Fire Disciple (3.5e Class)

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Fire Disciple[edit]

Fire is perfect, so wild and uncontrollable. That is the word of a Fire Disciple. They are one with fire, and fire is one with them. They are found from the volcanoes of the north to the dry, hot deserts of the south. A Fire Disciple can be found liveing in harmony with fire.

Making a Fire Disciple[edit]

A fire disciple can be very good at dealing damage with his psychic attacks, though his melee attacks might not be as strong, a Fire Disciple is good for attacks from the back of the group to back up the melee fighters. Fire Disciples can come off quite odd at first look because they always talk about fire and all its greatness.

Abilities: Charisma is important for the Fire Disciple because it gives him more power points to use. Constitution would be important because it gives the Fire Disciple extra health, because usually it has a low armor class. Dexterity is also important because it lends the Fire Disciple a higher armor class.

Races: Can be a character from any race who has a passion for fire.

Alignment: Any chaotic.

Starting Gold: 4d4×10 gp (100 gp).

Starting Age: Complex.

Table: The Fire Disciple

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Power
Maximum Power
Level Known
Fort Ref Will
1st +0 +2 +0 +2 Fiery Discipline +1 01 1 1st
2nd +1 +3 +0 +3 Fiery Blast 2d8 1 2 1st
3rd +2 +3 +1 +3 Fiery Discipline +2 3 3 1st
4th +3 +4 +1 +4 Fiery Restistance 10 5 4 2nd
5th +3 +4 +1 +4 Fiery Discipline +3 7 5 2nd
6th +4 +5 +2 +5 Fiery Blast 4d8 11 6 2nd
7th +5 +5 +2 +5 Fiery Discipline +4 15 7 3rd
8th +6/+1 +6 +2 +6 Fiery Restistance 30 19 8 3rd
9th +6/+1 +6 +3 +6 Fiery Discipline +5 23 9 3rd
10th +7/+2 +7 +3 +7 Fiery Blast 6d8 27 10 4th
11th +8/+3 +7 +3 +7 Fiery Discipline +6 35 11 4th
12th +9/+4 +8 +4 +8 Fiery Restistance 50 43 12 4th
13th +9/+4 +8 +4 +8 Fiery Discipline +7 51 13 5th
14th +10/+5 +9 +4 +9 Fiery Blast 8d8 59 14 5th
15th +11/+6/+1 +9 +5 +9 Fiery Discipline +8 67 15 5th
16th +12/+7/+2 +10 +5 +10 Fiery Restistance 70 79 16 6th
17th +12/+7/+2 +10 +5 +10 Fiery Discipline +9 91 17 6th
18th +13/+8/+3 +11 +6 +11 Fiery Blast 10d8 103 18 6th
19th +14/+9/+4 +11 +6 +11 Fiery Discipline +10 115 19 6th
20th +15/+10/+5 +12 +6 +12 Master of the Flame, Fiery Blast 12d8 127 20 6th
1 — A Fire Disciple gains no power points from his class at 1st level. However, he does add any bonus power points he gains from a high Charisma score, his race, and feats or other sources to his reserve. He can use these power points (if any) to manifest his power.

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Craft (alchemy) (Int), Decipher Script (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (psionics) (Int), Knowledge (the planes) (Int), Psicraft (Int), Sense Motive (Wis), Use Psionic Device (Cha).

Class Features[edit]

All of the following are class features of the Fire Disciple.

Weapon and Armor Proficiency: The Fire Disciple is proficient with light armor and the Dagger, Mace (light, heavy), Morningstar, Quarterstaff, Sling, Handaxe, Battleaxe, Shortsword, Longsword, Rapier, Halberd, Ranseur, Longbow, Shortbow, Whip.

Power Points/Day: A Fire Disciple’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 Charisma 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: A fire Disciple canmanifest psionic powers: save DCs are chrisma based, andyou need to have a high charisma score to manifest powers. Fire Disciples choose their powers from the following list:

1st—Control Flames, Control Light, Psionic Daze, Energy Ray2, My Light

2nd—Elfsight, Energy Push2, Energy Stun2, Psionic Identify, Mental Disruption, Psionic Tongues, Psionic Darkvision, Specified Energy Adaptation, SRD:Energy Missile2

3rd—Dispel Psionics, Energy Bolt2, Energy Burst2, Energy Retort2, Energy Wall2, Eradicate Invisibility, Exhalation of the Red Dragon, Energy Cone2

4th—Energy Adaptation2, Weapon of Energy2, Energy Ball2

5th—Adapt Body, Power Resistance, Psionic True Seeing, Energy Current2, Fiery Discorporation

6th—Breath of the Red Dragon, Greater Psionic Fabricate, Null Psionics Field

2 — Unlike other classes, a Fire Disciple can only use fire energy in all of the indicated powers with the little 2 by them.

Maximum Power Level Known: This column determines the highest level power he can learn at this level.

To learn or manifest a power, a Fire Disciple must have an Charisma score of at least 10 + the power’s level.

Fiery Discipline (Ex): A Fire Disciple is so used to spending time around fire and heat that starting at first level, and increasing every two levels after (3, 5, 7, 9, 11, 13, 15, 17, 19) the Fire Disciple gains a bonus to saving throws against heat and fire.

Fiery Blast (Ps): Starting at 2nd level a Fire Disciple can create a psionic blast of fire dealing 2d8 fire damage, 4d8 fire damage at 6th level, 6d8 fire damage at 10th level, 8d8 fire damage at 14th level, and 10d8 fire damage at 18th level. This ability increases once more at 30th level to 12d8. Making a succsessful reflex save halves the damage. The reflex is equal to 10+1/2 Fire Disciple level+Dexterity modifier.

Fiery Resistance (Su): Starting at 4th level, because the Fire Disciple is so intune with fire that he gains restistance to fire equal to 10, then 30 at 8th level, 50 at 12th level, and 70 at 16th level.

Master of the Flame (Ps): 5/day-At 20th level a Fire Disciple has gained such controll over fire that he can controll flames and creatures with the fire subtype for 3+Chrisma Modifier rounds. If he wishes to controll a creature with the fire subtype, then the creature he is attempting to controll must make a will save of 10 + 1/2 Fire Disciple Level + Charisma Modifier. If the Creature successfully makes the will save it can not be affected by that same Fire Disciple's Master of the Flame ability for 24 hours. Here is an example of what he could controll, he can cause a flame to to move from on torch to another, or controll a fire elemental to make it attack his enemies.

Ex-Fire Disciples[edit]

If a character becomes non-chaotic in alignment, or he discontinues to respect fire he no longer can take levels in the Fire Disciple class and looses all abilities except weapon and armor proficeincy until he atones.

The Epic Fire Disciple[edit]

Table: The Epic Fire Disciple

Hit Die: d6

Level Special
21st Fiery Discipline +11
22nd Fiery Blast 14d8, Fiery Resistance 90
23rd Fiery Discipline +12, Bonus Feat
24th Fiery Blast 16d8
25th Fiery Discipline +13
26th Fiery Blast 18d8, Bonus Feat
27th Fiery Discipline +14
28th Fiery Blast 20d8
29th Fiery Discipline +15, Bonus Feat
30th Fiery Blast 22d8, Bonus Feat

2 + Int modifier skill points per level.

Fiery Discipline (Ex): At 21st level this ability increases just like it did before.

Fiery Resistance (Su): At 22nd level, this ability increases to 90 fire resistance.

Fiery Blast (Ps): At 22nd level this ability in creases by two die and is the same except that it increases every other level now (22, 24, 26, 28, 30).

Bonus Feats: The epic Fire Disciple gains a bonus feat (selected from the list of epic Fire Disciple bonus feats) every three levels after 20th (23, 26, 29) and also at level 30.

Epic Fire Disciple Bonus Feat List: Multifocus, Epic Expanded Knowledge, Epic Psionic Focus, Improved Manifestation, Improved Metapsionics, and Power Knowledge.

Human Fire Disciple Starting Package[edit]

Armor: Studded Leather (+3 AC, armor check penalty -1, speed 30ft., 20lb.)

Weapons: Halberd (1d10, crit. ×3, 12lb., two-handed, piercing or slashing), Longbow (1d8, crit. ×3, 3lb., two-handed, piercing).

Skill Selection: Pick a number of skills equal to 2 + Int modifier.

Skill Ranks Ability Armor
Autohypnosis 4 Wis
Concentration 4 Con
Craft (alchemy) 4 Int
Intimidate 4 Cha
Knowledge (psionics) 4 Int
Knowledge (the planes) 4 Int
Psicraft 4 Int
Search 2 Wis
Senese Motive 4 Wis
Spot 2 Wis
Listen 2 Wis

Feat: Toughness.

Bonus Feat (human): Wild Talent.

Gear: Backpack with bedroll, three torches, an inkpen, a 1 oz. vial of ink, and one day's trail rations. Case with three sheets of parchment. Sack with flint and steel.

Gold: 4d6gp.

Campaign Information[edit]

Fire Disciple Lore[edit]

Characters with ranks in Knowledge (psionics) can research Fire Disciples to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (psionics)
DC Result
5 Fire Disciples share a close bond with fire.
10 A Fire Disciple's psionics most often deal with fire.
15 Fire Disciples can generate a blast of fire from their minds.
20 Fire Disciples are so close to fire that they have developed a resistance to it.
25 Powerful Fire Disciples are so in tune with fire that they can even control it.

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