asdflove
2013-12-15, 11:28 PM
The Blaze Child
Sometimes, children in development are influenced by the planes. Those affected by the plane of fire can find themselves with an penchant for fire energy. Those who learn to use this energy are called blaze children.
Characteristics: Blaze Children are imbued with a lot of fire energy.
Religion: Blaze Children are of no particular religion.
Races: Blaze Children can be of any race. Their power comes from the planes rather than their blood line, so any race can be a blaze child.
Background: Blaze Children have no particular background, for the same reasons they can be any race.
Other classes: Blaze Children can get along with almost any class.
Role: Blaze Children are good at combat due to the large amount of fire damage they can dish out. They can serve as a party face or skill monkey due to their high charisma and intelligence.
Abilities:
A Blaze Child needs a good Intelligence and Charisma score for their class features.
Alignment: Any. Anyone can have this energy, and evil can use it too.
Starting Gold: As wizard.
Starting Age: As rogue.
Hit die: d8
LevelBABFortRefWillSpecial1st+0+0+2+2Fire Resistance, fiery burst +1d6, burning talent2nd+1+0+3+3Lantern, fire's warmth3rd+2+1+3+3Fiery burst +2d6, burning hit4th+3+1+4+4Ash cloud, fire call, blinding burst5th+3+1+4+4Fiery burst +3d6, cold resistance, searing strike6th+4+2+5+5Piercing flames, explosive burst7th+5+2+5+5Fiery burst +4d6, fire call (medium)8th+6/+1+2+6+6Burning heritage, dehydrating burst, Ash cloud (immunity)9th+6/+1+3+6+6Fiery burst +5d6, fire's warmth (bonus)10th+7/+2+3+7+7Fire call (large), searing strike (2d6), cauterizing burst 11th+8/+3+3+7+7Fiery burst +6d612th+9/+4+4+8+8Flashy burst13th+9/+4+4+8+8Fiery burst +7d6, planar ties, fire call (huge)14th+10/+5+4+9+9Spellburn burst15th+11/+6/+1+5+9+9Fiery burst +8d6, cold immunity, searing strike (flaming burst, 3d6)16th+12/+7/+2+5+10+10Ash cloud (damage)17th+12/+7/+2+5+10+10Fiery burst +9d618th+13/+8/+3+6+11+11Inferno19th+14/+9/+4+6+11+11Fiery burst +10d620th+15/+10/+5+6+12+12Searing strike (4d6), fire master
Class Skills:The blaze child’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) ×4.
Skill Points at Each Additional Level: 6 + Int modifier.
Class Features
All of the following are class features of the blaze child.
Weapon and Armor Proficiency
Blaze Children are proficient with all simple weapons, and a number over martial weapons of their choice equal to their Int modifier (Minimum 1). Blaze children are proficient with light armor, but not with shields.
Fire Resistance (Ex)
Due to their innate connection to fire, a blaze child is not as affected as much by fire as others. They have fire resistance equal to 10+their Int modifier.
Fiery burst (Su)
A Blaze Child is unpredictable on the battlefield, and his weapon occasionally bursts forth spewing gouts of fire upon his enemies. As a free action, a Blaze Child may cause any single attack to deal additional fire damage. This additional damage is 1d6 at 1st level, and it increases by 1d6 every two Blaze Child levels thereafter. They may do this even if it's not their turn. After activating this ability they may not do so again for the next 1d4 attacks they make.
Should the Blaze Child score a critical hit, that attack automatically activates this ability, but he may activate it normally on his next attack if he chooses. The additional damage from this ability is not multiplied on a critical hit.
Burning Talent (Ex):
Blaze children are rather skilled at using anything related to fire. A blaze child may activate all items with the Spell Trigger activation method if the spell in question is a spell with the fire descriptor. They can also activate items with the Spell Completion activation method if the spell in question is a spell with the fire descriptor and if the level of the spell is less than or equal to half their blaze child level (round down).
A blaze child can make some magic items with fire energy alone. They must still pay all gp and xp costs from making the item, but don't need the spell or item creation feat. They can make scrolls, wands and potions of any spell with the fire descriptor, so long as the level of the spell is less than or equal to half their blaze child level (round down).
Lantern (Su)
A blaze child of at least second level can create a floating ball of fire to act as a lantern. It clearly illuminates a 30-foot radius and provides shadowy illumination in a 60-foot radius. They can activate this at will, and it lasts a number of hours equal to half their blaze child level (Round down).
Fire's warmth (Su)
A number of times per day equal to their charisma modifier a blaze child of at least 2nd level can grant up to 5 allies fire resistance 10 for a number of rounds equal to their charisma modifier.
Starting at level 9 the allies affected also gain a moral bonus on all attack rolls, damage rolls, and skill checks they make for the duration of the effect equal to your intelligence modifer.
Burning Hit (Su)
A blaze child of at least 3rd level deals a little extra fire damage every time they attack. The do an additional amount of fire damage on each attack equal to their charisma or Intelligence modifier, whichever is higher.
Ash cloud (Su)
A number of times per day equal to their Intelligence modifier, a blaze child of at least 4th level can create a cloud of smoke and ash.
They create a smoke cloud that lasts for 1d4 rounds+their charisma modifier. The cloud has a 20-ft radius and is 20-ft tall.
Starting at 8th level a blaze child is immune to the effects of the smoke, and can even see through it with perfect clarity.
Starting at 16th level the smoke and ash are hot, dealing 8d6+the blaze child's charisma modifier fire damage per round to everyone within the cloud.
Fire Call (Su)
Starting at level 4, blaze children can call upon elemental creatures. A number of times per day equal to their 5+Int modifier+their Cha modifier a blaze child can, as a full-round action, summon a small fire elemental. Once summoned, the elemental acts like any summoned creature. The duration of this summoning is 1 round per blaze child level. In addition, the blaze child gains Ignan as a bonus language.
As a blaze child grows more powerful, they can call upon stronger elementals. At level 7, a blaze can instead summon a medium fire elemental elemental. Doing so takes two uses of this ability. At level 10, a blaze child can summon a large fire elemental. This takes 3 uses. At level 13, a blaze child can summon a huge fire elemental. This takes 4 uses.
Every time the Blaze child gets access to a new size, the number of uses they have increases by 2.
Blinding burst (Su)
Starting at 4th level a blaze child can create flames so bright that they can blind an enemy. A number of times per day equal to their intelligence modifier a blaze child can, when making a fiery burst attack, attempt to blind their target. Their target makes a fortitude save with a DC equal to 10+half the burst child's level (round down)+their Int or Cha modifier, whichever is higher. If they fail this save they are blinded, but if they pass it they just take normal damage from the attack.
Cold Resistance (Ex)
Due to their inner fire, a blaze child of at least 5th level is not as affected as much by cold as others. They have cold resistance equal to 10+their Cha modifier.
Searing Strike (Su)
At 5th level any weapon a blaze child hold is considered to have the flaming weapon enhancement.
At 10th level and every 5 levels there after the fire damage increases by 1d6 (2d6 at 10th, 3d6 at 15th, and 4d6 at 20th)
At 15th level this upgrades to be flaming burst, rather than flaming.
Piercing flames (Su)
At 6th level a blaze child can always hurt those resistant to fire, and can even affect those immune. Their attacks always ignore fire resistance and a number of times per day equal to their charisma modifier a blaze child can decide that their next attack will get through fire immunity. Activating this is a swift action. The next attack the blaze child makes after activating this ability ignores fire immunity.
Explosive Burst (Su)
Starting at 6th level a blaze child can create explosive blasts with their fiery bursts. A number of times per day equal to their intelligence modifier a blaze child can, when making a fiery burst attack, declare it to be a explosive burst attack. This attack deals the fiery burst damage to anyone within a 20-ft radius of the blaze child. In addition the blaze child can attempt to knock their target back 20-ft. Their target makes a reflex save with a DC equal to 10+half the flame child's level (round down)+their Int or Cha modifier, whichever is higher. If they fail this save they are pushed 20-ft in a direction of the blaze childs choosing and are knocked prone, as the condition, but if they pass it they just take normal damage from the attack.
Burning heritage (Ex)
At 8th level a Blaze Child gains the Fire subtype.
Dehydrating Burst (Su)
Starting at 8th level a blaze child can create a fire so hot that it evaporates water in the target. A number of times per day equal to their intelligence modifier a blaze child can, when making a fiery burst attack, declare it to be a Dehydrating Burst attack. Their target makes a fortitude save with a DC equal to 10+half the flame child's level (round down)+their Int or Cha modifier, whichever is higher. If they fail this save they take 1d6 nonlethal damage and are fatigued, but if they pass it they just take normal damage from the attack.
Cauterizing Burst (Su)
Starting at 10th level a blaze child can weaken a foe with searing fire that's seals over unhealed wounds. A number of times per day equal to their intelligence modifier a blaze child can, when making a fiery burst attack, declare it to be a Cauterizing Burst attack. Their target makes a fortitude save with a DC equal to 10+half the blaze child's level (round down)+their Int or Cha modifier, whichever is higher. If they fail this save they take 1d4 con damage, but if they pass it they just take normal damage from the attack.
Flashy burst (Su)
Starting at 12th level a blaze child can create beautiful and bright flames to distract to fascinate their target. A number of times per day equal to their intelligence modifier a blaze child can, when making a fiery burst attack, attempt to fascinate their target. Their target makes a will save with a DC equal to 10+half the burst child's level (round down)+their Int or Cha modifier, whichever is higher. If they fail this save they are Fascinated for a number of rounds equal to the blaze child's charisma modifier, but if they pass it they just take normal damage from the attack.
Planar Ties (Sp):
The great planar energy within a blaze child allows them to drift between the planes. Starting at level 13, a blaze child can shift between some planes. A number of times per day equal to their Intelligence modifier, a blaze child can create the effect of a Plane Shift spell (save DC based on Intelligence or Charisma, whichever is higher), except the only planes that can be chosen are the blaze child's native plane, planes with the fire-dominant planar trait and the material plane (if the campaign has more than one material plane, they may choose any of them).
Spellburn Burst (Su)
Starting at 14th level a blaze child can create fire so hot that it can even burn away mystical energy. A number of times per day equal to their intelligence modifier a blaze child can, when making a fiery burst attack, declare it to be a Spellburn Burst attack. Their target makes a Will save with a DC equal to 10+half the blaze child's level (round down)+their Int or Cha modifier, whichever is higher. If they fail this save they take 1d4 Int damage and if they are a caster they lose a spell slot of the highest level they have available (if they are a spell point caster, they lose spell points equal to the amount required to cast the highest level spell they can. If they are a prepared caster the spell lost is chosen at random), but if they pass it they just take normal damage from the attack.
Cold immunity (Ex)
Starting at 15th level a blaze child's inner fire protects them from cold in all forms.
Inferno (Su)
Starting at 18th level a blaze child can create an inferno. All targets within 30-ft of the blaze child take 100 hundred points of fire damage. They can make a reflex save for half damage with a DC of 10+half the blaze child's level (round down)+their Int or Cha modifier. You may select a number of squares equal to your charisma modifier to exclude from this effect.
Fire Master (Sp)
A 20th level Blaze Child can choose a number of spells with Fire descriptor spells equal to your Intelligence modifier whose total levels do not exceed half of their class level. They may cast those spells at-will. Once per day they may change their selections.
Concept quasi-based on qwertyu63's mender. If one plane can give people abilities, why not the others?
Sometimes, children in development are influenced by the planes. Those affected by the plane of fire can find themselves with an penchant for fire energy. Those who learn to use this energy are called blaze children.
Characteristics: Blaze Children are imbued with a lot of fire energy.
Religion: Blaze Children are of no particular religion.
Races: Blaze Children can be of any race. Their power comes from the planes rather than their blood line, so any race can be a blaze child.
Background: Blaze Children have no particular background, for the same reasons they can be any race.
Other classes: Blaze Children can get along with almost any class.
Role: Blaze Children are good at combat due to the large amount of fire damage they can dish out. They can serve as a party face or skill monkey due to their high charisma and intelligence.
Abilities:
A Blaze Child needs a good Intelligence and Charisma score for their class features.
Alignment: Any. Anyone can have this energy, and evil can use it too.
Starting Gold: As wizard.
Starting Age: As rogue.
Hit die: d8
LevelBABFortRefWillSpecial1st+0+0+2+2Fire Resistance, fiery burst +1d6, burning talent2nd+1+0+3+3Lantern, fire's warmth3rd+2+1+3+3Fiery burst +2d6, burning hit4th+3+1+4+4Ash cloud, fire call, blinding burst5th+3+1+4+4Fiery burst +3d6, cold resistance, searing strike6th+4+2+5+5Piercing flames, explosive burst7th+5+2+5+5Fiery burst +4d6, fire call (medium)8th+6/+1+2+6+6Burning heritage, dehydrating burst, Ash cloud (immunity)9th+6/+1+3+6+6Fiery burst +5d6, fire's warmth (bonus)10th+7/+2+3+7+7Fire call (large), searing strike (2d6), cauterizing burst 11th+8/+3+3+7+7Fiery burst +6d612th+9/+4+4+8+8Flashy burst13th+9/+4+4+8+8Fiery burst +7d6, planar ties, fire call (huge)14th+10/+5+4+9+9Spellburn burst15th+11/+6/+1+5+9+9Fiery burst +8d6, cold immunity, searing strike (flaming burst, 3d6)16th+12/+7/+2+5+10+10Ash cloud (damage)17th+12/+7/+2+5+10+10Fiery burst +9d618th+13/+8/+3+6+11+11Inferno19th+14/+9/+4+6+11+11Fiery burst +10d620th+15/+10/+5+6+12+12Searing strike (4d6), fire master
Class Skills:The blaze child’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) ×4.
Skill Points at Each Additional Level: 6 + Int modifier.
Class Features
All of the following are class features of the blaze child.
Weapon and Armor Proficiency
Blaze Children are proficient with all simple weapons, and a number over martial weapons of their choice equal to their Int modifier (Minimum 1). Blaze children are proficient with light armor, but not with shields.
Fire Resistance (Ex)
Due to their innate connection to fire, a blaze child is not as affected as much by fire as others. They have fire resistance equal to 10+their Int modifier.
Fiery burst (Su)
A Blaze Child is unpredictable on the battlefield, and his weapon occasionally bursts forth spewing gouts of fire upon his enemies. As a free action, a Blaze Child may cause any single attack to deal additional fire damage. This additional damage is 1d6 at 1st level, and it increases by 1d6 every two Blaze Child levels thereafter. They may do this even if it's not their turn. After activating this ability they may not do so again for the next 1d4 attacks they make.
Should the Blaze Child score a critical hit, that attack automatically activates this ability, but he may activate it normally on his next attack if he chooses. The additional damage from this ability is not multiplied on a critical hit.
Burning Talent (Ex):
Blaze children are rather skilled at using anything related to fire. A blaze child may activate all items with the Spell Trigger activation method if the spell in question is a spell with the fire descriptor. They can also activate items with the Spell Completion activation method if the spell in question is a spell with the fire descriptor and if the level of the spell is less than or equal to half their blaze child level (round down).
A blaze child can make some magic items with fire energy alone. They must still pay all gp and xp costs from making the item, but don't need the spell or item creation feat. They can make scrolls, wands and potions of any spell with the fire descriptor, so long as the level of the spell is less than or equal to half their blaze child level (round down).
Lantern (Su)
A blaze child of at least second level can create a floating ball of fire to act as a lantern. It clearly illuminates a 30-foot radius and provides shadowy illumination in a 60-foot radius. They can activate this at will, and it lasts a number of hours equal to half their blaze child level (Round down).
Fire's warmth (Su)
A number of times per day equal to their charisma modifier a blaze child of at least 2nd level can grant up to 5 allies fire resistance 10 for a number of rounds equal to their charisma modifier.
Starting at level 9 the allies affected also gain a moral bonus on all attack rolls, damage rolls, and skill checks they make for the duration of the effect equal to your intelligence modifer.
Burning Hit (Su)
A blaze child of at least 3rd level deals a little extra fire damage every time they attack. The do an additional amount of fire damage on each attack equal to their charisma or Intelligence modifier, whichever is higher.
Ash cloud (Su)
A number of times per day equal to their Intelligence modifier, a blaze child of at least 4th level can create a cloud of smoke and ash.
They create a smoke cloud that lasts for 1d4 rounds+their charisma modifier. The cloud has a 20-ft radius and is 20-ft tall.
Starting at 8th level a blaze child is immune to the effects of the smoke, and can even see through it with perfect clarity.
Starting at 16th level the smoke and ash are hot, dealing 8d6+the blaze child's charisma modifier fire damage per round to everyone within the cloud.
Fire Call (Su)
Starting at level 4, blaze children can call upon elemental creatures. A number of times per day equal to their 5+Int modifier+their Cha modifier a blaze child can, as a full-round action, summon a small fire elemental. Once summoned, the elemental acts like any summoned creature. The duration of this summoning is 1 round per blaze child level. In addition, the blaze child gains Ignan as a bonus language.
As a blaze child grows more powerful, they can call upon stronger elementals. At level 7, a blaze can instead summon a medium fire elemental elemental. Doing so takes two uses of this ability. At level 10, a blaze child can summon a large fire elemental. This takes 3 uses. At level 13, a blaze child can summon a huge fire elemental. This takes 4 uses.
Every time the Blaze child gets access to a new size, the number of uses they have increases by 2.
Blinding burst (Su)
Starting at 4th level a blaze child can create flames so bright that they can blind an enemy. A number of times per day equal to their intelligence modifier a blaze child can, when making a fiery burst attack, attempt to blind their target. Their target makes a fortitude save with a DC equal to 10+half the burst child's level (round down)+their Int or Cha modifier, whichever is higher. If they fail this save they are blinded, but if they pass it they just take normal damage from the attack.
Cold Resistance (Ex)
Due to their inner fire, a blaze child of at least 5th level is not as affected as much by cold as others. They have cold resistance equal to 10+their Cha modifier.
Searing Strike (Su)
At 5th level any weapon a blaze child hold is considered to have the flaming weapon enhancement.
At 10th level and every 5 levels there after the fire damage increases by 1d6 (2d6 at 10th, 3d6 at 15th, and 4d6 at 20th)
At 15th level this upgrades to be flaming burst, rather than flaming.
Piercing flames (Su)
At 6th level a blaze child can always hurt those resistant to fire, and can even affect those immune. Their attacks always ignore fire resistance and a number of times per day equal to their charisma modifier a blaze child can decide that their next attack will get through fire immunity. Activating this is a swift action. The next attack the blaze child makes after activating this ability ignores fire immunity.
Explosive Burst (Su)
Starting at 6th level a blaze child can create explosive blasts with their fiery bursts. A number of times per day equal to their intelligence modifier a blaze child can, when making a fiery burst attack, declare it to be a explosive burst attack. This attack deals the fiery burst damage to anyone within a 20-ft radius of the blaze child. In addition the blaze child can attempt to knock their target back 20-ft. Their target makes a reflex save with a DC equal to 10+half the flame child's level (round down)+their Int or Cha modifier, whichever is higher. If they fail this save they are pushed 20-ft in a direction of the blaze childs choosing and are knocked prone, as the condition, but if they pass it they just take normal damage from the attack.
Burning heritage (Ex)
At 8th level a Blaze Child gains the Fire subtype.
Dehydrating Burst (Su)
Starting at 8th level a blaze child can create a fire so hot that it evaporates water in the target. A number of times per day equal to their intelligence modifier a blaze child can, when making a fiery burst attack, declare it to be a Dehydrating Burst attack. Their target makes a fortitude save with a DC equal to 10+half the flame child's level (round down)+their Int or Cha modifier, whichever is higher. If they fail this save they take 1d6 nonlethal damage and are fatigued, but if they pass it they just take normal damage from the attack.
Cauterizing Burst (Su)
Starting at 10th level a blaze child can weaken a foe with searing fire that's seals over unhealed wounds. A number of times per day equal to their intelligence modifier a blaze child can, when making a fiery burst attack, declare it to be a Cauterizing Burst attack. Their target makes a fortitude save with a DC equal to 10+half the blaze child's level (round down)+their Int or Cha modifier, whichever is higher. If they fail this save they take 1d4 con damage, but if they pass it they just take normal damage from the attack.
Flashy burst (Su)
Starting at 12th level a blaze child can create beautiful and bright flames to distract to fascinate their target. A number of times per day equal to their intelligence modifier a blaze child can, when making a fiery burst attack, attempt to fascinate their target. Their target makes a will save with a DC equal to 10+half the burst child's level (round down)+their Int or Cha modifier, whichever is higher. If they fail this save they are Fascinated for a number of rounds equal to the blaze child's charisma modifier, but if they pass it they just take normal damage from the attack.
Planar Ties (Sp):
The great planar energy within a blaze child allows them to drift between the planes. Starting at level 13, a blaze child can shift between some planes. A number of times per day equal to their Intelligence modifier, a blaze child can create the effect of a Plane Shift spell (save DC based on Intelligence or Charisma, whichever is higher), except the only planes that can be chosen are the blaze child's native plane, planes with the fire-dominant planar trait and the material plane (if the campaign has more than one material plane, they may choose any of them).
Spellburn Burst (Su)
Starting at 14th level a blaze child can create fire so hot that it can even burn away mystical energy. A number of times per day equal to their intelligence modifier a blaze child can, when making a fiery burst attack, declare it to be a Spellburn Burst attack. Their target makes a Will save with a DC equal to 10+half the blaze child's level (round down)+their Int or Cha modifier, whichever is higher. If they fail this save they take 1d4 Int damage and if they are a caster they lose a spell slot of the highest level they have available (if they are a spell point caster, they lose spell points equal to the amount required to cast the highest level spell they can. If they are a prepared caster the spell lost is chosen at random), but if they pass it they just take normal damage from the attack.
Cold immunity (Ex)
Starting at 15th level a blaze child's inner fire protects them from cold in all forms.
Inferno (Su)
Starting at 18th level a blaze child can create an inferno. All targets within 30-ft of the blaze child take 100 hundred points of fire damage. They can make a reflex save for half damage with a DC of 10+half the blaze child's level (round down)+their Int or Cha modifier. You may select a number of squares equal to your charisma modifier to exclude from this effect.
Fire Master (Sp)
A 20th level Blaze Child can choose a number of spells with Fire descriptor spells equal to your Intelligence modifier whose total levels do not exceed half of their class level. They may cast those spells at-will. Once per day they may change their selections.
Concept quasi-based on qwertyu63's mender. If one plane can give people abilities, why not the others?