crimsonqueen
2012-08-16, 10:06 PM
Hey guys long time no see :) Hows everyone doing? I wanted to say thanks to everyone for the suggestions and help with my aquatic druid thanks to your guys help my druid has saved the party more times than I can count hehe ^^
Anyway onto what this theme really is about. In my free time I have been trying to come up with idea for characters for future campaigns and one idea that keeps popping up is Flame Princess from Adventure time. I was trying to think of how I would go about making her obviously the most likely way would be to play a fire elemental that had a humanoid shape or go with the half-Fire elemental template on a human but even that seemed too simple.
So I thought I would come to you guys again and see what you guys had to say. Any suggestion on how I could make a character close to flame princess from adventure time but still make it to where I wouldn't be incredibly weak or cause problems with the party.
Update:
For those who are uncertain as to who flame princess is i'll be providing a link to read up on her.
http://adventuretime.wikia.com/wiki/Flame_Princess
Update #2:
Ok now that I have an idea in my mind how I am going to work this my brother had me roll stats that I can input anywhere I like so I will put the basics of this character up and we can build from there :3
Name: Sheolah
Race: Ifirit
Age: 18
Class Levels: Sorcerer 5
HP: 34
Stats:
Str: 12 (1)
Dex: 18 (4)
End: 14 (2)
Int: 14 (2)
Wis: 14 (2)
Cha: 19 (4)
BAB: +2
Saves:
Fort: 3 = 1 + 2 + 0
Ref: 5 = 1 + 4 + 0
Will: 6 = 4 + 2 + 0
Racial Abilities:
Darkvision: Ifrits can see perfectly in the dark up to 60 feet.
Spell-Like Ability (Sp): Ifrits can use burning hands 1/day as a spell-like ability (caster level equals the ifrit's level).
Fire Affinity: ifrit sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. ifrit spellcasters with the Fire domain use their domain powers and spells at +1 caster level.
Wildfire Heart: Ifrits with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks. This racial trait replaces energy resistance.
Class Abilities:
Bloodline: (Elemental Fire)
Cantrips
Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell's type to match the type of your bloodline.
Blood Line Powers:
Elemental Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Elemental Resistance (Fire) : 10
Feats: 3 + 1*
Eschew Materials*
Anyway onto what this theme really is about. In my free time I have been trying to come up with idea for characters for future campaigns and one idea that keeps popping up is Flame Princess from Adventure time. I was trying to think of how I would go about making her obviously the most likely way would be to play a fire elemental that had a humanoid shape or go with the half-Fire elemental template on a human but even that seemed too simple.
So I thought I would come to you guys again and see what you guys had to say. Any suggestion on how I could make a character close to flame princess from adventure time but still make it to where I wouldn't be incredibly weak or cause problems with the party.
Update:
For those who are uncertain as to who flame princess is i'll be providing a link to read up on her.
http://adventuretime.wikia.com/wiki/Flame_Princess
Update #2:
Ok now that I have an idea in my mind how I am going to work this my brother had me roll stats that I can input anywhere I like so I will put the basics of this character up and we can build from there :3
Name: Sheolah
Race: Ifirit
Age: 18
Class Levels: Sorcerer 5
HP: 34
Stats:
Str: 12 (1)
Dex: 18 (4)
End: 14 (2)
Int: 14 (2)
Wis: 14 (2)
Cha: 19 (4)
BAB: +2
Saves:
Fort: 3 = 1 + 2 + 0
Ref: 5 = 1 + 4 + 0
Will: 6 = 4 + 2 + 0
Racial Abilities:
Darkvision: Ifrits can see perfectly in the dark up to 60 feet.
Spell-Like Ability (Sp): Ifrits can use burning hands 1/day as a spell-like ability (caster level equals the ifrit's level).
Fire Affinity: ifrit sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. ifrit spellcasters with the Fire domain use their domain powers and spells at +1 caster level.
Wildfire Heart: Ifrits with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks. This racial trait replaces energy resistance.
Class Abilities:
Bloodline: (Elemental Fire)
Cantrips
Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell's type to match the type of your bloodline.
Blood Line Powers:
Elemental Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Elemental Resistance (Fire) : 10
Feats: 3 + 1*
Eschew Materials*