boomwolf
2007-08-31, 11:49 AM
The Firewarrior, made out of the finest warriors and sorcerers found on the face of the earth. combining both a melee combat skill, and powerful spellcasting.
hit die: d8
Requirements
Alignment: Any Chaotic or Any Evil (or both)
BAB: +5
Spellcasting: Capable of spontaneously casting 2nd level spells, one of which must be of the [fire] subtype
Feats: Two-Weapon fighting, dodge, Combat Casting.
Special: Must have had peaceful contact with a fire elemental or trained by another Fire Warrior.
{table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special
1st | +1 | +0 | +1 | +1 | Fire Immune, BattleCasting feat
2nd | +1 | +1 | +1 | +1 | Flaming Trasform
3rd | +2 | +1 | +2 | +2 | -
4th | +2 | +1 | +2 | +2 | Spell Ignition
5th | +3 | +1 | +2 | +3 | -
6th | +3 | +1 | +3 | +3 | -
7th | +4 | +1 | +3 | +3 | FlameCraft[/table]
Spellcasting:
the firewarrior can cast spells like a sorcerer, except he has his own spell limit and spell list. your caster level is equal to three times you firewarrior level.
spell limit:
{table=head]Firewarrior Level | level 1 spells | level 2 spells | level 3 spells | level 4 spells
1st | 2 | 1 | 0 | 0
2nd | 3 | 2 | 0 | 0
3rd | 4 | 3 | 1 | 0
4th | 6 | 4 | 2 | 0
5th | 8 | 5 | 3 | 0
6th | 9 | 7 | 4 | 1
7th | 9 | 9 | 5 | 2[/table]
spells knowen:
{table=head]Firewarrior Level | level 1 spells | level 2 spells | level 3 spells | level 4 spells
1st | 3 | 2 | 0 | 0
2nd | 4 | 2 | 0 | 0
3rd | 5 | 3 | 2 | 0
4th | 6 | 3 | 3 | 0
5th | 6 | 4 | 4 | 0
6th | 6 | 4 | 5 | 1
7th | 6 | 5 | 5 | 2[/table]
spell list on the end of the post.
Skills:
skill point per level: 2 + int modifer
Intimidate (Cha), Jump (Str), Bluff (Cha), Concentration (Con), Craft (Int), Ride (Dex), Spellcraft (Int), Tumble (Dex).
Abilitys:
Fire immune-the firewarrior takes only half damage from fire and flame-based attacks/spells, rounded up.
Flameing Transform-a firewarrior of the second level to change the damage type and element of any spell he casts to fire.
Spell Ignition-when a forth level firewarrior is casting a fire spell, he may use up one spell of one level lower of the spell casted to add 25% damage, rounded down. a transformed spell requires to use up a spell of the same level instead.
FlameCraft-allows the seventh level firewarrior to shape natural flames into a rapier with bonus 1d6 fire damage. a natural fire source (such as campfire, torch,lamp) is required, using this ability will destroy the fire source. the rapier disappears after 1 hour, or is it leaves the firewarrior's hand.
New Feats:
Front-Line Casting [General]
Used mainly by firewarriors, this allows the spellcaster fight while casting.
Prerequisites: Two-Weapon Fighting, Combat Casting.
Benefits: you are allowed to cast a spell in one hard while fighting with the other. Every time you cast a spell you may make a single attack with a weapon wielded in one hand.
Dual-Casting [General]
A feared ability of some spellcasters. this allows them to cast two spells at once.
Prerequisites: Two-Weapon Fighting, Silent Spell.
Benefits: You may cast two spells at once, as long one of them is silent.
Normal: only one spell may be cast at a time, no matter what.
Spell Suspension [Metamagic]
used by several firewarriors, this allows them to hold off their spells until the time is right.
Prerequisites: Firewarrior level 3.
Benefits: Allows you to keep damage spells in your hand instead of shooting them, you may shoot them at any time or use them as a one-shot melee weapon. if the spell hasn't been used in 6 rounds it cancels.
Shadowed Spell [Metamagic]
A fearsome abilty that allows the spellcaster to use spells without the enemy being able to see it at all.
Prerequisites: Silent Spell, Still Spell, hide 8+.
Benefits: Any spell under this metamagic is silent, still and invisible to the naked eye (magical means such as detect magic will reveal the spell) casting spells under this metamagic takes a spell slot of two levels higher.
The firewarrior Spell list:
*players handbook 3.5
**my creation, in-deapth explnation below.
level 1:
fireball*-1d6 damage per level, 20ft radios.
Exploasive Runes*-6d6 damage when read.
Rage*-target gains +2 to Str and Con,+1 to will save,-2 to AC.
Fire Trap*-opened obgect deals 1d4 damage +1/level.
Fire Shield*-creatures attacking you take fire damage, you are protected from heat or cold.
Daylight*-60 ft. radios of bright light
level 2:
Wall of Fire*-deals 2d4 fire damage out 10 ft. and 1d4 out to 20 ft. passing through wall deals 2d6 fire damage +1/level.
Shout*-deafens all withing cone and deals 5d6 sonic damage.
Solid Fog*-Blocks Vision and slows movment.
Fire Eye**-allows perfect vision in any condition.
Seeming*-Changes appearance of one person for two levels.
Smoke Figure**-creates 1 smoke figure of yourself. has the same stats as you except it has 10 hit points, appears jest like you with a naked eye.
Level 3:
Hellfire Missle**- 2, 2d4 fire damage missiles, +1 missile for firewarrior levels 5,7.
Advance Explasive Runes**- deals 8d8 damage when read.
Teleport*- instantly transports you as far as 100 miles/level.
Molten Flare**-Blinds and dazzles all targets in a cone for 3 minutes.
Touch of Fire**-deals 10d3 fire damage to target.
Level 4:
Finger of Death*-kills one subject.
Infernal judgment**-all enemys withing 30 ft. of caster suffer 3d10 fire damage.
Blaze**- see description below.
unique spells description:
Fire Eye
Transmutation
Level: Firewarrior 2, sorcerer/wizard 3
Components: V, S, F
Casting Time: 1 standard action
Targets: self
Duration: 10 rounds
provides clear sight no matter the weather effect/blindness/magical fog etc.
Focus: having an eye (not has to be YOUR eye. but one in hand, or in your head.)
Smoke Figure:
Evocation
Level: Firewarrior 2, evil cleric 5
Components: V, S
Casting Time: 1 standard action
Duration: 20 rounds.
creates a replica of yours, having all of your stats (including equipment) but has only 10 hit points. one the figure reaches 0 hit points it disappears.
a smoke figure can cast only first-level spells.
Hellfire Missle
Evocation [Fire, Darkness]
Level: Firewarrior 3, sorcerer/wizard 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to Four creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Lunches 2, 2d4+1 damage missiles, and an additional missle every two levels after the spell level.
Advance Explosive Runes
Abjuration [Force]
Level: Firewarrior 3, sorcerer/wizard 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One touched object weighing no more than 10 lb.
Duration: Permanent until discharged (D)
Saving Throw: See text
Spell Resistance: Yes
same as normal explosive runes save it deals 8d8 damage instead.
Molten Flare
Evocation [fire]
Level: Firewarrior 1
Components: V, S
Casting Time: 1 standard action
Range: 15 ft.
Effect: Burst of light
Area: Cone-shaped burst
Duration: Instantaneous
Blinds and dazzles all targets in a cone for 3 minutes.
Touch of Fire:
Evocation [fire]
Level: firewarrior 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Creature or creatures touched (up to one/level)
Duration: Instantaneous
Saving Throw: Fortitude partial or Will negates; see text
Spell Resistance: Yes
A touch from your hand, which glows with red energy, burns the creatures touched. Each touch deals 10d3 points of fire damage.
Infernal Judgment:
Evocation [Fire, Darkness]
Level: firewarrior 4
Components: V, S
Casting Time: 1 standard action
Area: 30-ft.-radius burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Creates a sphere of fire around the caster, dealing 3d10 damage to all hostiles that are in the sphere, and blasts them away. (moved to the nearest edge of the sphere.)
Blaze:
Evocation [Fire]
Level: Firewarrior 4
Components: V, S
Casting Time: 1 full round.
Range: Medium (100 ft. + 10 ft./level)
Targets: any.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
when casting the blaze spell you must use up any amount of spells of the first and second firewarrior spells.
blaze creates a 4d10 missle attack, plus another 2d10 missile for each first level spell used up and 3d10 missile for each second level spell used up. each missile may target another target.
hit die: d8
Requirements
Alignment: Any Chaotic or Any Evil (or both)
BAB: +5
Spellcasting: Capable of spontaneously casting 2nd level spells, one of which must be of the [fire] subtype
Feats: Two-Weapon fighting, dodge, Combat Casting.
Special: Must have had peaceful contact with a fire elemental or trained by another Fire Warrior.
{table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special
1st | +1 | +0 | +1 | +1 | Fire Immune, BattleCasting feat
2nd | +1 | +1 | +1 | +1 | Flaming Trasform
3rd | +2 | +1 | +2 | +2 | -
4th | +2 | +1 | +2 | +2 | Spell Ignition
5th | +3 | +1 | +2 | +3 | -
6th | +3 | +1 | +3 | +3 | -
7th | +4 | +1 | +3 | +3 | FlameCraft[/table]
Spellcasting:
the firewarrior can cast spells like a sorcerer, except he has his own spell limit and spell list. your caster level is equal to three times you firewarrior level.
spell limit:
{table=head]Firewarrior Level | level 1 spells | level 2 spells | level 3 spells | level 4 spells
1st | 2 | 1 | 0 | 0
2nd | 3 | 2 | 0 | 0
3rd | 4 | 3 | 1 | 0
4th | 6 | 4 | 2 | 0
5th | 8 | 5 | 3 | 0
6th | 9 | 7 | 4 | 1
7th | 9 | 9 | 5 | 2[/table]
spells knowen:
{table=head]Firewarrior Level | level 1 spells | level 2 spells | level 3 spells | level 4 spells
1st | 3 | 2 | 0 | 0
2nd | 4 | 2 | 0 | 0
3rd | 5 | 3 | 2 | 0
4th | 6 | 3 | 3 | 0
5th | 6 | 4 | 4 | 0
6th | 6 | 4 | 5 | 1
7th | 6 | 5 | 5 | 2[/table]
spell list on the end of the post.
Skills:
skill point per level: 2 + int modifer
Intimidate (Cha), Jump (Str), Bluff (Cha), Concentration (Con), Craft (Int), Ride (Dex), Spellcraft (Int), Tumble (Dex).
Abilitys:
Fire immune-the firewarrior takes only half damage from fire and flame-based attacks/spells, rounded up.
Flameing Transform-a firewarrior of the second level to change the damage type and element of any spell he casts to fire.
Spell Ignition-when a forth level firewarrior is casting a fire spell, he may use up one spell of one level lower of the spell casted to add 25% damage, rounded down. a transformed spell requires to use up a spell of the same level instead.
FlameCraft-allows the seventh level firewarrior to shape natural flames into a rapier with bonus 1d6 fire damage. a natural fire source (such as campfire, torch,lamp) is required, using this ability will destroy the fire source. the rapier disappears after 1 hour, or is it leaves the firewarrior's hand.
New Feats:
Front-Line Casting [General]
Used mainly by firewarriors, this allows the spellcaster fight while casting.
Prerequisites: Two-Weapon Fighting, Combat Casting.
Benefits: you are allowed to cast a spell in one hard while fighting with the other. Every time you cast a spell you may make a single attack with a weapon wielded in one hand.
Dual-Casting [General]
A feared ability of some spellcasters. this allows them to cast two spells at once.
Prerequisites: Two-Weapon Fighting, Silent Spell.
Benefits: You may cast two spells at once, as long one of them is silent.
Normal: only one spell may be cast at a time, no matter what.
Spell Suspension [Metamagic]
used by several firewarriors, this allows them to hold off their spells until the time is right.
Prerequisites: Firewarrior level 3.
Benefits: Allows you to keep damage spells in your hand instead of shooting them, you may shoot them at any time or use them as a one-shot melee weapon. if the spell hasn't been used in 6 rounds it cancels.
Shadowed Spell [Metamagic]
A fearsome abilty that allows the spellcaster to use spells without the enemy being able to see it at all.
Prerequisites: Silent Spell, Still Spell, hide 8+.
Benefits: Any spell under this metamagic is silent, still and invisible to the naked eye (magical means such as detect magic will reveal the spell) casting spells under this metamagic takes a spell slot of two levels higher.
The firewarrior Spell list:
*players handbook 3.5
**my creation, in-deapth explnation below.
level 1:
fireball*-1d6 damage per level, 20ft radios.
Exploasive Runes*-6d6 damage when read.
Rage*-target gains +2 to Str and Con,+1 to will save,-2 to AC.
Fire Trap*-opened obgect deals 1d4 damage +1/level.
Fire Shield*-creatures attacking you take fire damage, you are protected from heat or cold.
Daylight*-60 ft. radios of bright light
level 2:
Wall of Fire*-deals 2d4 fire damage out 10 ft. and 1d4 out to 20 ft. passing through wall deals 2d6 fire damage +1/level.
Shout*-deafens all withing cone and deals 5d6 sonic damage.
Solid Fog*-Blocks Vision and slows movment.
Fire Eye**-allows perfect vision in any condition.
Seeming*-Changes appearance of one person for two levels.
Smoke Figure**-creates 1 smoke figure of yourself. has the same stats as you except it has 10 hit points, appears jest like you with a naked eye.
Level 3:
Hellfire Missle**- 2, 2d4 fire damage missiles, +1 missile for firewarrior levels 5,7.
Advance Explasive Runes**- deals 8d8 damage when read.
Teleport*- instantly transports you as far as 100 miles/level.
Molten Flare**-Blinds and dazzles all targets in a cone for 3 minutes.
Touch of Fire**-deals 10d3 fire damage to target.
Level 4:
Finger of Death*-kills one subject.
Infernal judgment**-all enemys withing 30 ft. of caster suffer 3d10 fire damage.
Blaze**- see description below.
unique spells description:
Fire Eye
Transmutation
Level: Firewarrior 2, sorcerer/wizard 3
Components: V, S, F
Casting Time: 1 standard action
Targets: self
Duration: 10 rounds
provides clear sight no matter the weather effect/blindness/magical fog etc.
Focus: having an eye (not has to be YOUR eye. but one in hand, or in your head.)
Smoke Figure:
Evocation
Level: Firewarrior 2, evil cleric 5
Components: V, S
Casting Time: 1 standard action
Duration: 20 rounds.
creates a replica of yours, having all of your stats (including equipment) but has only 10 hit points. one the figure reaches 0 hit points it disappears.
a smoke figure can cast only first-level spells.
Hellfire Missle
Evocation [Fire, Darkness]
Level: Firewarrior 3, sorcerer/wizard 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to Four creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Lunches 2, 2d4+1 damage missiles, and an additional missle every two levels after the spell level.
Advance Explosive Runes
Abjuration [Force]
Level: Firewarrior 3, sorcerer/wizard 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One touched object weighing no more than 10 lb.
Duration: Permanent until discharged (D)
Saving Throw: See text
Spell Resistance: Yes
same as normal explosive runes save it deals 8d8 damage instead.
Molten Flare
Evocation [fire]
Level: Firewarrior 1
Components: V, S
Casting Time: 1 standard action
Range: 15 ft.
Effect: Burst of light
Area: Cone-shaped burst
Duration: Instantaneous
Blinds and dazzles all targets in a cone for 3 minutes.
Touch of Fire:
Evocation [fire]
Level: firewarrior 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Creature or creatures touched (up to one/level)
Duration: Instantaneous
Saving Throw: Fortitude partial or Will negates; see text
Spell Resistance: Yes
A touch from your hand, which glows with red energy, burns the creatures touched. Each touch deals 10d3 points of fire damage.
Infernal Judgment:
Evocation [Fire, Darkness]
Level: firewarrior 4
Components: V, S
Casting Time: 1 standard action
Area: 30-ft.-radius burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Creates a sphere of fire around the caster, dealing 3d10 damage to all hostiles that are in the sphere, and blasts them away. (moved to the nearest edge of the sphere.)
Blaze:
Evocation [Fire]
Level: Firewarrior 4
Components: V, S
Casting Time: 1 full round.
Range: Medium (100 ft. + 10 ft./level)
Targets: any.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
when casting the blaze spell you must use up any amount of spells of the first and second firewarrior spells.
blaze creates a 4d10 missle attack, plus another 2d10 missile for each first level spell used up and 3d10 missile for each second level spell used up. each missile may target another target.