Nrdman
2015-07-04, 03:31 PM
This is a class I have been working on for a while. I would love your guys' feedback on it so far. My inspiration for his was the fire benders from Avatar, but it morphed to its own thing.
Base Class Name
Heat is wondrous. Flame is beautiful. Fire is perfect.
Adventures: Showing the perfection of Fire is one reason many Idealists have to go out into the world.
Characteristics: What your class is capable of.
Alignment: Any. Flame is all consuming.
Religion: Most worship the idea of Fire, but some worship primordials or gods of the flame..
Background: It starts as a spark. The first time you see a fire. Something within the flame connects to you. As you age the feeling grows and grows until it finally manifests itself.
Races: All races can join the ranks of an Idealist. Aquatic races tend not to though.
Other Classes: Most people first think the Idealist is some sort of sorcerer and accept him as such. The Idealist tends to conflict with the champions of gods that don't command flame.
Role: BURN! BURN THEM ALL!
Adaptation: Fire and Heat are pretty universal.
GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: Charisma is everything.
Alignment: Any.
Hit Die: d6
Starting Age: as sorcerer
Starting Gold: as sorcerer
Class Skills
The Fire Idealist's class skills (and the key ability for each skill) are...
Bluff (Cha)
Climb (Str)
Diplomacy (Cha)
Escape Artist (Dex)
Intimidate (Cha)
Knowledge(planes) (Int)
Sense Motive (Wis)
Survival (Wis)
Use Magic Device (Cha)
Skill Points at Each Level: 2 + Int modifier
CLASS NAME
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+0
+0
+0
+2
Spontaneous Generation, Practical Ideal
2nd
+1
+0
+0
+3
Idealistic Ray
3rd
+1
+1
+1
+3
Practical Ideal
4th
+2
+1
+1
+4
Idealistic Burst
5th
+2
+1
+1
+4
Practical Ideal, Lesser Attunement
6th
+3
+2
+2
+5
Lesser Manipulation
7th
+3
+2
+2
+5
Practical Ideal
8th
+4
+2
+2
+6
Idealistic Wall
9th
+4
+3
+3
+6
Practical Ideal
10th
+5
+3
+3
+7
Attunement
11th
+5
+3
+3
+7
Practical Ideal
12th
+6/+1
+4
+4
+8
Idealistic Servant
13th
+6/+1
+4
+4
+8
Practical Ideal
14th
+7/+2
+4
+4
+9
Manipulation
15th
+7/+2
+5
+5
+9
Practical Ideal
16th
+8/+3
+5
+5
+10
Idealistic Form
17th
+8/+3
+5
+5
+10
Practical Ideal, Greater Attunement
18th
+9/+4
+6
+6
+11
Greater Ideal
19th
+9/+4
+6
+6
+11
Practical Ideal, Greater Manipulation
20th
+10/+5
+6
+6
+12
Idealism
Class Features
All of the following are class features of the Fire Idealist.
Weapon and Armor Proficiencies: A Fire Idealist is proficient with simple weapons and light armor
Spontaneous Generation(Su): You gain a pool of generation equal to your level plus your Charisma modifier. The pool regenerates after a long rest. Spending Generations has a chance to fail when wearing medium or heavy armor. This chance is equal to the arcane spell failure chance for the armor. Generations cannot be spent if the Idealist does not have at least one hand free. You can spend 1 generation as a swift action to cover an area on the ground equal to your level in 5ft cubes of non-magical fire. This area must be consecutive. This fire does 1d2 + Cha mod damage to all other creatures ho fail a Reflex save (DC 10+1/2 lvl + Cha) when they enter the fire or start their turn in the fire. This fire does not work underwater or without air and emits dim light to the area around it and bright light to the area it occupies. You cannot have more than one spontaneous generation active at a time.
Practical Ideal(Su): At first level and at every odd level after you gain one Practical Ideal from the list below. You must have the previous ideal to choose the next tier in the series. You cannot choose the same ideal series twice in a row.
Fire Resistance I: Gain Fire Resistance 10 and vulnerability to cold
II: +10 Fire Resistance
III: +10 Fire Resistance
IV: +10 Fire Resistance
V: + 10 Fire Resistance
Smoking Form I: Permanent 5% concealment
II: +5% concealment
III: +5% concealment
IV: +5% concealment
V: +5% concealment
Overwhelming Flame I: Generations ignore 5 fire resistance
II: +5 ignored fire resistance
III: +5 ignored fire resistance
IV: +5 ignored fire resistance
V: +5 ignored fire resistance
Damage Resistance I: Gain DR 3/Cold
II: +3 DR/Cold
III: +3 DR/Cold
IV: +3 DR/Cold
V: +3 DR/Cold
Flameless Heat I: The Idealist can spend double the generation they would have to make an area of flameless heat instead of fire. Flameless Heat works underwater, does not emit light, can be put in the air, and functions as areas of fire for Fire Idealist abilities. When used for idealistic attacks, Heat does half damage and fatigues the creature. Flameless Heat does half the damage fire does, but fatigues creatures who fail a Fort Save. Fatigued creatures cannot be exhausted by this effect. If the creature does not take damage from the heat they are immune to this effect.
II: Fatigued Creatures can be Exhausted.
III: Flameless Heat and attacks that use Flameless Heat no longer do half damage
IV: Flameless Heart no longer costs double generation
V: Exhausted creatures in the Heat are Sickened if they fail their Fort Save.
Idealistic Ray (Su): As a standard action, select a number of 5ft cubes of fire equal to or less than your class level. These fly toward one target as a ranged touch attack (only make one attack roll). If one of the fires hits another creature that creature is affected as if it was the target. Each one does 1 +Cha mod (min 1) fire damage. This provokes attacks of opportunity.
Idealistic Burst(Su): As a standard action, select a number of 5ft cubes of fire equal to or less than your class level. They explode, dealing 1d4 + Cha mod fire damage to all other creatures within five feet of the fire if they fail a Ref save. This provokes attacks of opportunity
Lesser Attunement(Su): +3 on Intimidate and Survival checks. Hair becomes wispy and orange. Eyes have flaming pupils. Fiery Idealist has to drink fire instead of water to quench thirst. This does not affect the consumption of other drinks or potions.
Lesser Manipulation(Su): Can hold and shape mundane fire in hands , but fire loses its shape in 1 min per class level. Can undo the shape as a free action.
Idealistic Wall(Su): As a standard action, select a number of consecutive 5ft cubes of fire equal to or less than your class level. They harden, causing other creatures inside the wall to be entangled and dazzled. The wall also gives partial concealment. The normal fire damage and effects still occur. This wall lasts a number of rounds equal to your class level. You cannot have more than one wall active at a time.
Attunement(Su): The bonus on Intimidate and Survival Checks increases to +5. The Fire Idealist no longer takes penalty from extreme heat. Hair is always burning. The Fiery Idealist also learns Ignan.
Idealistic Servant(Su): As a standard action, select 4 5ft cubes of fire that are arranged in a square. It turns into a Large Fire Elemental under your control. Unlike a normal summoned creature you do not have spend actions for the elemental to take actions. You can only have one elemental summoned this way at a time.
Manipulation(Su): As a swift action you can snuff or reignite all mundane fire within 100 ft. Your manipulations can hold for 1 hour per class level instead of 1 min per class level. As a standard action you can cause your fire to do damage as if they started their turn in it.
Idealistic Form(Su): As a standard action you can spend 5 generation to become one with fire as the Elemental Body IV spell.
Greater Attunement(Su): Intimidate and Survival bonus increases to + 10. Hair is a flame. Body is hot to the touch and can melt mundane ice and snow as a full round action.
Greater Ideal(Su): Choose a greater ideal from below. Yow must have the tier V ideal to choose the greater ideal.
Fire Resistance VI: Gain immunity to fire
Smoking Form VI: Gain +15% concealment
Overwhelming Flame VI: class abilities bypass all fire resistance and immunity
Damage Resistance VI: + 5 DR/cold
Flameless Heat VI: Creatures who are staggered and exhausted are knocked unconscious if they fail their Fort Save.
Greater Manipulation(Su): You can manipulate magical fire. Whenever an enemies spell or ability is used with a fire descriptor you can take an immediate action to spend 5 generation and cause it to backfire if they fail a Will Save. The backfire does 1d10 fire damage.
Idealism(Su): One of your Idealistic Attacks become an Ideal Attack
[b]Ideal Ray: 1d10 fire damage per fire
Ideal Burst: 10 ft around fire instead of 5 ft. Allies are not harmed by the explosion.
Ideal Wall: Wall is solid with hardness 10 and 50 hp. When broken it deals damage as idealistic burst.
Ideal Servant: Summon a Huge Fire Elemental instead.
Ideal Form: Does not cost generation.
So what do you think? This is my first class and I have no concept of balancing these numbers, so help is appreciated.
Base Class Name
Heat is wondrous. Flame is beautiful. Fire is perfect.
Adventures: Showing the perfection of Fire is one reason many Idealists have to go out into the world.
Characteristics: What your class is capable of.
Alignment: Any. Flame is all consuming.
Religion: Most worship the idea of Fire, but some worship primordials or gods of the flame..
Background: It starts as a spark. The first time you see a fire. Something within the flame connects to you. As you age the feeling grows and grows until it finally manifests itself.
Races: All races can join the ranks of an Idealist. Aquatic races tend not to though.
Other Classes: Most people first think the Idealist is some sort of sorcerer and accept him as such. The Idealist tends to conflict with the champions of gods that don't command flame.
Role: BURN! BURN THEM ALL!
Adaptation: Fire and Heat are pretty universal.
GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: Charisma is everything.
Alignment: Any.
Hit Die: d6
Starting Age: as sorcerer
Starting Gold: as sorcerer
Class Skills
The Fire Idealist's class skills (and the key ability for each skill) are...
Bluff (Cha)
Climb (Str)
Diplomacy (Cha)
Escape Artist (Dex)
Intimidate (Cha)
Knowledge(planes) (Int)
Sense Motive (Wis)
Survival (Wis)
Use Magic Device (Cha)
Skill Points at Each Level: 2 + Int modifier
CLASS NAME
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+0
+0
+0
+2
Spontaneous Generation, Practical Ideal
2nd
+1
+0
+0
+3
Idealistic Ray
3rd
+1
+1
+1
+3
Practical Ideal
4th
+2
+1
+1
+4
Idealistic Burst
5th
+2
+1
+1
+4
Practical Ideal, Lesser Attunement
6th
+3
+2
+2
+5
Lesser Manipulation
7th
+3
+2
+2
+5
Practical Ideal
8th
+4
+2
+2
+6
Idealistic Wall
9th
+4
+3
+3
+6
Practical Ideal
10th
+5
+3
+3
+7
Attunement
11th
+5
+3
+3
+7
Practical Ideal
12th
+6/+1
+4
+4
+8
Idealistic Servant
13th
+6/+1
+4
+4
+8
Practical Ideal
14th
+7/+2
+4
+4
+9
Manipulation
15th
+7/+2
+5
+5
+9
Practical Ideal
16th
+8/+3
+5
+5
+10
Idealistic Form
17th
+8/+3
+5
+5
+10
Practical Ideal, Greater Attunement
18th
+9/+4
+6
+6
+11
Greater Ideal
19th
+9/+4
+6
+6
+11
Practical Ideal, Greater Manipulation
20th
+10/+5
+6
+6
+12
Idealism
Class Features
All of the following are class features of the Fire Idealist.
Weapon and Armor Proficiencies: A Fire Idealist is proficient with simple weapons and light armor
Spontaneous Generation(Su): You gain a pool of generation equal to your level plus your Charisma modifier. The pool regenerates after a long rest. Spending Generations has a chance to fail when wearing medium or heavy armor. This chance is equal to the arcane spell failure chance for the armor. Generations cannot be spent if the Idealist does not have at least one hand free. You can spend 1 generation as a swift action to cover an area on the ground equal to your level in 5ft cubes of non-magical fire. This area must be consecutive. This fire does 1d2 + Cha mod damage to all other creatures ho fail a Reflex save (DC 10+1/2 lvl + Cha) when they enter the fire or start their turn in the fire. This fire does not work underwater or without air and emits dim light to the area around it and bright light to the area it occupies. You cannot have more than one spontaneous generation active at a time.
Practical Ideal(Su): At first level and at every odd level after you gain one Practical Ideal from the list below. You must have the previous ideal to choose the next tier in the series. You cannot choose the same ideal series twice in a row.
Fire Resistance I: Gain Fire Resistance 10 and vulnerability to cold
II: +10 Fire Resistance
III: +10 Fire Resistance
IV: +10 Fire Resistance
V: + 10 Fire Resistance
Smoking Form I: Permanent 5% concealment
II: +5% concealment
III: +5% concealment
IV: +5% concealment
V: +5% concealment
Overwhelming Flame I: Generations ignore 5 fire resistance
II: +5 ignored fire resistance
III: +5 ignored fire resistance
IV: +5 ignored fire resistance
V: +5 ignored fire resistance
Damage Resistance I: Gain DR 3/Cold
II: +3 DR/Cold
III: +3 DR/Cold
IV: +3 DR/Cold
V: +3 DR/Cold
Flameless Heat I: The Idealist can spend double the generation they would have to make an area of flameless heat instead of fire. Flameless Heat works underwater, does not emit light, can be put in the air, and functions as areas of fire for Fire Idealist abilities. When used for idealistic attacks, Heat does half damage and fatigues the creature. Flameless Heat does half the damage fire does, but fatigues creatures who fail a Fort Save. Fatigued creatures cannot be exhausted by this effect. If the creature does not take damage from the heat they are immune to this effect.
II: Fatigued Creatures can be Exhausted.
III: Flameless Heat and attacks that use Flameless Heat no longer do half damage
IV: Flameless Heart no longer costs double generation
V: Exhausted creatures in the Heat are Sickened if they fail their Fort Save.
Idealistic Ray (Su): As a standard action, select a number of 5ft cubes of fire equal to or less than your class level. These fly toward one target as a ranged touch attack (only make one attack roll). If one of the fires hits another creature that creature is affected as if it was the target. Each one does 1 +Cha mod (min 1) fire damage. This provokes attacks of opportunity.
Idealistic Burst(Su): As a standard action, select a number of 5ft cubes of fire equal to or less than your class level. They explode, dealing 1d4 + Cha mod fire damage to all other creatures within five feet of the fire if they fail a Ref save. This provokes attacks of opportunity
Lesser Attunement(Su): +3 on Intimidate and Survival checks. Hair becomes wispy and orange. Eyes have flaming pupils. Fiery Idealist has to drink fire instead of water to quench thirst. This does not affect the consumption of other drinks or potions.
Lesser Manipulation(Su): Can hold and shape mundane fire in hands , but fire loses its shape in 1 min per class level. Can undo the shape as a free action.
Idealistic Wall(Su): As a standard action, select a number of consecutive 5ft cubes of fire equal to or less than your class level. They harden, causing other creatures inside the wall to be entangled and dazzled. The wall also gives partial concealment. The normal fire damage and effects still occur. This wall lasts a number of rounds equal to your class level. You cannot have more than one wall active at a time.
Attunement(Su): The bonus on Intimidate and Survival Checks increases to +5. The Fire Idealist no longer takes penalty from extreme heat. Hair is always burning. The Fiery Idealist also learns Ignan.
Idealistic Servant(Su): As a standard action, select 4 5ft cubes of fire that are arranged in a square. It turns into a Large Fire Elemental under your control. Unlike a normal summoned creature you do not have spend actions for the elemental to take actions. You can only have one elemental summoned this way at a time.
Manipulation(Su): As a swift action you can snuff or reignite all mundane fire within 100 ft. Your manipulations can hold for 1 hour per class level instead of 1 min per class level. As a standard action you can cause your fire to do damage as if they started their turn in it.
Idealistic Form(Su): As a standard action you can spend 5 generation to become one with fire as the Elemental Body IV spell.
Greater Attunement(Su): Intimidate and Survival bonus increases to + 10. Hair is a flame. Body is hot to the touch and can melt mundane ice and snow as a full round action.
Greater Ideal(Su): Choose a greater ideal from below. Yow must have the tier V ideal to choose the greater ideal.
Fire Resistance VI: Gain immunity to fire
Smoking Form VI: Gain +15% concealment
Overwhelming Flame VI: class abilities bypass all fire resistance and immunity
Damage Resistance VI: + 5 DR/cold
Flameless Heat VI: Creatures who are staggered and exhausted are knocked unconscious if they fail their Fort Save.
Greater Manipulation(Su): You can manipulate magical fire. Whenever an enemies spell or ability is used with a fire descriptor you can take an immediate action to spend 5 generation and cause it to backfire if they fail a Will Save. The backfire does 1d10 fire damage.
Idealism(Su): One of your Idealistic Attacks become an Ideal Attack
[b]Ideal Ray: 1d10 fire damage per fire
Ideal Burst: 10 ft around fire instead of 5 ft. Allies are not harmed by the explosion.
Ideal Wall: Wall is solid with hardness 10 and 50 hp. When broken it deals damage as idealistic burst.
Ideal Servant: Summon a Huge Fire Elemental instead.
Ideal Form: Does not cost generation.
So what do you think? This is my first class and I have no concept of balancing these numbers, so help is appreciated.