component of the flames would not function (such as the bluefire invoker or his target or both being inside an antimagic field), treat the damage as being subject to unpassable spell resistance. Against incorporeal targets, only half of the damage is treated as supernatural (if the target would also benefit from spell resistance or something similar the damage is halved yet again, thus an incorporeal creature with spell resistance unsuccessfully bypassed and a successful reflex save reduces the damage to 1/8th normal). A bluefire invoker has a caster level equal to his class level.
A bluefire invoker may focus his energy into his palms (either or both) to make melee touch attacks that deal damage (as his bluefire cube ability would) upon a successful melee touch attack. These strikes do not allow reflex saves, but are subject to all the other damage impairments that applied to bluefire cube (spell resistance, incorporeal targets, etc.). The bluefire invoker may make as many strikes with this ability as his base attack bonus affords him, but extra attacks (from haste or attacks of opportunity) beyond the number of attacks he could make with his base attack bonus do not benefit from this extra damage.
Bluefire Touch (Su):
A bluefire invoker can seemingly burn away wounds (his own or those of others) by touch. Each day he can heal a total number of hit points of damage equal to 1/2 x his bluefire invoker level × spellcraft check (made once per day, but it must be made before this ability can be used). A bluefire invoker may choose to divide his healing among multiple recipients, and he doesn’t have to use it all at once. Using bluefire touch is a standard action.
At 5th level, multiply the amount of healing this ability can produce by 2. At 15th level and every 10 levels thereafter, increase this multiplier by 1 (3x at 15th level).
Bluefire Invoker Feats
Extra Bluefire Cube [Bluefire]
You can invoke an additional bluefire cube.
Bluefire Cube 5d6.
You can invoke an additional bluefire cube within close range when using that ability.
You can cause the two cubes to overlap, but a creature caught in both cubes takes damage from only one of them.
Fire of Life [Bluefire]
The power of your magic causes your wounds to heal almost as quickly as you receive them.
Inner Bluefire, Bluefire Cube 2d6, Bluefire Touch x2.
You may use your bluefire touch on yourself as a swift action.
Inner Bluefire [Bluefire]
Your ability to connect to planar energy resonates within your own body granting offensive and defensive benefits.
Bluefire Cube 2d6.
Your bluefire attacks deal an extra 1d6 damage. You may also add your intelligence modifier (if any) to any fortitude saves you make.
This improved damage for bluefire attacks does not affect prerequisites for other feats.
Pale Bluefire [Bluefire]
You can invoke bluefire with a slightly different hue to burn incorporeal targets more effectively.
Bluefire Cube 2d6.
Your bluefire attacks treat incorporeal targets as being corporeal for the purpose of damaging them and have a 100% chance to affect them normally (similar to a ghost touch weapon).
Epic Bluefire Invoker
|23rd||Bonus Feat, Bluefire Cube 10d6|
|25th||Bluefire Touch x4|
|26th||Bonus Feat, Bluefire Cube 11d6|
|29th||Bonus Feat, Bluefire Cube 12d6|
4 + Int modifier skill points per level.
Combat Magic Tactics: A bluefire invoker continues to add his intelligence modifier on touch attack rolls as normal.
Bluefire Cube: The damage dealt by this ability improves by 1d6 every 3 levels after 20th as normal.
Bluefire Palm: The damage dealt by this ability is tied to the damage of bluefire cube as normal.
Bluefire Touch: The amount of healing capacity multiplier improves by 1 every 10 levels after 15th as normal.
Bonus Feats: The epic bluefire invoker gains a bonus feat every 3 levels after 20th.
Playing a Bluefire Invoker
Religion: A bluefire invoker is likely to revere deities with portfolios involving combat, fire, knowledge, and magic. However, they could simply be interested in using their abilities for their own ends or for certain causes.
Other Classes: Wizards and similar casters who gather knowledge view bluefire invokers as falling far short of their potential. Casters who focus more on combat (such as warlocks) can appreciate the use of magic that bluefire invokers are known for. Barbarians and dedicated mundane fighters may view such reliance on magic as weak. However, all classes tend to appreciate the healing abilities of bluefire invokers.
Combat: A bluefire invoker should be right at the front lines against enemies. They can heal an ally who is badly injured if necessary to keep them in the fight.
Advancement: A bluefire invoker tends to stay true to their path without many deviations. A wizard or other caster with an interest in touch attack spells may briefly study their ways, but most are loath to sacrifice their casting potential for this benefit.
Bluefire Invoker Lore
Characters with ranks in Knowledge (The Planes) can research bluefire invokers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Bluefire invokers channel planar energy into a select few effects.|
|10||Bluefire invokers are capable of healing injuries by seemingly burning them away. What actually occurs is an adaptation of planar energy into something similar to positive energy.|
|15||Bluefire invokers can use their abilities even in situations where magic is impeded for one reason or another, but with reduced effectiveness.|
|20||Bluefire invokers mainly tap into planar energy of the plane they are on to produce effects, but skilled ones are even capable of tapping into other planes through which their body has a connection (such as the four elemental planes and the astral plane as it relates to the realm of thoughts).|
Bluefire Invokers in the Game
Both PC and NPC bluefire invokers are generally used to fill the roles of hired swords with a bit of magical ability. Their skill selection allows them to contribute in a decent number of situations outside of combat as necessary.