Ignition fighter (3.5e Class)
From D&D Wiki
- 1 Ignition fighter
Practicing deep in the holds of volcanos, some creatures have mastered the art of using their anger as a weapon itself, with the aid of the fire in the land these people have learned to embrace the flames that hug their body, effectively lighting themselves on fire. With these flames they cause their enemies to burn just as their anger does inside of them
Making an Ignition fighter
Ignition fighters have proven themselves over and over again to be formidable fighters along the battlefield. Due to their destructive potential, they burn and wreck havoc amongst the enemies on the front lines. While Ignition fighters generally have a vast power of destructive force, they also pose a threat to the unwary party member, potentially causing a vast amount of friendly fire.
Abilities: Constitution is the most vital ability score for the ignition fighter, causing them to stay in the fight for longer as well as having their class abilities centered around it. Strength allows the Ignition fighter to deal more destruction on the battlefield. wisdom allows the ignition fighter to overcome their low will saves.
Alignment: Ignition fighters always find themselves to be chaotic in nature, but not necessarily evil.
Starting Gold: 4d4x10 gp 100gp
Starting Age: "Moderate"; as fighter.
|1st||+1||+2||+2||+0||Natural Ignition,Brutal Flames +d6|
|2nd||+2||+3||+3||+0||Ignition Power Attack|
|4th||+4||+4||+4||+1||Fire resistance 5, Explosive|
|6th||+6/1||+5||+5||+2||Brutal Flames+2d6, Timebomb2d8|
|8th||+8/3||+6||+6||+2||Fire resistance 10|
|12th||+12/7/2||+8||+8||+4||fire resistance 15|
|16th||+16/11/6/1||+10||+10||+5||fire resistance 20, brutal flames+4d6|
|20th||+20/15/10/5||+12||+12||+6||timebomb4d10, immune to fire|
All of the following are class features of the Ignition fighter.
Natural Ignition: Taking a level in this class magically imbues the character with the natural ability to produce a odorless flamable gas through their pores. Any flame or spark within one foot of the character will cause them to burst into flames, the character is immune to this fire damage. While the character is ignited he may benefit from all class abilities available to him, as well as causing any creature that touches him with a natural weapon or fist, to be dealt 1d6 fire damage. To suppress the natural gas a dc 10 concentration check is required for every ten minutes of suppression. The flames that souround the character during ignition do effect the items and clothing they have on their person.
brutal flames: When the character is ignited, the flames from their body swirl and enhance any melee weapon that they hold. Whenever they hit with this weapon they deal additional fire damage, depending on level.
ignition power attack: The ignition fighter gains power attack as a bonus feat. When the ignition fighter uses power attack with a one-handed weapon, they may treat their weapon as a two-handed weapon for damage purposes. When power attack is used with a two-handed weapon, they deal 3xtimes as much damage given through the feat, instead of 2x.
explosive: When the character ignitions, they may choose to expend a considerable amount of their flammable gas to cause an explosion. The explosion deals 1d6 fire damage per two level, with a radius of 5ft/two level
timebomb: During this time, the character may spend a move equivalent action to hinder their natural gas (concentration check needed) they then may continue to hold the gas for a much larger explosion depending on how long they hold it. THe longer they hold it the harder it becomes to hold in the gas,dc= 10+1/round holding. The damage that they deal when they finally unleash the gas in a firey explosion deals 2d8 fire damage per round held, with a radius of 5ft/round held.
underwater fire: At level seven, the fire that burns from an ignition fighter becomes so hot that they may continue to burn, even when underwater. However when they are under water all fire damage that they deal are halved.
firewalk: The character may use the fire around them to magically transport them through the flames and explode from a nearby flame. When they do this, they must enter through a flame that can fit their entire body, the flame that they exit out from must be within 10ft/level of the original flame. This ability can be used 3times per day as a supernatural ability.
burning bodies: When ignited, an anger grows in the character, making them more powerful when surounded by an enemy. The character gains a +1 morale bonus for every enemy that occupies an adjacent square.(max 8)
immune to fire: The character is now 100% immune to all fire.
Epic <-class name->
|22nd||brutal flames 5d6|
<-number of skill points-> + Int modifier skill points per level.
Bonus Feats: The epic Ignition fighter gains a bonus feat every four levels after 20th.
Furbolg ignition fighter 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->||<-Abbreviated key ability->||<-armor check penalty based on starting armor. If inapplicable put "—"->|
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbreviated key ability->||<-armor check penalty based on starting armor. If inapplicable 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: <-Starting armor and other equipment outside of weapons.->.
Gold: <-Starting gold using this package.->.
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->.
Ignition Fighter's in the World
|“||"So, you want to fight? Alright, I'll have fun incinerating you into nothing!"||”|
|—Reject, Furbolg Ignition Fighter|
Where characters of this class fit in a d20 world.
Daily Life: An Ignition Fighter's life is set mostly on the battlefield, but they do enjoy down time from the pains of fighting. They can be found in taverns usually, and away from any source of fire as it might accidentally set them ablaze.
Organizations: Due to the incredibly low number of Ignition Fighter's in the world, they do not congregate to any form of meetings. If two Ignition Fighter's were to meet, they may exchange hand shakes and be in their way, save for a mutual enemy that they wish to kill.
NPC Reactions: NPC's may have no reaction to Ignition Fighter's when they are not on fire, and are treated as any other person. However, when they do ignite themselves, NPC's will try to get away or stare in awe. Or both, both works.
<-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.
|10||<-not so common knowledge->.|
|20||<-very rare information->.|
<-pluralized class name-> 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 : <-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.->.