Living Flame Disciple (3.5e Class)

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Living Flame Disciple[edit]

<-general description->.

Making a Living Flame Disciple[edit]

Abilities: Charisma adds to damage, Constitution adds to survivability and Flare uses. Dex or Str may then be used based on chosen combat style.

Races: Any.

Alignment: Any, though leanings toward Chaotic and/or Evil.

Starting Gold: 4d4×10 gp (100 gp)

Starting Age:as Sorcerer

Table: The Living Flame Disciple

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +2 +0 Inner Fire, Fire Fists, Fire Weapons
2nd +1 +3 +3 +0 Flame Stride
3rd +2 +3 +3 +1 Fire Mark
4th +3 +4 +4 +1 Absorb Fire
5th +3 +4 +4 +1 Soul Fire, Fire Control
6th +4 +5 +5 +2 Leaping Embers
7th +5 +5 +5 +2 Flare
8th +6/+1 +6 +6 +2 Holocaust Cloak
9th +6/+1 +6 +6 +3 Fireball, Rising Phoenix
10th +7/+2 +7 +7 +3 Body of Fire, OverBurn , Fire Form
11th +8/+3 +7 +7 +3 Firewalk
12th +9/+4 +8 +8 +4 Solid FireForm, Flare Launch
13th +9/+4 +8 +8 +4
14th +10/+5 +9 +9 +4 Flight, Stoke the Fire
15th +11/+6/+1 +9 +9 +5
16th +12/+7/+2 +10 +10 +5
17th +12/+7/+2 +10 +10 +5
18th +13/+8/+3 +11 +11 +6
19th +14/+9/+4 +11 +11 +6
20th +15/+10/+5 +12 +12 +6 Being of Fire, Rite of Plasma

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Climb (Str), Craft (Int), Concentration (Con), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (-), Ride (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), and Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Living Flame Disciple.

Weapon and Armor Proficiency: A LFD is proficient with all simple and martial weapons and with light and medium armor but is not proficient with any shields

Fire From Within The Living Flame Disciple learns how to conjure flame from his own inner fire. As the living fire grows this fire manifests itself in many ways. The Living Flame Disciple has spell like abilities with CL equal to his LFD class levels, the DC for its spells and abilities is 10+1/2 LFD level+CHA mod. The Living flame disciple is immune to its own fire-based abilities.

Body On fire:A LFD has a natural weapon Slam in addition to whatever else he is capable of doing. As a natural slam attack, if he uses no other natural or manufactured weapons he adds his Strength and a half to damage and may make iterative attacks if he has sufficient BAB. If the slam is used with other weaponry, it becomes a secondary natural attack, suffers a -5 penalty to-hit, and adds only half his Strength modifier to damage. A LFD's slam attack does a base of 1d8 fire damage for a medium sized LFD and does more or less damage as appropriate if the LFD is larger or smaller than medium size.

Fire Fist: A LFD can activate this ability as a swift action. Flames engulf part of the LFD. His Slam attacks with those parts of him are. Such attacks deal an extra 1d6 points of fire damage. This ability increases by 1d6 at 5,9,13, and 17. For a maximum of 5d6 Fire Damage.

Flare: Charging attacks with a flare using a swift action, the LFD is able to strike enemies with bursts of fire, threatening to ignite them. Every attack that lands and does fire damage has a chance of igniting an enemy, who must make a Reflex save or be set on fire. This effect lasts for one minute.

Weapon Afire As a swift action a LFD can channel his flames into his weapon, bestowing it 1d6 fire damage. This damage increases by 1d6 at level 10 and again at lvl 20 for a total of 3d6 Fire damage.

Flare: Charging attacks with a flare using a swift action, the LFD is able to strike enemies with bursts of fire, threatening to ignite them. Every attack that lands and does fire damage has a chance of igniting an enemy, who must make a Reflex save or be set on fire. This effect lasts for one minute.


Flame Stride: Increase base land speed by 10

Flare: As a Free action a Living Flame Disciple can increase his base move speed by 10ft for every three Living Flame Disciple levels. This boost lasts for one round per LFD level.

Fire Mark A LFD may use a piece of its fire to mark a preexisting flame, magical or mundane. Once marked a LFD is aware of its location and intensity.

Absorb Fire At LFD can use external flame sources to heal itself. As a Full round action the LFD can drain the energy from a non magical fire to heal himself, he gains fasthealing equal to the amount of D6 the fire would cause in damage. The duration of fast healing is equal to the size of the dice. (using the Control Flames[1] power table) For example: A Small Campfire would cause 1d6 damage, absorbing this fire would grant Fasthealing 1 for 6 rounds. Absorbing a Torch that does 1d3 fire damage would grant Fasthealing 1 for 3 rounds. A bonfire that does 4d6 fire damage would grant Fast healing 4 for 6 rounds.

A LFD can only absorb a fire that he would be able to control (using LFD level instead of Manifester on the Control Fire Chart)

Flare: Instead of slowly absorbing the fire a LFD can use a flare charge for a more immediate healing. For each 1d6 fire damage of the fire absorbed, the LFD heals as if with the according Cure wounds spell. (1d6 fire, Cure Light. 2d6, Cure Moderate, 1 Fire, Cure Minor etc) The LFD caster level for this spell is equal to his Living Flame level.

Soul Fire: A Living Flame Disciple has refined its fire giving it a boost. He may choose one of two abilities: Gain a charisma bonus to damage on all fire damage OR Gain a Charisma bonus to AC.


Fire Control The LFD gains rudimentary control over fire. With this ability a LFD is able to shape and control fire with its hands. Works as Control Fire Power.

Spontaneous Combustion The Living Flame Disciple gains the ability to cast Fireball with a Range of Self. Standard Action.

Flare:When this ability is used you can choose to use a flare charge. If you do the fireball gets a boost of + 1/2 LFD lvl to damage and Increase radius by 5ft for every 5 lvls.

Fire form: As your foe attacks you, you disappear in a burst of flame and smoke, only to reappear as if out of thin air next to him. This grants two supernatural abilities:

Scattered Embers:During your turn you may as a move action teleport to a flame mark or an enemy you ignited within 10+5*LFD ft

Flare: During your turn you may as a move action teleport to a flame within 10+10*(LFDlvl) ft.

Leaping Flame:Secondarily when attacked in melee you may after the attack teleport to any square that the opponent attacking you threatens. This does not provoke attack of opportunities.

Flare:You instantly appear in a square adjacent to a creature that attacks you with a melee or ranged attack, after resolving the enemy’s attack. You cannot move into a space that is occupied by a creature or object. You can move up to 50ft plus 10ft for every two LFD levels in this manner. If you cannot move adjacent to the target, this ability fails to function but is still considered used. This is a supernatural ability.


Flare At lvl 7 the LFD gains the ability to flare his fire in bursts, supercharging abilities. A LFD has a store of Flares per day equal to 3+con mod, this store increases by 1 at every odd level. (9,11,13,15,17,19) for a total of 9+con mod flares at lvl 19.

(Note: Extra Flare feat grants 2 extra flares.)

Holocaust Cloak (Sp): The LFD sets itself on fire, any creature that lands a nonreach any creature that strikes you with its body or a handheld weapon deals normal damage, but at the same time, the attacker takes 2d6 points of fire damage. Creatures wielding weapons with exceptional reach, such as long spears, are not subject to this damage if they attack you. Donning or Removing the Holocause cloak is a swift action. This increases by 1d6 fire damage for every 4 Levels of LFD past 8. For a maximum of 5d6 at lvl 20.

Flare: As a Swift action the holocaust cloak is given greater abilities for one minute, It is now able to damage those who use reach attacks or ranged attacks within 10ft of your character. In addition you can as a standard action cause your Holocaust cloak to envelope an area with upto a 10ft radius. Any creature enveloped in this flame must make a reflex save or take damage as if they attacked the LFD with a melee weapon and be set on fire.

A LFD can choose to make a charge to activate this ability instead, if they do so any creature that he passes upto 10ft (chosen at start of charge) must make a reflex save or suffer damage as if they had attacked you with a melee attack and is set on fire. Using this version of the ability ends the Flare.

Rising Phoenix: A column of superheated air lifts you into the air. While you are in this stance, you can hover up to 10 feet above any solid or liquid surface. You gain a fly speed equal to your land speed, with perfect maneuverability, but you must remain within 10 feet of the ground when you fly.

If you hover in place and make a full attack, the column of air becomes superheated, dealing 3d6 points of fire damage to creatures adjacent to or within the column, including creatures adjacent to your square. You are not harmed by this effect. You can move across shallow pits or other such variations in terrain without losing altitude, so long as your movement wouldn’t take you more than 10 feet above a solid or liquid surface. If you are ever more than 10 feet above the ground (such as if the floor drops out from under you or you move over the edge of a tall cliff), the Updraft immediately ends and you fall to the ground. This is a supernatural ability.

Starting an updraft is a move action.

Flare: With a move action you can increase the power of your updraft. Maximum Altitude and Flight speed and is increased by 5ft for every 5 levels. In addition superheat damage is increased by an extra 1d6 for every 5 levels. This effect lasts for 1minute per LFD level.

FireForm As a Fullround action can take on a SRD:Gaseous_Form of fire. Creatures in the same square as you takes 4d6 fire damage, and must make a reflex save or catch on fire. They can not extinguish themselves when in the same square as you.

Overheat The LFD flares it powers so tremendously that its fires produce far higher heat than normal, allowing it to partially bypass fire immunity and resistances. Whenever you would use a Flare charge, you can use two charges instead. Ontop of the normal flare ability the attack receives, +2d6 fire damage, and cuts through Fire Resistance, and Immunity. No more than ½ of the damage inflicted by his fire damage can be negated by immunity or resistance to Fire. In addition, ignore the first 5 points of Fire Resistance that a target has.

If used on an ability that doesnt grant damage (Like Fire Stride) this grants a +3 boost to effective LFD level.

Body of Fire: The Living Flame Disciple has taken on elements of a fire elemental. Gains Dr5/- and the Fire Subtype. Fire hands and Weapons afire can be used as a free action during your turn.

Firewalk: A LFD can enter into a marked fire in order to travel to any other marked fire. A LFD can only take others with him if is setting them on fire with himself in fire form.


Solid Flame: When in fireform, once per turn you may solidfy your fire. When in this form you can make slam attacks, and interact physically with items and creatures.


Flare Launch: When in solid fire form you may launch a portion of yourself at a target. As a Standard action you launch flames at an enemy up to 40ft+5ft every lvl past 12. Make a ranged touch attack, if it succeeds you deal slam damage to the enemy. You may use a flare to gather your flames into their square from your current position, you make a slam attack against everything inbetween those two points.

Flight (Sp): Gain ability of Flight



Erupt

Being Of Fire (Ex):

Plasma (Ex):

Epic Living Flame[edit]

Table: The Epic Living Flame

Hit Die: d8

Level Special
21st Flare
22nd Huge Fire Form
23rd Bonus Feat
24th Gargantuan Fire Form
25th DR 15/-
26th Bonus Feat
27th Colossal Fire Form
28th Solar Furnace
29th Bonus Feat
30th DR 20/-

4 + Int modifier skill points per level.

Flare: From 21 on. The Living Flame gains one additional flare charge each level.

Solar Furnace: All abilities are treated as flared and overheated.


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->.

Campaign Information[edit]

Living Flame Disciples in the World[edit]

Vague materials are the best materials. They can be anything. Like flammable.
—Vesran, Human Living Flame Descendant

<-Where characters of this class fit in a d20 world.->

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->.

Living Flame Disciple Lore[edit]

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.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.



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