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Phosphate
2012-06-04, 02:03 PM
This is a class that is intended to be used as both parts of a gestalt. So please PEACH with that in mind.


The Flameweaver
http://dreager1.files.wordpress.com/2011/04/220773-199768-firelord_large1.jpg
"Have fun roasting while I'm designing your demise."


Alignment
Any.

Hit Die
d8.

Class Skills

The ranger’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Disable Device (Int), Disguise (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (all) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Spot (Wis), Survival (Wis), Use Magic Device (Cha), and Use Rope (Dex).

Skill Points at 1st Level
(6 + Int modifier) ×4.

Skill Points at Each Additional Level
6 + Int modifier.

{table=head]Level|BAB|Fort|Ref|Will|Special

1st|+1|+2|+2|+2|Flame of the Soul, Flame Trick, Fire Blast, Fire Shield, Trail

2nd|+2|+3|+3|+3|Flame Bestiary, Trail

3rd|+3|+3|+3|+3|Flame Design

4th|+4|+4|+4|+4|Bonus Feat, Flame Trick

5th|+5|+4|+4|+4|Pyromaniacs

6th|+6/+1|+5|+5|+5|Flame Bestiary

7th|+7/+2|+5|+5|+5|Flame Trick

8th|+8/+3|+6|+6|+6|Bonus Feat, Flame Design|

9th|+9/+4|+6|+6|+6|Thine Master|

10th|+10/+5|+7|+7|+7|Flame Trick, Flame Bestiary

11th|+11/+6/+1|+7|+7|+7|Soothing Flames|

12th|+12/+7/+2|+8|+8|+8|Bonus Feat|

13th|+13/+8/+3|+8|+8|+8|Flame Trick, Flame Design

14th|+14/+9/+4|+9|+9|+9|Flame Bestiary

15th|+15/+10/+5|+9|+9|+9|Flame Salvation

16th|+16/+11/+6/+1|+10|+10|+10|Bonus Feat, Flame Trick

17th|+17/+12/+7/+2|+10|+10|+10|Smokescreen

18th|+18/+13/+8/+3|+11|+11|+11|Flame Design, Flame Bestiary

19th|+19/+14/+9/+4|+11|+11|+11|Flame Trick|

20th|+20/+15/+10/+5|+12|+12|+12|Bonus Feat, Fire Lord

[/table]

Weapon and Armor Proficiency: Flameweavers are proficient with all simple and martial weapons, light armor, and all shields.

Flame of the Soul: A flameweaver cannot deal fire damage to himself.

Fire Shield (Su): While a flameweaver is conscious, he is engulfed in flames which offer him protection as shown in the table below. The first number is a deflection bonus to AC, the second is the fire damage received by attackers who strike the flameweaver in melee combat without using a reach weapon, and the third is a resistance the flameweaver gains against all forms of energy except for fire and cold: for fire it is triple, while for cold it is 0. Suppressing and reactivating a fire shield cost the flameweaver a full round action. If a ranged attack misses the flameweaver while the fire shield is on, the ammunition has a 100% chance of being destroyed.


{table=head]Level|Deflection bonus|Melee Damage|Energy Resistance
1|1|1d6|0
2|1|1d6|1
3|1|1d6|1
4|1|2d6|2
5|2|2d6|2
6|2|2d6|3
7|2|3d6|3
8|2|3d6|4
9|3|3d6|4
10|3|4d6|5
11|3|4d6|5
12|3|4d6|6
13|4|5d6|6
14|4|5d6|7
15|4|5d6|7
16|4|6d6|8
17|5|6d6|8
18|5|6d6|9
19|5|7d6|9
20|5|7d6|10
[/table]

Fire Blast (Sp): The signature move of a flameweaver is his fire blast, which deals 1d8 fire damage to a target within 50 feet or nothing if the target passes a reflex save against a DC of 12+Cha mod. This is a standard action that can be used at will.

Every level except 1st, a flameweaver receives 1 point which he can use to improve his fire blast. He need not spend those points immediately. Here is the list of improvements that can be made to the fire blast, and how much they each cost (an asterisk notes improvements that can be taken multiple times):


1 point improvements


*Add +1d8 fire damage
*Add +1 to the DC
*Add 50 feet to range
*Blast everything within 5 feet of the original target for half damage unless they pass a reflex save against the same DC. Taking this multiple times simply increases the radius by 5 feet each time.
*Bypass 5 points of fire resistance


2 points improvements


*Add +1d8 untyped damage
*Blast deals half damage to the target if he succeeds the save.
Blast becomes supernatural.
Blast ignores miss from incorporeality
*On a failed save target burns for 2 damage per round until it rolls down to put out the fire as a full round action or a large quantity of water is poured on him.
On a failed save target is blinded for 2 rounds.


3 points improvements


Works normally within an AMF.
Can be used as a swift action, but only once per round.
Deals its damage to all targets between you and your target (on a failed reflex save). Roll separately.
Deals double damage to targets within 5 feet of less of you.
Deals half its fire damage as untyped damage to foes with fire immunity.


Flame Trick: At level 1, and every 3 levels thereafter, a flameweaver may learn one of the spell-like abilities below. They can all be used a number of times per day equal to the flameweaver's Charisma modifier (not combined uses, but cha mod for every individual trick).


Cleansing Fire: Remove the sickened, paralyzed, wounded, and nauseated conditions, all nonmagical diseases, all drug addictions, and heal 2 points of damage/drain to every physical ability score as a standard action, dealing 2d6 fire damage to yourself which ignores Fire of the Soul.

Flicker: When attacked in combat, you may expend 1 immediate action to me missed. This must be decided after the attack roll is declared, but before it is rolled.

Veiled Weapon: As a free action make your weapon or the weapon of an ally within 30 feet to be veiled for 1 round. It will deal 1d6 more fire damage, its entire damage will bypass DR/fire and Regeneration/fire, and its reach will be increased by 5 feet (though unlike a reach weapon, it can still strike nearby targets).

Structural Weakening: Reduce the hardness of an object by 2 permanently as a swift action, stacks. Objects with hardness 0 or less are destroyed. Objects immune to fire damage or with resistance 10 or more to fire cannot be weakened.

Engulf Corpse: Turn the corpse of a non-construct non-elemental to dust as a standard action.

Personal Lantern: Offers bright illumination within 40 feet of you to up to 4 chosen targets and yourself for 1 minute. Does not grant dim illumination beyond this area.

Heat Wave: If within an enclosed space no more voluminous than a 60 feet cube, can increase the temperature to 110-250 degrees Fahrenheit for 1 hour. Any number of targets chosen by you may treat this as normal temperature and not receive any penalties.

Incinerate Wounds: A target within 100 feet receives 1 damage but no longer bleeds, becomes stable, and heals 1 point of Constitution, if it was damaged. This is a free action.

Oxygen Cutoff: Put out all nonmagical fires within 100 feet of you, even if you cannot see them or are unaware of their presence, as a full round action. All enclosed areas within those 100 feet become backdrafts.

Torturous Blaze: Perform a melee touch attack against a target that cannot move as a standard action. If you hit, deal 1 fire damage and the target receives a -2 penalty to Will saves for 2 rounds, and everyone making intimidate attempts on the target for 1 minute receives a +2 bonus.

Subject Weakening: Reduce all energy resistances of a target within 100 feet by 5. If a resistance is already 0, he will receive that much more damage. This is a swift action.

Burnout: As a swift action, make a fatigued target within 50 feet of you exhausted for 1 hour unless he passes a fort save against a DC of 10+class level/2+cha mod. Even if he succeeds the save, he will be fatigued for 1 more minute than normal.

Flesh Burns: As a free action, a target within 60 feet of you cannot heal (naturally or otherwise) for 1 round.

Prepared Immolation: The target will receive double damage the next time Fire Blast is used on him. Standard action.


Flame Bestiary: At level 2, and every 4 levels thereafter, select an animal with a CR equal to your class level or lower.

As a full round action you may create a fiery version of any animal in your bestiary (only one can be active at a time; if one is already created, it disappears). Fiery versions are not treated as animals and gain Elemental traits, their mental scores become equal to yours, they are immune to fire damage, they gain an insuppressible fire shield with the same traits as yours and their BaB, HD and saves advance as if they were the animal companion of a druid with as many class levels as you have in flameweaver.

Creatures created with this feature follow your every command if within 150 feet of you, if within 300 feet of you do everything in their power to return, and if at a larger distance than 300 feet act independently of your will, although you can still make them disappear as a full round action.

Trail (Su): Whenever you move, if your fire shield is on, you can choose beforehand to leave a trail. If you do so, you must move in a straight line, your speed is increased by cha mod*5 feet (capped at 3 times your base speed), and everyone attempting AoOs against you receives double damage from the fire shield.

Flame Design: At level 3, and every 5 levels thereafter, you learn a Fire Design from the ones below. All Fire Designs are spell-like abilities that are suppressed by AMF, require 1 minute to cast, and can be dispelled.

A flameweaver can create 3+cha mod designs per day in total.



Fire Wall (Straight): As the Wall of Fire spell, with the following differences:


Can only make straight walls
Range becomes 0
Any height between 5 and 30 feet
Permanent duration, requires no concentration.
Damage dice become d6's
No material component required
Replace caster level with class level


If a portion of a fire wall receives 20 cold damage it disappears.

Fire Wall (Ring): As Fire Wall (Straight), except it creates a ring with a maximum radius of 5 feet per 2 class levels.

Pyre: As Fire Wall (Straight), except it creates a cube with all dimensions equal to 5 feet per 2 class levels.

Fire Grounds: You may affect a level horizontal region, making 10 square feet per level of it flaming. All 10 square feet squares must be touching each other. Anyone moving through this area receives 1d6 fire damage per square moved, 2d6 fire damage for starting within the area, 2d6 fire damage for finishing its movement within the area, 3d6 fire damage for jumping within the area and 5d6 fire damage per round spent pinned within the area.

You may conceal your fire grounds. Concealed Fire Grounds can only be detected with a DC 20+class level/2 Spot check, but use d4's for damage.

Fire Grounds last permanently unless willed to dissipate as a free action by their designer or dealt 20 cold damage per 10 foot square.

Fire Trap: As the spell, except you may choose to have the object take damage from the explosion as well, there is no material component, and the damage is 1d4 per class level.

Fire Obelisk: Create a great vertical cylinder of fire 5 by 5 feet in diameter and up to 15 feet per class level in height. The cylinder provides bright illumination 5 feet around it per 10 feet of height, deals 10+1 per class level fire damage per round to everything it touches bypassing hardness and cannot be removed in any way, though an AMF suppresses it temporarily.

Fire Tunnel: Create a horizontal cylinder of fire cut down the middle (so that the ends are circle halves) up to 10 feet high and 10 feet per level long. Everyone passing through the walls of the cylinder receives damage as if they went through a Fire Wall, and the exterior sends forth waves of heat, dealing 2d6 points of fire damage to all targets within 10 feet. All targets outside of the fire tunnel treat the creatures inside as having concealment, and all ammunition that goes through the fire tunnel is destroyed if it misses.

Fire Lattice: Affects an item that fits in a 15x15x15 foot cube. Everyone touching it receives 1 fire damage per class level, fort save against a DC of 15 to remain with 1 hit point if the touch would otherwise prove fatal but normally the damage cannot be reduced.

Fire Vehicle: Fire Vehicle has a weight of 2000 pounds, is 5 feet high, 5 feet broad and 10 feet across, can hold up to 3 medium characters or 1 large, or 5 small, or 10 tiny etc. It has a speed of 5 feet per class level, can only move while you're on top of it and conscious, deals 1 fire damage per level to everyone it passes through that fails a ref save, triggers AoEs, has hardness 10 and 10 hp per class level (hp per class level, hardness does not increase). It is immune to fire damage.


Bonus Feat: At level 4, and every 4 levels thereafter, you choose to either gain any bonus eat, or two bonus fire (http://www.giantitp.com/forums/showthread.php?p=12671639) feats for which you must meet all prerequisites.

Pyromaniacs (Ex): Whenever a level 5 flameweaver drops a foe, he and all his allies gain a +2 morale bonus to attack rolls, damage rolls and saves for a number of rounds equal to the target's HD/2 - 2.

Thine Master (Su): A level 9 or higher flameweaver can rebuke and control creatures from the plane of fire as a cleric with the domain of fire.

Soothing Flames (Ex): A level 11 or higher flameweaver receives healing equal to half damage when he would receive fire damage.

Flame Salvation (Su): From level 15, once per round, as a non-action, whenever an ally within 200 feet of you is targeted by a spell with the [Fire] descriptor that allows SR, you may grant that ally SR equal to 12 + class level against that spell only.

Smokescreen (Ex): When a level 17 or higher flameweaver suppresses his fire shield or has his fire shield suppressed (if subjected to an AMF, for instance), he releases smoke in a sphere with a radius of 15 feet that gives him total concealment until the smoke dissipates (5 rounds), blinds everyone within 15 feet of him for 1 round, sickens everyone within 15 feet of him for 4 rounds unless they succeed a fort save against a DC of 20+cha mod, and deals 3d6 fire damage to everyone within the smokescreen if the flameweaver uses a fire blast in it or through it.

Fire Lord (Su): A level 20 flameweaver becomes one with the fire. He can have 2 fiery animals active at once, can rebuild his flame blast by reassigning points however he wants once per day, and if killed in battle, burns to dust and reappears where most of his ashes are within 7 days.

Phosphate
2012-06-05, 05:07 AM
The class is completed, unless I decide to add a new mechanic to it later on. You may PEACH.

Techwarrior
2012-06-05, 10:21 PM
First off, by saying this is a Gestalt Class, and by the saves and BAB it gets, I'm going to assume that this takes both class options. Note that this is not explicitly stated however.

Now in regards to the class features:

Skills References the Ranger, not Flameweaver

Fire Shield This really deserves it's own table with the description of the ability. As currently placed, it's confusing and cramped.

Flame Blast This is a neat idea, but some of the specials, when given the other options, are redundant and not worth taking. For instance, the 2 pt improvement of completely untyped damage makes taking fire damage, fire resist piercing (both 1 point) and half damage to fire immune (a 3 point) not something that I would take, unless I knew that there wasn't going to be a lot of fire resistance/immunity. This would only happen if I were the DM and designing this to take on the PC's. Except for when I get to rebuild it with Fire Lord

Flame Trick
Cleansing Fire would be easier to just state "Does 2d6 untyped and would make it impossible for the character to just stick some kind of fire resistance on so they can spam it. Also, if they use it on themselves, does the damage take place before or after the healing?
Veiled Weapon has no duration
Most of the others seem to just be nifty tricks, flavorful but not useful in a lot of situations except maybe Incinerate Wounds and Subject Weakening

Flame Bestiary is a little oddly worded but gets the point across. Where do they go when they disappear, do they rest while they're in whatever other place they are in?

Fire Design Permanent Fire Wall at level 3?!?!?! This needs to be dropped way down, even with huge casting time.

Thine Master Just say it gets Rebuke Fire, as if they had the fire domain.

Soothing Flames Just took the negative portion of Cleansing Flames right out. Nifty though.

Flame Salvation Should be based off of your character level, not his. That way makes no sense at all.

Smokescreen LOLS! Phantom of the Opera disappearing act. Now if only that cast Invisibility on you as well.

Fire Lord No reason that it can't be once a day. Or even just make it a 1 minute casting time thing. Rebuild it during that minute.

As is, this is probably totally fine as a Gestalt that eats both paths, might be a little UP, in fact once you take fix the suggetsions I made. You should try and give it NeoSeraphi's Pyromania feats (http://www.giantitp.com/forums/showthread.php?p=12671639), they fit the flavor of this really well. Currently I like it, and hope to see it grow up to be as cool as it should be.

Welknair
2012-06-05, 10:30 PM
First off, by saying this is a Gestalt Class, and by the saves and BAB it gets, I'm going to assume that this takes both class options. Note that this is not explicitly stated however.

This is a class that is intended to be used as both parts of a gestalt. So please PEACH with that in mind.

... That seems pretty explicit. Though I suppose it ought to be included in the class rules themselves, though.

This looks exceedingly cool. I'll give a more thorough peach when I have time.

Techwarrior
2012-06-05, 10:48 PM
Ah, I totally missed that going through the whole post 3 times... I guess you did explicitly state it Phosphate, thanks for the catch Welknair

Phosphate
2012-06-06, 06:59 AM
Skills References the Ranger, not Flameweaver

References both, as intended. Gestalt classes are supposed to have a huge skill list.


Fire Shield This really deserves it's own table with the description of the ability. As currently placed, it's confusing and cramped.

Seems fine from here, but ok. I'll see what I can do.


Flame Blast This is a neat idea, but some of the specials, when given the other options, are redundant and not worth taking. For instance, the 2 pt improvement of completely untyped damage makes taking fire damage, fire resist piercing (both 1 point) and half damage to fire immune (a 3 point) not something that I would take, unless I knew that there wasn't going to be a lot of fire resistance/immunity. This would only happen if I were the DM and designing this to take on the PC's. Except for when I get to rebuild it with Fire Lord

You're not making the BLAST untyped, dude, but the 1d8. For instance, if your blast deals 6d8 fire damage, and you add an untyped die, you deal 6d8 fire damage + 1d8 untyped damage.

Whereas the half damage to fire immune refers to your ENTIRE damage, not a single die.


Flame Trick
Cleansing Fire would be easier to just state "Does 2d6 untyped and would make it impossible for the character to just stick some kind of fire resistance on so they can spam it. Also, if they use it on themselves, does the damage take place before or after the healing?

It would be easier, but not the same thing. Soothing Flames exists for a reason.


Veiled Weapon has no duration

As a free action make your weapon or the weapon of an ally within 30 feet to be veiled for 1 round.

^right there


Most of the others seem to just be nifty tricks, flavorful but not useful in a lot of situations except maybe Incinerate Wounds and Subject Weakening

Depends on what situations you most encounter. I will add more tricks anyway.


Flame Bestiary is a little oddly worded but gets the point across. Where do they go when they disappear, do they rest while they're in whatever other place they are in?

They cease to exist. I should probably replace the word "summon" with "create" in the description.


Fire Design Permanent Fire Wall at level 3?!?!?! This needs to be dropped way down, even with huge casting time.

Since it is weaker than the spell, and a wizard can use it at level 7, and this is way more focused than a wizard, and this is both parts of a gestalt, and there are many more useful level 4 spells, I don't see the harm.


Thine Master Just say it gets Rebuke Fire, as if they had the fire domain.

Good point.


Soothing Flames Just took the negative portion of Cleansing Flames right out. Nifty though.

As intended


Flame Salvation Should be based off of your character level, not his. That way makes no sense at all.

It was more a balance point than a make sense point. Hmm, dunno, could work both ways...


Smokescreen LOLS! Phantom of the Opera disappearing act. Now if only that cast Invisibility on you as well.

Yeah, wouldn't that be great? Unfortunately, not for this flavor.


Fire Lord No reason that it can't be once a day. Or even just make it a 1 minute casting time thing. Rebuild it during that minute.

Mkay, fine with once per day. Once per minute is still too much. Initially all I wanted was to offer him 2 choices of blast, and that's it.


You should try and give it NeoSeraphi's Pyromania feats (http://www.giantitp.com/forums/showthread.php?p=12671639), they fit the flavor of this really well. Currently I like it, and hope to see it grow up to be as cool as it should be.

Thanks. I'll look through them right away.