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Dralnu
2011-09-18, 10:53 PM
BLACK FLAME ENFORCER


"..."
-- A recent victim of a black flame enforcer.
http://images2.wikia.nocookie.net/__cb20100526173154/forgottenrealms/images/e/ef/Black_flame_zealot.jpg

(Insert class summary here)

BECOMING A BLACK FLAME ENFORCER
ENTRY REQUIREMENTS
Alignment: Any nongood.
Skills: Hide 8 ranks, Knowledge (religion) 8 ranks, Move Silently 8 ranks.
Spells: Able to cast 2nd-level divine spells.
Martial Maneuvers: Must know at least one Desert Wind maneuver and at least one Shadow Hand maneuver.
Martial Stances: Must know at least one Desert Wind or Shadow Hand stance.
Special: Must worship the deity to whom the order is dedicated, and the character must slay an enemy of the faith for no other reason than to join the Order of the Black Flame.

CLASS SKILLS
The black flame zealot’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex). See Chapter 4 of the Player’s Handbook for skill descriptions.

Skill Points at Each Level: 4 + Int modifier


Hit Dice: d6

BLACK FLAME ENFORCER
{table=head]Level|BAB|Fort|Ref|Will|Special |
Spells Per Day|
Maneuvers Known|
Maneuvers Readied|
Stances Known

1st|+0|+0|+2|+2|Death Attack, Zealous Heart|
--|
1|
0|
0

2nd|+1|+0|+3|+3|Poison Use|
+1 level of existing divine spellcasting class|
1|
0|
0

3rd|+2|+1|+3|+3|Sneak Attack +1d6|
+1 level of existing divine spellcasting class|
0|
1|
0

4th|+3|+1|+4|+4|Swift Death|
+1 level of existing divine spellcasting class|
1|
0|
0

5th|+3|+1|+4|+4|Hide In Plain Sight|
+1 level of existing divine spellcasting class|
1|
0|
1

6th|+4|+2|+5|+5|Sneak Attack +2d6|
--|
0|
1|
0

7th|+5|+2|+5|+5|Sacred Flame|
+1 level of existing divine spellcasting class|
1|
0|
0

8th|+6|+2|+6|+6|Sudden Death|
+1 level of existing divine spellcasting class|
1|
0|
0

9th|+6|+3|+6|+6|Sneak Attack +3d6|
+1 level of existing divine spellcasting class|
0|
1|
0

10th|+7|+3|+7|+7|Unholy Immolation|
+1 level of existing divine spellcasting class|
1|
0|
1

[/table]

CLASS FEATURES
Weapon and Armor Proficiency: You gain no proficiency in any weapon or armor.

Spellcasting: At each level except 1st and 6th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a black flame enforcer, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Maneuvers: At every level indicated in the table above, you gain a new maneuver known from the Desert Wind or Shadow Hand disciplines. You must meet a maneuver's prerequisite to learn it. You add your full black flame enforcer levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
At 3rd, 6th and 9th levels, you gain additional maneuvers readied per day.

Stances: At 5th and 10th level, you learn a new martial stance from the Desert Wind or Shadow Hand disciplines. You must meet the stance's prerequisites to learn it.

Death Attack (Ex): As the assassin ability (http://www.d20srd.org/srd/prestigeClasses/assassin.htm#deathAttack), except that you do not have the option of paralyzing their targets. If you have this class feature from another class (such as assassin), you may add your class levels together with the class levels of such other classes to calculate the save DC of your death attack.

Zealous Heart (Su): You are immune to fear, magical or otherwise. Unlike a paladin’s aura of courage, this confers no special benefits on your companions.

Poison Use (Ex): At 2nd level, you gain the ability to use poison safely, as the assassin ability (http://www.d20srd.org/srd/prestigeClasses/assassin.htm#assassinPoisonUse).

Sneak Attack (Ex): This is exactly like the rogue ability (http://www.d20srd.org/srd/classes/rogue.htm#sneakAttack) of the same name. The extra damage dealt increases by +1d6 at 6th and 9th level. If you get a sneak attack bonus from another source, the bonuses on damage stack.

Swift Death (Ex): You deal death swiftly and inescapably. Beginning at 4th level, you can deliver a death attack after only two rounds of observation. Observing for a third round increases the DC of the death attack by 2.

Hide In Plain Sight (Su): At 5th level, you can use the Hide skill even while being observed. As long as you are within 10 feet of some sort of shadow, you can hide yourself from view in the open without having anything to actually hide behind. You cannot, however, hide in your own shadow.

Sacred Flame (Su): Beginning at 7th level, at will, you can command any weapons you are holding to burn with a black, deadly fire. The weapons gain the flaming burst ability, and if you use the weapons to kill a creature with a sneak attack or death attack, the target is immediately and utterly consumed by unholy fire. The only way to restore life to a being slain in this manner is to use true resurrection, or a carefully worded wish spell followed by resurrection, or miracle.

Sudden Death (Su): At 8th level, you can deliver death attacks after only one round of observation. Observing for a second round increases the DC of the death attack by 2, while observing for a third round increases the DC by 4.

Unholy Immolation (Su): At 10th level, your zealous devotion to your deity fuels your flames with divine might. From now on, all fire damage you deal is treated as divine fire, which is not subject to reduction by energy resistance or immunity.

PLAYING A BLACK FLAME ENFORCER
WIP

COMBAT
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ADVANCEMENT
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RESOURCES
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BLACK FLAME ENFORCERS IN THE WORLD
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ORGANIZATION
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NPC REACTIONS
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BLACK FLAME ENFORCER LORE
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BLACK FLAME ENFORCERS IN THE GAME
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ADAPTION
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SAMPLE ENCOUNTER
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Credits:
I took the Black Flame Zealot class from Complete Divine and added what I liked from jiriku's upgrade (http://www.giantitp.com/forums/showpost.php?p=8634661&postcount=2) that I found when looking to see if anyone "fixed" this class before. Then I added a couple other things, most notably some Tome of Battle, because ToB is fun.

Dralnu
2011-09-19, 04:07 PM
This is an upgraded version of the Black Flame Zealot from Complete Divine. My balance point is roughly the Jade Phoenix Mage from Tome of Battle.

Compared to the JPM:

Requirements:
Slightly tougher requirements than JPM (more skills required), but access to the PrC a level earlier.

Base Stats:
Slightly better skills, 4 + int instead of 2 + int, 2 good saves instead of 1. Same spellcasting progression. Medium BAB instead of Full BAB, which is pretty big I suppose.

Maneuvers:
7/3/2 instead of JPM's 5/3/1. More options, more fun.

Class Abilities:
Gave it the jiriku treatment (http://www.giantitp.com/forums/showpost.php?p=8634661&postcount=2). Can do everything the BFZ does, but better. Shadow Hand is particularly nice with the BFE's abilities, as Greater Invisibility + Death Attack = fun times and Fateful Stride is completely replaced by Shadow Hand's versions.

I would argue that JPM's abilities are stronger in balanced combat. They get a sweet "Arcane Strike" and free Empower and Quicken metamagic from hitting things, and their stances are nice too. But the BFE has two more maneuvers known, better skills, and is way better at assassination. Also, unlike JPM, their fire spells / maneuvers become divine as the capstone, keeping Desert Wind relevant even against fire immune baddies.