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    Default Don't Blaze Me, Bro! (3.5 Base Class, PEACH)

    The Burning Blade


    Spoiler
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    "Some people just want to watch the world burn"


    Thanks to KaelesFree, who helped me make this class.

    The Pyromania feats can be found here.

    Alignment: Any

    HD: d10
    Class Skills: The burning blade's class skills are Balance, Climb, Craft, Diplomacy, Escape Artist, Hide, Intimidate, Jump, Knowledge (The Planes), Listen, Martial Lore, Move Silently, Profession, Spot, Swim, and Tumble.
    Skill Points: 4+Int per level, x4 at first level

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Maneuvers Known|Maneuvers Readied|Stances Known

    1st|
    +1
    |
    +0
    |
    +2
    |
    +2
    |Minor Pyromania, Heat Resistance, Voice of Fire|
    2
    |
    2
    |
    1
    2nd|
    +2
    |
    +0
    |
    +3
    |
    +3
    |Flash Step, Strike of Flame +1d6 |
    3
    |
    2
    |
    1
    3rd|
    +3
    |
    +1
    |
    +3
    |
    +3
    |Light Pyromania |
    4
    |
    3
    |
    1
    4th|
    +4
    |
    +1
    |
    +4
    |
    +4
    |Strike of Flame +2d6, Pierce Resistance 1/encounter |
    5
    |
    3
    |
    1
    5th|
    +5
    |
    +1
    |
    +4
    |
    +4
    |Ally of Flame, Diplomat of Fire|
    6
    |
    4
    |
    2
    6th|
    +6/+1
    |
    +2
    |
    +5
    |
    +5
    |Moderate Pyromania, Strike of Flame +3d6|
    7
    |
    4
    |
    2
    7th|
    +7/+2
    |
    +2
    |
    +5
    |
    +5
    |Aura of Fire|
    8
    |
    4
    |
    2
    8th|
    +8/+3
    |
    +2
    |
    +6
    |
    +6
    |Strike of Flame +4d6, Fire Sword Extension, Pierce Resistance 2/encounter|
    9
    |
    5
    |
    2
    9th|
    +9/+4
    |
    +3
    |
    +6
    |
    +6
    |Serious Pyromania, Improved Flash Step|
    10
    |
    5
    |
    2
    10th|
    +10/+5
    |
    +3
    |
    +7
    |
    +7
    |Improved Ally of Flame, Strike of Flame +5d6, Rebuke Fire|
    11
    |
    6
    |
    2
    11th|
    +11/+6/+1
    |
    +3
    |
    +7
    |
    +7
    |Armor of Fire |
    12
    |
    6
    |
    3
    12th|
    +12/+7/+2
    |
    +3
    |
    +8
    |
    +8
    |Critical Pyromania, Strike of Flame +6d6, Pierce Resistance 3/encounter |
    13
    |
    6
    |
    3
    13th|
    +13/+8/+3
    |
    +4
    |
    +8
    |
    +8
    |Body of Fire |
    14
    |
    7
    |
    3
    14th|
    +14/+9/+4
    |
    +4
    |
    +9
    |
    +9
    |Strike of Flame +7d6 |
    15
    |
    7
    |
    3
    15th|
    +15/+10/+5
    |
    +4
    |
    +9
    |
    +9
    |Concerning Pyromania, Greater Ally of Flame, Master of Fire|
    16
    |
    8
    |
    4
    16th|
    +16/+11/+6/+1
    |
    +5
    |
    +10
    |
    +10
    |Strike of Flame +8d6, Pierce Resistance 4/encounter |
    17
    |
    8
    |
    4
    17th|
    +17/+12/+7/+2
    |
    +5
    |
    +10
    |
    +10
    |Superior Aura of Fire|
    18
    |
    8
    |
    4

    18th|
    +18/+13/+8/+3
    |
    +6
    |
    +11
    |
    +11
    |Clinical Pyromania, Strike of Flame +9d6|
    19
    |
    9
    |
    4
    19th|
    +19/+14/+9/+4
    |
    +6
    |
    +11
    |
    +11
    |Raging Inferno|
    20
    |
    9
    |
    4
    20th|
    +20/+15/+10/+5
    |
    +6
    |
    +12
    |
    +12
    |Legendary Warrior of Flame, Strike of Flame +10d6|
    21
    |
    10
    |
    4
    [/table]

    Class Features: All of the following are the class features for the burning blade.

    Weapon and Armor Proficiency: The burning blade is proficient with all simple weapons, and with the light pick, the falchion and the scimitar. The burning blade is proficient with light and medium armor, and with shields (but not tower shields).

    Maneuvers: A burning blade is able to initiate maneuvers of the Sublime Way. He begins play with knowledge of 2 maneuvers. The burning blade has access only to the Desert Wind discipline, and he may under no circumstances replace that discipline (not even with homebrew disciplines).

    The burning blade learns a new maneuver from the Desert Wind discipline each time he gains a class level.

    The burning blade's special connection with fire is what grants him his maneuvers, not his dedicated study of the Sublime Way. The difference between him and a swordsage is rather similar to the difference between a sorcerer and a wizard. As such, the burning blade's force of personality, not his insight and experience, determine the power of his abilities. The burning blade uses his Charisma modifier to determine the DC for any Desert Wind maneuvers he initiates, rather than his Wisdom modifier.

    Maneuvers Readied: A burning blade is able to ready both of his maneuvers known at 1st level, but after 1st level he is limited to the Maneuvers Readied chart in the table above.

    A burning blade selects his maneuvers readied from his maneuvers known, through five minutes of uninterrupted meditation. Once readied, his maneuvers readied do not change until he has spent another five minutes in meditation. A burning blade may change his maneuvers readied as often as he likes.

    A burning blade begins an encounter with all of his readied maneuvers available. Once he initiates a maneuver, it is expended and rendered unusable until he refreshes it. A burning blade may refresh his maneuvers in three different ways:
    • By gathering his thoughts. A burning blade may take the total defense action, and choose a single expended maneuver to refresh.
    • By becoming one with the flames. A burning blade may choose a single expended maneuver to refresh after casting a spell-like ability with the [Fire] descriptor.
    • By striking his enemies with fire. A burning blade may choose a single expended maneuver to refresh if he successfully hits and damages a creature with his Strike of Flame ability.


    Stances Known: A burning blade begins play with knowledge of the Flame's Blessing stance. At 5th level, he learns the Holocaust Cloak stance. At 11th level, he learns the Fiery Assault stance. At 15th level, he learns the Rising Phoenix stance.

    Unlike maneuvers, stances are not expended, and the burning blade does not have to ready them. All stances the burning blade knows are available to him at all times. The burning blade may change the stance he is currently using as a swift action.

    Pyromania (Ex): A burning blade is able to slowly unlock his inner fire, one step at a time. The burning blade gains the Inflict Minor Pyromania feat as a bonus feat. He must meet the prerequisites.

    At 3rd level, the burning blade gains Inflict Light Pyromania as a bonus feat. He must meet the prerequisites.

    At 6th level, the burning blade gains Inflict Moderate Pyromania as a bonus feat. He must meet the prerequisites.

    At 9th level, the burning blade gains Inflict Serious Pyromania as a bonus feat. He must meet the prerequisites.

    At 12th level, the burning blade gains Inflict Critical Pyromania as a bonus feat. He must meet the prerequisites.

    At 15th level, the burning blade gains Inflict Concerning Pyromania as a bonus feat. He must meet the prerequisites.

    At 18th level, the burning blade gains Inflict Clinical Pyromania as a bonus feat. He must meet the prerequisites.

    Heat Resistance (Ex): A burning blade is not bothered by extreme weather at all. He is able to exist comfortably in temperatures of up to 140 degrees Fahrenheit.

    Voice of Fire: A burning blade is able to communicate with creatures of fire, such as fire elementals. He gains Ignan as an automatic language.

    Flash Step (Ex): A burning blade is quick on his feet, nimble and swift. He can react quickly to even magical attacks, and get out of the way quickly. Starting at 2nd level, if the burning blade is targeted by an ability that normally allows a Reflex saving throw for half damage, the burning blade may make a DC 15 Tumble check as an immediate action. If he succeeds, he is able to move up to one-half his movement speed without provoking any attacks of opportunity before the attack resolves (giving him time to get out of the area of effect). If the burning blade fails his check, he falls prone in the square he started in.

    Strike of Flame (Su): A burning blade is no mere student of the Desert Wind...the Plane of Fire calls to him, whispers that never escape his ears. And when he calls back, it grants him power.

    Starting at 2nd level, a burning blade is able to ignite his weapon and deliver an attack that deals extra fire damage. This attack can only be made as a standard action (and thus only applies to a single attack per round, unless the burning blade is able to get multiple standard actions per round). A burning blade may use his Strike of Flame ability as part of a Desert Wind strike maneuver, as long as that maneuver takes no longer than a standard action to initiate, (and the fire damage he deals stacks with any bonus damage the strike grants) but not as part of a strike maneuver from any other discipline.

    The extra fire damage the burning blade deals starts at +1d6, and increases by an additional +1d6 at each even level, to a maximum of +10d6 fire damage at 20th level. This extra damage stacks with all other extra fire damage from all other sources, including (but not limited to): the Fiery Assault stance, any Desert Wind strike maneuver, and the flaming and flaming burst weapon enchantments.

    Pierce Resistance (Ex): Starting at 4th level, once per encounter, a burning blade may use a swift action to select one enemy he has line of sight and line of effect to. That creature's resistance to fire, if any, is lowered by 10 for the rest of the round. This ability has no effect on a creature who is immune to fire.

    At 8th level, the burning blade may reduce a creature's resistance to fire by 20 and use this ability up to twice per encounter.

    At 12th level, the burning blade may completely negate a creature's resistance to fire with this ability, and may have a creature who is immune to fire (even by virtue of possessing the [fire] subtype) take half damage from any fire attacks for one round. The burning blade may use this ability up to three times per encounter.

    At 16th level, the burning blade may use this ability to completely ignore a creature's immunity or resistance to fire for one round. He may do this up to four times per encounter.

    Ally of Flame (Ex): Beginning at 5th level, a burning blade gains resistance to fire 5. This resistance stacks with all other energy resistances the burning blade might have to fire.

    Fiery Diplomat (Su): A burning blade's presence is very soothing and warm to others like him. From 5th level on, the burning blade receives a +6 bonus to all Charisma checks and Charisma-based skill checks involving devils or creatures with the [fire] subtype. He may also communicate with any creature with the [fire] subtype or with any devil as if they shared a language, as the tongues spell. A burning blade may suppress or resume this ability as a free action.

    Aura of Fire (Su): Starting at 7th level, the burning blade's mere presence heats the air and harms other creatures. Any enemy creature who begins its turn within 30 feet of the burning blade takes 2d6 fire damage. Additionally, creatures of the [Cold] subtype take a -2 penalty to their attack rolls, skill checks, ability checks and saving throws while within 30 feet of the burning blade. The burning blade may suppress or resume this ability as a free action. The aura is automatically suppressed if the burning blade falls unconscious or dies.

    Fire Sword Extension (Su): A burning blade's flames can run wild if he allows them to. Beginning at 8th level, a burning blade may, as a move action, force his melee weapon to grow, coating it in burning flames. This fire does not harm the burning blade, but it does hurt anyone else the weapon touches. Any creature other than the burning blade who holds a weapon affected by this ability takes 1d6 points of fire damage and must make a DC 15 Reflex save or catch fire. The damage and save are repeated at the start of each round the creature holds the weapon while it remains ignited.

    The fire grants the weapon and its wielder an extra +5' of reach, and deals an additional +1 fire damage/class level on a successful melee attack.

    The burning blade may use Fire Sword Extension once per encounter. The ability lasts for 3 rounds, plus a number of extra rounds equal to his Charisma modifier (minimum of 3 rounds).

    Improved Flash Step (Ex): As Flash Step, but if the burning blade beats the DC of his Tumble check by 10 or more, he is able to move up to his full speed without provoking an attack of opportunity, rather than up to one-half his speed.

    Improved Ally of Flame (Ex): Starting at 10th level, the resistance to fire from Ally of Flame increases to 10, and the burning blade receives a +2 bonus on his saving throws against spells and spell-like abilities with the [fire] descriptor, as well as to all supernatural attacks that deal fire damage.

    Rebuke Fire (Su): The burning blade's eyes glisten with fire, an internal power that holds almost a hypnotic sway over creatures that hold the same power. Beginning at 10th level, the burning blade gains the ability to rebuke, command, and bolster creatures with the [fire] subtype, as well as devils. His effective cleric level is equal to his burning blade class level. The burning blade may use this ability 3 plus his Charisma modifier times per day (minimum 3 per day). A burning blade may not use this class feature to power divine feats. Instead of presenting a holy symbol, the burning blade must make eye contact with the creature he targets, like a gaze attack.

    Armor of Fire (Su): The burning blade's skin expels heat that actually makes it difficult to strike him effectively. He is able to move much faster, the enemies find it difficult to pinpoint his exact location due to small mirages and sometimes random bursts of air will actually simply push a weapon or arrow astray. Starting at 11th level, the burning blade gains a deflection bonus to his Armor Class equal to his Charisma modifier (minimum +1).

    Body of Fire (Su): As the burning blade continues to transform, his heated skin no longer only protects him, it also harms any creature who would dare strike at him. From 13th level on, a creature who attacks the burning blade with a non-reach melee weapon or with a natural weapon takes 5 points of fire damage. The burning blade may suppress or resume this ability as a swift action. This ability stacks with all similar abilities, such as the fire shield spell or the Holocaust Cloak stance. A burning blade who falls unconscious immediately loses the benefits of Body of Fire.

    Greater Ally of Flame (Ex): Beginning at 15th level, the fire resistance from Ally of Flame increases to 20, and the resistance it grants cannot be reduced, overcome or ignored by any means, such as with the Searing Spell metamagic feat or the burning blade's Pierce Resistance ability.

    Master of Fire (Sp): A burning blade is no ordinary pyromaniac. His power comes from not only loving and controlling fire, but bending it to his will. And that includes creatures made of fire. Starting at 15th level, a burning blade with at least 19 Charisma may cast dominate monster, as the spell, as a spell-like ability once per day. His caster level is equal to his class level, and the save DC is 19+his Charisma modifier. A burning blade may only target a creature of the [fire] subtype or a devil with this spell. If the creature he attempts to target is not a [fire] creature or a devil, the spell has no effect and the daily use is wasted.

    Superior Aura of Fire (Su): At 17th level, the burning blade's Aura of Fire ability improves. It expands out to 60 feet, deals 4d6 fire damage to any enemy creature who begins its turn in range of the aura, and the penalties a [Cold] creature takes while in range increase to -4. Additionally, all creatures within 60 feet of the burning blade receive a +2 perfection bonus to their caster level when casting spells or spell-like abilities with the [Fire] descriptor. Unlike all other effects of the Aura of Fire, the caster level bonus applies to the burning blade as well as his allies and enemies.

    Raging Inferno (Su): Finally, at 19th level, the burning blade is a true master of the Desert Wind discipline, and is able to release a true firestorm of power. When the burning blade readies his maneuvers, he may choose to use up three of his readied maneuvers to ready a single Desert Wind maneuver. That maneuver must be a strike maneuver that deals fire damage, but without channeling it through a melee weapon. (For example, Inferno Blast or Dragon's Flame would qualify, but Burning Blade and Inferno Blade would not). If he chooses to do so, then until he changes his readied maneuvers, the maneuver he readied that consumed three slots deals double fire damage each time he initiates it.

    To be clear, you do not ready the maneuver three times in three slots, nor do you receive three separate uses of the maneuver before you must attempt to refresh it. You simply ready the maneuver as normal and leave two of your readied maneuver slots unused. You may do this with up to three different maneuvers (consuming a total of 9 readied maneuver slots) each time you meditate to ready your maneuvers.

    Legendary Warrior of Flame (Ex): At 20th level, the burning blade's transformation is complete. He transforms into a creature of pure fire. The burning blade's type changes to Elemental, and he gains the (Fire) subtype, which grants him complete immunity to fire, but vulnerability to cold. The burning blade's immunity to fire cannot be overcome by any means, such as the Searing Spell metamagic feat or the burning blade's Pierce Resistance ability. The burning blade gains immunity to the extra damage from critical hits, and cannot be flanked. He also gains immunity to stunning, sleep effects, poisons and paralysis. The burning blade gains a natural slam attack (or pair of slams, if he is Large or larger), which deals damage equal to the slam damage for a Fire Elemental of his size. All his natural weapons deal an additional +1d6 fire damage. Finally, the burning blade gains the Burn extraordinary special attack. Any creature he hits with his slam attack must make a Reflex save (DC 10+1/2 his character level+ his Constitution modifier) or catch fire for 1d4 rounds.

    The burning blade's soul may only be revived by strong magic, if he dies. He cannot be resurrected except by a limited wish, wish, miracle, or true resurrection spell.






    Alternate Class Feature: Favored of the Void Beyond the Altar
    Level: 2nd
    Benefit: Amon, the corrupted god of light and law, sets his sights upon you. You gain the ability to bind a single vestige, and that vestige must be Amon. Treat your binder level as if it were your burning blade class level for all purposes. This class feature does not allow you to qualify for any Pact feats.
    Replaces: Strike of Flame. A Favored of the Void Beyond the Altar never receives the Strike of Flame ability, not even at a reduced progression at level 4.


    Scorching Blade (Fighter)
    Prerequisites: BAB +4, Strike of Flame +2d6
    Benefit: When you use your Strike of Flames ability, you may sacrifice any number of extra damage dice you would normally gain from Strike of Flames for that one attack. If you do, you reduce your target's fire resistance by 5 for one round, for each dice of damage you give up. (The creature's resistance is reduced before your attack resolves). If your target is immune to fire, you may give up at least 5 damage dice in order to have it instead take half damage from all fire effects for one round.

    As a constant secondary benefit of this feat, your Strike of Flame ability deals double damage to creatures who are vulnerable to fire, rather than +50%.


    Overheat (General)
    Prerequisites: Strike of Flame +1d6, must not be immune to cold
    Benefit: Whenever you use your Strike of Flame class feature, you deal an additional +1 fire damage per character level. However, your excessive body heat makes you especially vulnerable to cold. You take a -2 penalty on all saving throws against spells or spell-like abilities with the [cold] descriptor, as well as supernatural attacks that deal cold damage, and Constitution checks or Fortitude saves dealing with extremely cold temperatures.


    Searing Blast (General)
    Prerequisites: Pierce Resistance class feature
    Benefits: You gain the ability to use your Pierce Resistance feature to a greater effect, and create a blast of fire that sears through all other creatures like its nothing. When you use your Pierce Resistance ability, any fire damage you deal to a creature that does not have fire resistance or immunity for the rest of the round deals +50% fire damage. Any fire damage you deal to a creature who is vulnerable to fire, such as by having the [cold] subtype, deals double fire damage instead of +50% during the round you use Pierce Resistance.
    Last edited by NeoSeraphi; 2012-04-21 at 07:11 PM.

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    Default Re: Don't Blaze Me, Bro! (3.5 Base Class, PEACH)

    fire immunity shuts this class down hard... and fire resist/immunity is easy to come by...

    also, with flame strike and a desert wind manuver... your swinging tons of damage...

    just a start. may PEACH in a bit.
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    Default Re: Don't Blaze Me, Bro! (3.5 Base Class, PEACH)

    A question:
    As I'm not particularly qualified to discuss and analyze concepts of balance (it looks all right? Kinda a living AoE blaster-god-thing), do you mind if I nitpick grammar? I know there's only so many synonyms for "fire", but there's a couple little things.
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    Default Re: Don't Blaze Me, Bro! (3.5 Base Class, PEACH)

    Quote Originally Posted by bobthe6th View Post
    fire immunity shuts this class down hard... and fire resist/immunity is easy to come by...

    also, with flame strike and a desert wind manuver... your swinging tons of damage...

    just a start. may PEACH in a bit.
    Right, the idea is you deal an incredible amount of fire damage. The thing is, Sneak Attack stacks with strikes, so why shouldn't Strike of Flame?

    You're right about fire immunity shutting this class down pretty hard, but even then you have tricks you can play. You can still fly (via fire wings), you still have reach and you can still use a few Desert Wind maneuvers (like Flashing Sun).

    It's something you have to plan for, but I don't see it really being a problem. (After all, you're still primary melee with d10 HD and full BAB, so the normal Power Attack/Leap Attack stuff still applies to immune enemies)

    A question:
    As I'm not particularly qualified to discuss and analyze concepts of balance (it looks all right? Kinda a living AoE blaster-god-thing), do you mind if I nitpick grammar? I know there's only so many synonyms for "fire", but there's a couple little things.
    Sure, go right ahead! I didn't think I had that many grammar mistakes, though I admit the naming scheme is pretty repetitive.

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    Default Re: Don't Blaze Me, Bro! (3.5 Base Class, PEACH)

    Sneak attack takes some work, and is the only damage abilaty of a rogue... this should be dealing level d6+weapon damage every swing... plus SLAs and some other cool stuff... I dunno...
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    Default Re: Don't Blaze Me, Bro! (3.5 Base Class, PEACH)

    Quote Originally Posted by bobthe6th View Post
    Sneak attack takes some work, and is the only damage abilaty of a rogue... this should be dealing level d6+weapon damage every swing... plus SLAs and some other cool stuff... I dunno...
    Rogues do that too, when they TWF full-round. Strike of Flame is only usable as a standard action. Yes, you get to add it to a strike, but you can't use it as part of a full-round attack, and you can't apply it to more than one weapon in a single round. Also, I'm not entirely sure here, but I'm pretty sure that resistance and immunity to fire are even more widespread than immunity to precision damage. (Demons, daemons, and angels all have resist fire 10. Devils, red dragons, gold dragons, fire elementals, and some fey are immune. Immunity to Sneak Attack takes a few spells combined [the heart spells from Complete Mage], while immunity to fire just takes one: protection from energy. And resist energy can pretty much shave off most of your damage anyway.)

    If my line of reasoning still has you questioning the balance of the ability, though, then please tell me how you think I should alter it.

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    Default Re: Don't Blaze Me, Bro! (3.5 Base Class, PEACH)

    It seems fairly reasonable in terms of damage, though you may want to give them some sort of searing spell thing, that is dealing half damage through fire immunity, limit it per day or encounter if you want, but they need some way so it doesn't shut down over half their damage.

    Also lower the maneuvers known a bit, because by the high levels you're going to have to select like 6th level maneuvers when you have an IL of 18, which is kind of sad. What I mean is there are only 2 7th and 2 8th, and only 1 9th so once you've picked up the 9th at level 17 you are going to be stuck with much worse maneuvers that you probably won't even use from the earlier levels.
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    Default Re: Don't Blaze Me, Bro! (3.5 Base Class, PEACH)

    Quote Originally Posted by Dumbledore lives View Post
    It seems fairly reasonable in terms of damage, though you may want to give them some sort of searing spell thing, that is dealing half damage through fire immunity, limit it per day or encounter if you want, but they need some way so it doesn't shut down over half their damage.
    Hmm...Alright hold on a second. I'll add that in.

    Also lower the maneuvers known a bit, because by the high levels you're going to have to select like 6th level maneuvers when you have an IL of 18, which is kind of sad. What I mean is there are only 2 7th and 2 8th, and only 1 9th so once you've picked up the 9th at level 17 you are going to be stuck with much worse maneuvers that you probably won't even use from the earlier levels.
    So, what, you think I shouldn't have any more maneuvers known after 17th level? Or you think I shouldn't give a maneuver known at 17th, and push it back, delaying the 9th level one?
    Last edited by NeoSeraphi; 2012-02-23 at 08:46 PM.

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    Default Re: Don't Blaze Me, Bro! (3.5 Base Class, PEACH)

    You should change your quote to "Some people just want to watch the world burn."

    Just sayin

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    Default Re: Don't Blaze Me, Bro! (3.5 Base Class, PEACH)

    Quote Originally Posted by Kane0 View Post
    You should change your quote to "Some people just want to watch the world burn."

    Just sayin
    I will definitely consider that.

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    Default Re: Don't Blaze Me, Bro! (3.5 Base Class, PEACH)

    As a long time fan of fire(Though not a pyromaniac. ), I adore this class.

    However, I think Aura of Flame might cause thrown books at a table. No one would want to have this guy in the party cause he'd be damaging his own allies half the time. Other than that, I would play the Abyss out of this class!
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    Default Re: Don't Blaze Me, Bro! (3.5 Base Class, PEACH)

    Quote Originally Posted by ScrambledBrains View Post
    As a long time fan of fire(Though not a pyromaniac. ), I adore this class.

    However, I think Aura of Flame might cause thrown books at a table. No one would want to have this guy in the party cause he'd be damaging his own allies half the time. Other than that, I would play the Abyss out of this class!
    Okay, I'll make it so he can suppress and resume his Aura of Fire, so that when people are out walking with him, they aren't getting scorched. As for in combat, well, get a ring of resistance. You probably wouldn't regret it anyway.

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    Default Re: Don't Blaze Me, Bro! (3.5 Base Class, PEACH)

    Alright, I hate dead levels, so I added Superior Aura of Fire and Raging Inferno in at 17th and 19th level, respectively.
    Last edited by NeoSeraphi; 2012-02-24 at 02:04 AM.

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    Default Re: Don't Blaze Me, Bro! (3.5 Base Class, PEACH)

    Before I dive into the class, I'd like to say that, though I don't know you very well as a person, I like you a lot as a role player and I love you as a homebrewer. You're a huge inspiration to me, and I'm always pleased when I see that you've posted something new; this class is no exception. In case you're worried about it, I'm not just being nice because I'm about to tear into you, either (so calm down).

    Now, onto the class itself...

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    You may want to add the light pick to the weapon proficiency list. It's not really that great of a weapon, but it's the only Desert Wind weapon with which the Burning Blade's not proficient.

    Personally, I like the maneuver progression. I'm not super familiar with ToB stuff, but I saw immediately that you'd wind up with a lot more low-level maneuvers than high-level maneuvers, and I'm completely fine with that. That's how everything works, and it's not really a problem to get new 8th and 7th level maneuvers after you pick up your 9th level maneuver, because you're still gaining power (you can now ready an additional 8th and 7th level maneuver, something that you couldn't do before). I think you're fine.

    I love that there are so many different and helpful ways to refresh maneuvers. I'm honestly not sure as to how that sits as far as power balance is concerned, but it seems like it's only a little better than a Warblade's refresh mechanic (and the Warblade is significantly more versatile with its maneuvers).

    I'm also a huge fan of the Pyromania feats. They're so elegantly done... They make me want to see other spells done in similar fashion, and fastened into a mage chassis as bonus feats... Just awesome. It seems a little odd that the Burning Blade must meet the prerequisites for them, though (which, given their rate of accrual, amounts to a 16 in Charisma). It's not a bad idea at all (since the SLA's DCs will be based off of Charisma), but it does strike me as a little more MaD than you have intended (since you'll also need high Strength for offense, high Constitution for defense, and high Wisdom for your Desert Wind DCs).

    Heat Resistance strikes me as primarily fluff, but its good fluff, and it's not the only ability you gain. So... that's pretty cool.

    Ditto Voice of Fire.

    You've got to love Evasion. Again, I'm not an expert on balance, but this might come a little early. I know, it's the same level as the Monk and Rogue and nobody complains about those guys... but those guys don't have full BaB and a d10 HD. It seems a little more dippable than you may have intended, but that's not necessarily a bad thing.

    I really like Strike of Flames. I don't really have anything to add; I just like it.

    Pierce Resistance is excellent. It's extremely useful, but it's Swift action activation means that, on occasion, you might have to actually think about whether you want to use it (because Initiators can actually make use of their Swift actions). Very well done.

    Ally of Flame is quite neat. Flavorful and useful.

    Aura of Fire... Well, I like the idea of it. The problem is that I don't see anyone using it in a party (unless it was specifically planned before the game even started that the other players would have massive Resistance/Immunity to fire). The way it's set up now is that anything within 12 squares of you takes ~7 fire damage a round, including any summoned creatures and even the Wizard's Familiar (not to mention the Wizard). Yes, there are ways around this with spells and magic items, but you get this ability at 7th level. You're asking for an enormous chunk of resources to be spent on making your allies not be afraid of you. A Minor Ring of Fire Resistance costs 10,000gp (over 52% of WBL for 7th1), and still doesn't completely protect your allies if you happen to roll particularly high.

    Does Fire Sword Extension stack with the Burning Brand maneuver?

    Improved Evasion is always a good thing.

    Improved Ally of Flame is a very nice boost.

    Armor of Fire is pretty cool, and it comes online at a very good level for it, I think. Very well done.

    Body of Fire's also quite nice, but it poses an interesting problem: what happens if the Burning Blade falls unconscious with this ability active? I'm thinking that, unless stated otherwise, it would remain active. That means it would hurt anyone trying to use a cure spell or perform first aid. Is that intentional?

    Greater Ally of Flame is pretty much just more of the same, but I liked it the first two times so we're still doing pretty good.

    Superior Aura of Fire has the same problems as the regular Aura of Fire, but almost literally twice as bad (a Major Ring of Fire Resistance isn't even 13% of WBL for 17th2, so it's significantly cheaper to work around).

    Raging Inferno is very, very cool. So very cool, in fact, that I really wish I'd seen a mechanic like this one a bit earlier. It seems quite fun and interesting.

    I really like Legendary Warrior of Flame, but you can probably remove the part about not being able to be resurrected and instead add a part where you can, in fact, be resurrected. It goes against the type change, I know, but there are PrCs that change your type and still allow resurrection, and the lack of such wording in other classes is often seen as just terrible (even the Monk includes it).



    1It's exactly 52.631579% of the WBL for 7th level, actually.
    2It's exactly 12.94117646% of the WBL for 17th level, actually.

    In short, I really, really like this class. There are a few things that stand out as strange or awkward, but it's one of my favorite homebrews ever. You've done a truly fantastic job here, Seraphi. Good on you.
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    Default Re: Don't Blaze Me, Bro! (3.5 Base Class, PEACH)

    Quote Originally Posted by Lyndworm View Post
    Before I dive into the class, I'd like to say that, though I don't know you very well as a person, I like you a lot as a role player and I love you as a homebrewer. You're a huge inspiration to me, and I'm always pleased when I see that you've posted something new; this class is no exception. In case you're worried about it, I'm not just being nice because I'm about to tear into you, either (so calm down).
    Hey, thanks a lot.

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    You may want to add the light pick to the weapon proficiency list. It's not really that great of a weapon, but it's the only Desert Wind weapon with which the Burning Blade's not proficient.

    Whoops, totally thought light pick was a simple weapon. Adding that in.

    Personally, I like the maneuver progression. I'm not super familiar with ToB stuff, but I saw immediately that you'd wind up with a lot more low-level maneuvers than high-level maneuvers, and I'm completely fine with that. That's how everything works, and it's not really a problem to get new 8th and 7th level maneuvers after you pick up your 9th level maneuver, because you're still gaining power (you can now ready an additional 8th and 7th level maneuver, something that you couldn't do before). I think you're fine.

    Okay, great.

    I love that there are so many different and helpful ways to refresh maneuvers. I'm honestly not sure as to how that sits as far as power balance is concerned, but it seems like it's only a little better than a Warblade's refresh mechanic (and the Warblade is significantly more versatile with its maneuvers).

    His maneuvers come from the power of fire! So he is able to recharge with the power of fire!

    I'm also a huge fan of the Pyromania feats. They're so elegantly done... They make me want to see other spells done in similar fashion, and fastened into a mage chassis as bonus feats... Just awesome. It seems a little odd that the Burning Blade must meet the prerequisites for them, though (which, given their rate of accrual, amounts to a 16 in Charisma). It's not a bad idea at all (since the SLA's DCs will be based off of Charisma), but it does strike me as a little more MaD than you have intended (since you'll also need high Strength for offense, high Constitution for defense, and high Wisdom for your Desert Wind DCs).

    Sorcerers can't cast spells without a minimum Charisma score. And more importantly, a monster must have the same minimum Charisma score in order to use its SLAs. It's not an arbitrary amount, like Power Attack or Dodge's prerequisite, so you can't just ignore it. You need a certain minimum ability score in order to cast spells, that's just how the system works. As for MAD, well, I considered putting in a clause about the Desert Wind maneuvers having their DC based on Charisma, but that struck me as just a sneaky way to prevent MAD rather than anything based in fluff, so I left it out.

    Heat Resistance strikes me as primarily fluff, but its good fluff, and it's not the only ability you gain. So... that's pretty cool.

    Ditto Voice of Fire.

    Hey, thanks.

    You've got to love Evasion. Again, I'm not an expert on balance, but this might come a little early. I know, it's the same level as the Monk and Rogue and nobody complains about those guys... but those guys don't have full BaB and a d10 HD. It seems a little more dippable than you may have intended, but that's not necessarily a bad thing.

    My Evasion ability is actually quite different than the monk's, in case you didn't read it. I actually wrote an entirely new Evasion ability, just for this class.

    I really like Strike of Flames. I don't really have anything to add; I just like it.

    Me too. Who doesn't love MOAR FIRE?

    Pierce Resistance is excellent. It's extremely useful, but it's Swift action activation means that, on occasion, you might have to actually think about whether you want to use it (because Initiators can actually make use of their Swift actions). Very well done.

    Yes. The Desert Wind school actually has a good chunk of boost maneuvers, probably more than any other discipline. Sacrificing your swift actions is going to cost you damage for the round, but in exchange, it will help you deal more damage, so it's a fairly even trade.

    Ally of Flame is quite neat. Flavorful and useful.

    Yep. Can't have a Legendary Warrior of Fire without fire resistance.

    Aura of Fire... Well, I like the idea of it. The problem is that I don't see anyone using it in a party (unless it was specifically planned before the game even started that the other players would have massive Resistance/Immunity to fire). The way it's set up now is that anything within 12 squares of you takes ~7 fire damage a round, including any summoned creatures and even the Wizard's Familiar (not to mention the Wizard). Yes, there are ways around this with spells and magic items, but you get this ability at 7th level. You're asking for an enormous chunk of resources to be spent on making your allies not be afraid of you. A Minor Ring of Fire Resistance costs 10,000gp (over 52% of WBL for 7th1), and still doesn't completely protect your allies if you happen to roll particularly high.

    The problem is that you're not attacking anyone in particular. You're heating the air. Your allies shouldn't be immune to that. I suppose I could write in that it's temperature-based, so any creature who is under the effects of an endure elements spell is immune. Would that help?

    Does Fire Sword Extension stack with the Burning Brand maneuver?

    It does, yes, but Burning Brand only lasts for one round.

    Improved Evasion is always a good thing.

    Again, I suggest you read it. The burning blade's Improved Evasion is completely different from the monk's.

    Improved Ally of Flame is a very nice boost.

    Thank you.

    Armor of Fire is pretty cool, and it comes online at a very good level for it, I think. Very well done.

    Hooray for reducing WBL! Now you won't need that pesky ring of protection.

    Body of Fire's also quite nice, but it poses an interesting problem: what happens if the Burning Blade falls unconscious with this ability active? I'm thinking that, unless stated otherwise, it would remain active. That means it would hurt anyone trying to use a cure spell or perform first aid. Is that intentional?

    Nope. I'll fix that now.

    Greater Ally of Flame is pretty much just more of the same, but I liked it the first two times so we're still doing pretty good.

    Hey, immunity to that pesky Searing Spell feat is actually pretty good, as we're finding out in Never Ending Winter.

    Superior Aura of Fire has the same problems as the regular Aura of Fire, but almost literally twice as bad (a Major Ring of Fire Resistance isn't even 13% of WBL for 17th2, so it's significantly cheaper to work around).

    Again, I might consider making it ignored by a first-level spell, but even so, resist energy is only a 2nd-level spell, and protection from fire is a 3rd.

    Raging Inferno is very, very cool. So very cool, in fact, that I really wish I'd seen a mechanic like this one a bit earlier. It seems quite fun and interesting.

    Yeah, who doesn't want to deal 200 points of damage with a single maneuver?

    I really like Legendary Warrior of Flame, but you can probably remove the part about not being able to be resurrected and instead add a part where you can, in fact, be resurrected. It goes against the type change, I know, but there are PrCs that change your type and still allow resurrection, and the lack of such wording in other classes is often seen as just terrible (even the Monk includes it).

    Doesn't make sense. If you get resurrected, you lose a level, which means you lose this class feature, which means you come back as...not an elemental, which means you're not truly yourself. Your entire career has been leading up to this point. You are an elemental. Your soul is almost pure fire, and it is taken to the Plane of Fire. Why would you come back as a humanoid? Also, it's 20th level. I'd rather wait for a true resurrection spell than put up with a raise dead knocking me down 19,000 XP. I honestly don't see why people think being immune to raise dead at 20th is such an issue. I personally see it as an advantage. If my allies want me back, they're going to have to suck it up and spring for the true resurrection, and I don't have to lose a level or my elemental-ness.


    In short, I really, really like this class. There are a few things that stand out as strange or awkward, but it's one of my favorite homebrews ever. You've done a truly fantastic job here, Seraphi. Good on you.
    Yep, I can't wait to playtest this baby.

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    Default Re: Don't Blaze Me, Bro! (3.5 Base Class, PEACH)

    Quote Originally Posted by NeoSeraphi View Post
    Sorcerers can't cast spells without a minimum Charisma score. And more importantly, a monster must have the same minimum Charisma score in order to use its SLAs. It's not an arbitrary amount, like Power Attack or Dodge's prerequisite, so you can't just ignore it. You need a certain minimum ability score in order to cast spells, that's just how the system works. As for MAD, well, I considered putting in a clause about the Desert Wind maneuvers having their DC based on Charisma, but that struck me as just a sneaky way to prevent MAD rather than anything based in fluff, so I left it out.
    I'm certainly not arguing that it's out of place, only that this class is a little more MAD than would be best, I think. Having the Desert Wind DCs based on Charisma rather than Wisdom, while sneaky, actually does fit well with the fluff, I think. I'm assuming that the Burning Blade's fiery fighting style comes from the same inborn place as his SLAs, of course, and not rigorous-training-until-it-becomes-instinct like the Swordsage.

    Quote Originally Posted by NeoSeraphi View Post
    My Evasion ability is actually quite different than the monk's, in case you didn't read it. I actually wrote an entirely new Evasion ability, just for this class.
    I... did not notice that. I saw the name and assumed that it was the same ability, which was obviously quite foolish of me. I actually really like your version of the ability, but were you planning on changing all Evasion/Improved Evasion to function like the Burning Blade's abilities? If not, I'd suggest changing the name (perhaps to Flight of the Ash, Walk the Embers, or whatever else sounds good to you), primarily to avoid confusion (though I'm not sure how necessary it is, I just personally dislike unrelated shared terminology).

    Quote Originally Posted by NeoSeraphi View Post
    The problem is that you're not attacking anyone in particular. You're heating the air. Your allies shouldn't be immune to that. I suppose I could write in that it's temperature-based, so any creature who is under the effects of an endure elements spell is immune. Would that help?
    RaW, it doesn't really make sense. There are already rules for superheated air, and endure elements doesn't protect from the higher-end effects. I agree that, logically, the ability should affect everything within range, but that would include objects as well as allies. If it's selective enough to only harm the arbitrary definition of creatures (an Ent but not an oak tree, a water elemental but not a pond, a zombie but not a corpse, etc.), why can't it distinguish between friend and foe as well?

    Quote Originally Posted by NeoSeraphi View Post
    Again, I suggest you read it. The burning blade's Improved Evasion is completely different from the monk's.


    Quote Originally Posted by NeoSeraphi View Post
    Again, I might consider making it ignored by a first-level spell, but even so, resist energy is only a 2nd-level spell, and protection from fire is a 3rd.
    That helps your party a lot, but what about NPCs? Anything within 24 squares of a 17th level Burning Blade takes 4d6 fire damage every round. If this ability's turned on in a settled area, you're a mass-murderer (and not the good kind). It strikes me as distasteful (as a player) that as my character gets stronger he becomes a danger to those around him. I didn't think about it earlier, but Aura of Fire (and its big brother) suffer from similar wording as the old Body of Fire. When a Burning Blade falls unconscious with his Aura active, he continues to harm everything near him.

    Quote Originally Posted by NeoSeraphi View Post
    Doesn't make sense. If you get resurrected, you lose a level, which means you lose this class feature, which means you come back as...not an elemental, which means you're not truly yourself. Your entire career has been leading up to this point. You are an elemental. Your soul is almost pure fire, and it is taken to the Plane of Fire. Why would you come back as a humanoid? Also, it's 20th level. I'd rather wait for a true resurrection spell than put up with a raise dead knocking me down 19,000 XP. I honestly don't see why people think being immune to raise dead at 20th is such an issue. I personally see it as an advantage. If my allies want me back, they're going to have to suck it up and spring for the true resurrection, and I don't have to lose a level or my elemental-ness.
    I can deal with that.
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    Default Re: Don't Blaze Me, Bro! (3.5 Base Class, PEACH)

    Quote Originally Posted by Lyndworm View Post
    I'm certainly not arguing that it's out of place, only that this class is a little more MAD than would be best, I think. Having the Desert Wind DCs based on Charisma rather than Wisdom, while sneaky, actually does fit well with the fluff, I think. I'm assuming that the Burning Blade's fiery fighting style comes from the same inborn place as his SLAs, of course, and not rigorous-training-until-it-becomes-instinct like the Swordsage.
    Fair enough.

    I... did not notice that. I saw the name and assumed that it was the same ability, which was obviously quite foolish of me. I actually really like your version of the ability, but were you planning on changing all Evasion/Improved Evasion to function like the Burning Blade's abilities? If not, I'd suggest changing the name (perhaps to Flight of the Ash, Walk the Embers, or whatever else sounds good to you), primarily to avoid confusion (though I'm not sure how necessary it is, I just personally dislike unrelated shared terminology).
    Sure. I suppose for the sake of preventing people from skimming over it, I'll cahnge the name. The reason it's not got its own name is that it has nothing to do with fire.


    RaW, it doesn't really make sense. There are already rules for superheated air, and endure elements doesn't protect from the higher-end effects. I agree that, logically, the ability should affect everything within range, but that would include objects as well as allies. If it's selective enough to only harm the arbitrary definition of creatures (an Ent but not an oak tree, a water elemental but not a pond, a zombie but not a corpse, etc.), why can't it distinguish between friend and foe as well?
    I guess.


    That helps your party a lot, but what about NPCs? Anything within 24 squares of a 17th level Burning Blade takes 4d6 fire damage every round. If this ability's turned on in a settled area, you're a mass-murderer (and not the good kind). It strikes me as distasteful (as a player) that as my character gets stronger he becomes a danger to those around him. I didn't think about it earlier, but Aura of Fire (and its big brother) suffer from similar wording as the old Body of Fire. When a Burning Blade falls unconscious with his Aura active, he continues to harm everything near him.
    Alright. Enemies-only, and drops when I fall unconscious.

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    Default Re: Don't Blaze Me, Bro! (3.5 Base Class, PEACH)

    The Burning Blade's immunity/resistance to fire which cannot be overcome by any means (from Improved Ally of Flame, and the capstone) cannot be overcome by another Burning Blade using their abilities which allow them to normally pierce such a thing, yes? If so, I'd say that explicitly.
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    Default Re: Don't Blaze Me, Bro! (3.5 Base Class, PEACH)

    Quote Originally Posted by JoshuaZ View Post
    The Burning Blade's immunity/resistance to fire which cannot be overcome by any means (from Improved Ally of Flame, and the capstone) cannot be overcome by another Burning Blade using their abilities which allow them to normally pierce such a thing, yes? If so, I'd say that explicitly.
    Alright then.

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    Default Re: Don't Blaze Me, Bro! (3.5 Base Class, PEACH)

    Came up with a new feat, Scorching Blade, which I posted in the OP. What do you guys think?

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    Default Re: Don't Blaze Me, Bro! (3.5 Base Class, PEACH)

    No time for full PEACH but as for the feat, I say have it last until the end of your next round so you can take full advantage of your fire damage every other round.
    Cool class though.

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    Default Re: Don't Blaze Me, Bro! (3.5 Base Class, PEACH)

    As Lyndworm suggested, I have changed the burning blade's maneuvers section to grant him a class-based Charisma DC to his maneuvers instead of Wisdom-based. Hopefully this reduces the MAD of the class.

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    Default Re: Don't Blaze Me, Bro! (3.5 Base Class, PEACH)

    More flavor! I decided I liked Voice of Fire, so I expanded on it by adding Fiery Diplomat (5th), Rebuke Fire (10th) and Master of Fire (15th). Now the burning blade is a master of fire in all forms, both sentient and non.

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    Default Re: Don't Blaze Me, Bro! (3.5 Base Class, PEACH)

    Body of fire contradicts which action it is in its description.

    Also I am playtesting this class :)

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    Default Re: Don't Blaze Me, Bro! (3.5 Base Class, PEACH)

    Question: What's with you and this fire phase you're going through?
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    When I die, I donate my body to the cause of whatever ******* finds it first.
    Quote Originally Posted by Bloodgruve View Post
    Really though, how effin scary would the beach be if an octopus could launch itself outta the water at a 200' move speed every 6 seconds. I'd never go to the beach again... I thought flying sharks were scary...
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    Default Re: Don't Blaze Me, Bro! (3.5 Base Class, PEACH)

    Quote Originally Posted by Madara View Post
    Question: What's with you and this fire phase you're going through?
    Fire is amazing. I'm thinking about making a fire-based PrC for every non-rogue PHB base class. Already got the Pyromaniac for the sorcerer and the Fiery Musician for the bard. The Burning Blade replaces the fighter, so that just leaves a fiery barbarian, paladin, monk, ranger, cleric, druid, and wizard.

    Edit:
    Body of fire contradicts which action it is in its description.
    ...Huh. How did that happen? Whatever, swift is the appropriate one. Removed the other line.
    Last edited by NeoSeraphi; 2012-03-04 at 10:08 PM.

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    Default Re: Don't Blaze Me, Bro! (3.5 Base Class, PEACH)

    waz wrong with the rogue? fire is a great distraction...
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    Default Re: Don't Blaze Me, Bro! (3.5 Base Class, PEACH)

    Quote Originally Posted by bobthe6th View Post
    waz wrong with the rogue? fire is a great distraction...
    I hate rogues. They're a terribly designed class. I'd go into more detail but I don't want to derail my own thread. Suffice to say I have no interest in playing the PHB rogue, and so I wouldn't make a prestige class designed for one.

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    Wyntonian's Avatar

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    Default Re: Don't Blaze Me, Bro! (3.5 Base Class, PEACH)

    Lessee, a priest of Loki could be a good cleric sort of deal, I could see an adapted Blighter type thing for Druids, a barbarian who gets so mad he catches on fire could use the frostwhatever rager that grows spikes of ice when it rages, a flamethrowing monk is something out of that foreign Anna-Mae you kids are watching these days and wizards are easy as pie to make a flaming whatever out of.

    Yes. This will work.
    Guess who's good at avatars? Thormag. That's who.

    A Campaign Setting more than a year in the making, Patria!

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    Default Re: Don't Blaze Me, Bro! (3.5 Base Class, PEACH)

    Quote Originally Posted by Wyntonian View Post
    Lessee, a priest of Loki could be a good cleric sort of deal, I could see an adapted Blighter type thing for Druids, a barbarian who gets so mad he catches on fire could use the frostwhatever rager that grows spikes of ice when it rages, a flamethrowing monk is something out of that foreign Anna-Mae you kids are watching these days and wizards are easy as pie to make a flaming whatever out of.

    Yes. This will work.
    You forgot paladins.

    Anyway, barbarians already have this amazing feat from Sandstorm that gives them the Fire subtype whenever they rage. So I'm going to expand on that.

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