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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?

anacalgion
2013-12-16, 01:09 AM
To boldly PEACH where no man has PEACHed before. That is my mission.


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.

Duly noted. Maybe mention how this impacts their personality? It's not really important but if you're going to put it in you might as well use it.

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.


{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+0|+0|+2|+2|Fire Resistance, fiery burst +1d6, burning talent
2nd|+1|+0|+3|+3|Lantern, fire's warmth
3rd|+2|+1|+3|+3|Fiery burst +2d6
4th|+3|+1|+4|+4|Ash cloud
5th|+3|+1|+4|+4|Fiery burst +3d6
6th|+4|+2|+5|+5|Burning hit
7th|+5|+2|+5|+5|Fiery burst +4d6, Searing strike
8th|+6/+1|+2|+6|+6|Burning heritage
9th|+6/+1|+3|+6|+6|Fiery burst +5d6
10th|+7/+2|+3|+7|+7|Ash cloud (immunity), fire's warmth (bonus)
11th|+8/+3|+3|+7|+7|Fiery burst +6d6
12th|+9/+4|+4|+8|+8|Piercing flames
13th|+9/+4|+4|+8|+8|Fiery burst +7d6, planar ties
14th|+10/+5|+4|+9|+9|Searing strike (flaming burst)
15th|+11/+6/+1|+5|+9|+9|Fiery burst +8d6, cold immunity
16th|+12/+7/+2|+5|+10|+10|Blinding flames
17th|+12/+7/+2|+5|+10|+10|Fiery burst +9d6
18th|+13/+8/+3|+6|+11|+11|Ash cloud (damage)
19th|+14/+9/+4|+6|+11|+11|Fiery burst +10d6
20th|+15/+10/+5|+6|+12|+12|Capstone[/table]


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.

So far, looks like a skill monkey. Also, I'm pretty sure you didn't list hit dice. I'd assume d6, based on the chassis.

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, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.

Error:Copy Pasta. Should say Blaze Children, not rogue.

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.

Fire resist 12-14 seems pretty weak for a fire based class. I know you hand out immunity later, but maybe make it 10+level+int?

Fiery burst (Su)
If a blaze child can catch an opponent when they are unable to defend himself effectively from her attack, they can strike with a fiery burst.

The blaze child’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the blaze child flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two blaze child levels thereafter. This extra damage is fire damage. Should the blaze child score a critical hit with a fiery burst, this extra damage is not multiplied.

Ranged attacks can count as fiery burst only if the target is within 30 feet.

So fire sneak attack. To be honest, this is pretty weak. Fire resist/immunity is pretty cheap, and the mechanic just feels uninspired. Shouldn't you be able to shoot fire all the time, not just when they're off guard? Food for thought.

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).

Eh. It's flavorful, I'll give you that, but not particularly useful. With UMD on the skill list, the class is going to be able to (most likely) use magic items anyways, and most of the ones with the fire descriptor are going to be fireball and the like. Not particularly amazing.

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 a number of times per day equal to their charisma modifier, and it lasts a number of hours equal to half their blaze child level (Round down).

You could make this at will and it'd still be kinda weak. It's a lantern. Not much to say.

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 10 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.

NOW we're getting somewhere. Rather than five, why not say Cha mod? Also, curious as to why you made int based abilities. Cha feels like it fits the class well, but int feels out of place.

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 10th level a blaze child is immune to the effects of the smoke, and can even see through it with perfect clarity.
Starting at 18th level the smoke and ash are hot, dealing 5d6+the blaze child's charisma modifier fire damage per round to everyone within the cloud.

Interesting, though not being able to see through it for 6 levels hurts. Also, 5d6 is crappy damage for level 18. Maybe make it hurt earlier? It's a cool ability though.

Burning Hit (Su)
A blaze child of at least 6th 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.

Eh. I'd like to see this a little sooner. Maybe 3?

Searing Strike (Su)
At 7th level any weapon a blaze child hold is considered to have the flaming weapon enhancement.
At 15th level this upgrades to be flaming burst, rather than flaming.

Sure, I guess. It's not really that great, and again, anything with fire resistance will wreck you.

Burning heritage (Ex)
At 8th level a Blaze Child gains the Fire subtype.

Ok. Good stuff.

Piercing flames (Su)
A number of times per day equal to their charisma modifier a blaze child of at least 12th level can hurt those resistant or even immune to fire with their attacks. Activating this is a swift action. The next attack the blaze child makes after activating this ability ignores fire resistance and fire immunity.

Finally. 12 levels is a long time to wait though. This needs to be given sooner. It should probably last the whole round too, one attack is really weak, especially if you miss.

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 mender'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).

Should be the Blaze Child's native plane, not the mender's. Also, since 99% of PCs are going to be native to the material plane, that's not very many planes. Still, better than nothing.

Cold immunity (Ex)
Starting at 15th level a blaze child's inner fire protects them from cold in all forms.

Nice. I like it.

Blinding flames (Su)
Starting at 16th 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 5+half the flame 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.

Low uses, low DC. Not so nice. Should be 10+whatever, then it's at least useful. Neat idea, but for 16 it's underwhelming. Blindness is a 2nd level spell if I remember correctly, and you don't need an attack roll for it.

Capstone (Su)
Insert something awesome here (Seriously, I'm drawing blanks right now. Any suggestions?).

Dunno, throw the sun at people.

Concept quasi-based on qwertyu63's mender. If one plane can give people abilities, why not the others?

PEACHed. I like a lot of it, and I think it could be a lot cooler with a little tweaking.

Ziegander
2013-12-16, 01:50 AM
Not listed...

I'd go with d8 for HD on this one. d6 is too weak for a combat-y guy.


Weapon and Armor Proficiency
Blaze Children are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.

Why the same proficiencies as a Rogue? I understand that mechanically this guy is supposed to be a Rogue replacer, but conceptually there's lots of stuff you could be doing with these proficiencies. Why is a dude imbued with cosmic fire limited to proficiency with rapiers of all things? I say go ahead and let the Blaze Child be proficient with all martial weapons. Or, if you don't want to go that far, give them proficiency with a number of martial weapons up to their Int-modifier (minimum 1).


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.

This will make them immune to mundane fire and most fire attacks at low level. Just make sure you're okay with that; it's not game-breaking.


Fiery burst (Su)
If a blaze child can catch an opponent when they are unable to defend himself effectively from her attack, they can strike with a fiery burst.

The blaze child’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the blaze child flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two blaze child levels thereafter. This extra damage is fire damage. Should the blaze child score a critical hit with a fiery burst, this extra damage is not multiplied.

Ranged attacks can count as fiery burst only if the target is within 30 feet.

It's nice that it can damage creatures otherwise immune to criticals, it's got that over Sneak Attack, but I agree that the class feature is weak. When I read Burst, I think an area attack, but I think I can suggest something more like what you are envisioning that's sufficiently different from sneak attack and still somewhat burst-y.


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. He may do this even if it's not his turn. After activating this ability he may not do so again for the next 1d4 attacks he makes.

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.

What do you think of that instead?


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).

On the other hand, I think this is a cool ability. To better justify the Intelligence focus you've given this class you might also allow the Blaze Child to craft items using [Fire] spells, somehow basing the ability on Intelligence. Let the Blaze Child be a sort of Artificer-lite for fire-based items only? Could be awesome.


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 a number of times per day equal to their charisma modifier, and it lasts a number of hours equal to half their blaze child level (Round down).

I'd say make this at-will. No need to limit it.


Burning Hit (Su)
A blaze child of at least 6th 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.

This could come as early as 1st level, but definitely no later than 3rd.


Searing Strike (Su)
At 7th level any weapon a blaze child hold is considered to have the flaming weapon enhancement.
At 15th level this upgrades to be flaming burst, rather than flaming.

I wish flaming burst (and it's brothers/sisters) wasn't so crappy. How about this at 5th, and then modify the flaming property to deal 1d6 additional fire damage at levels 10, 15, and 20?


Piercing flames (Su)
A number of times per day equal to their charisma modifier a blaze child of at least 12th level can hurt those resistant or even immune to fire with their attacks. Activating this is a swift action. The next attack the blaze child makes after activating this ability ignores fire resistance and fire immunity.

I'd say this needs to come earlier and needs to work at all times, at bare minimum always breaking fire resistance. Maybe add the caveat that after using this ability to break fire immunity it stops working for the next 1d4 attacks?


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 mender'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).

Weird, but okay, I'm on board.


Cold immunity (Ex)
Starting at 15th level a blaze child's inner fire protects them from cold in all forms.

Maybe give them cold resistance up there when they get fire resistance? Or a couple levels later?


Blinding flames (Su)
Starting at 16th 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 5+half the flame 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.

The standard save DC formula for attacks like this is 10 + 1/2 class level + ability modifier. Yours is 5 points too low. I like the concept, but I agree that this is a much lower level effect. Maybe give the Blaze Child a Special Attack class feature that starts at 3rd and repeats every 3 levels. Every time he gets the feature he chooses from a menu of options that all add special effects to his Fiery Burst attacks. Blinding should be an option he can take as early as 3rd level, but there could be more potent options at higher levels.


Capstone (Su)
Insert something awesome here (Seriously, I'm drawing blanks right now. Any suggestions?).

First thing I could think of: Choose a number of [Fire] spells equal to your Intelligence modifier whose total levels do not exceed half your class level. You may cast those spells at-will.

asdflove
2013-12-16, 09:37 AM
To boldly PEACH where no man has PEACHed before. That is my mission.

PEACHed. I like a lot of it, and I think it could be a lot cooler with a little tweaking.
Thank you! (The way you did yours makes it difficult to respond to ^^;)


I'd go with d8 for HD on this one. d6 is too weak for a combat-y guy.

I intended d8 I just forgot to note it.



Why the same proficiencies as a Rogue? I understand that mechanically this guy is supposed to be a Rogue replacer, but conceptually there's lots of stuff you could be doing with these proficiencies. Why is a dude imbued with cosmic fire limited to proficiency with rapiers of all things? I say go ahead and let the Blaze Child be proficient with all martial weapons. Or, if you don't want to go that far, give them proficiency with a number of martial weapons up to their Int-modifier (minimum 1).

... Alright.



This will make them immune to mundane fire and most fire attacks at low level. Just make sure you're okay with that; it's not game-breaking.

As was intended.

It's nice that it can damage creatures otherwise immune to criticals, it's got that over Sneak Attack, but I agree that the class feature is weak. When I read Burst, I think an area attack, but I think I can suggest something more like what you are envisioning that's sufficiently different from sneak attack and still somewhat burst-y.

What do you think of that instead?

Interesting. I like it.



On the other hand, I think this is a cool ability. To better justify the Intelligence focus you've given this class you might also allow the Blaze Child to craft items using [Fire] spells, somehow basing the ability on Intelligence. Let the Blaze Child be a sort of Artificer-lite for fire-based items only? Could be awesome.

Hmm. Technically craft is a Int based skill, so it's already based on Int. I'll see what I can do (A.K.A. I'll see how I can copy from qwertyu63's feat that let's the mender do the same thing with conjuration healing spells. This ability came directly from the mender, after all).



I'd say make this at-will. No need to limit it.

Done.


This could come as early as 1st level, but definitely no later than 3rd.

I'm pretty sure I put it where I did to fill in a dead level...


I wish flaming burst (and it's brothers/sisters) wasn't so crappy. How about this at 5th, and then modify the flaming property to deal 1d6 additional fire damage at levels 10, 15, and 20?
Eh. I mostly gave that to them for fluff. They can already dish out a lot of fire damage. Maybe.


I'd say this needs to come earlier and needs to work at all times, at bare minimum always breaking fire resistance. Maybe add the caveat that after using this ability to break fire immunity it stops working for the next 1d4 attacks?
Altered so they can get through resistance all the time. What level do you think they should get it?

Weird, but okay, I'm on board.
Well, if all their power is coming from the plane of fire, shouldn't they very well be able to go there? (Taken directly from the Mender)


Maybe give them cold resistance up there when they get fire resistance? Or a couple levels later?

I honestly just gave them that to protect from the weakness the fire subtype gave them.


The standard save DC formula for attacks like this is 10 + 1/2 class level + ability modifier. Yours is 5 points too low. I like the concept, but I agree that this is a much lower level effect. Maybe give the Blaze Child a Special Attack class feature that starts at 3rd and repeats every 3 levels. Every time he gets the feature he chooses from a menu of options that all add special effects to his Fiery Burst attacks. Blinding should be an option he can take as early as 3rd level, but there could be more potent options at higher levels.

Used to fill in a dead level, again. Any reasonable fluff-wise suggestions for other abilities there?



First thing I could think of: Choose a number of [Fire] spells equal to your Intelligence modifier whose total levels do not exceed half your class level. You may cast those spells at-will.
I shall consider this. Thank you.

asdflove
2013-12-16, 10:04 AM
Added a class feature I meant to add before, but I forgot to, and altered burning talent.

Ziegander
2013-12-16, 01:34 PM
Hmm. Technically craft is a Int based skill, so it's already based on Int. I'll see what I can do (A.K.A. I'll see how I can copy from qwertyu63's feat that let's the mender do the same thing with conjuration healing spells. This ability came directly from the mender, after all).

Right, but crafting magic items doesn't use the Craft skill. So you could possibly give them a Craft Reserve based on their Intelligence modifier to use for crafting fire magic-based items.


I'm pretty sure I put it where I did to fill in a dead level...

Gotcha. Maybe I'll take a look at the class again and suggest a re-order of class features.


Eh. I mostly gave that to them for fluff. They can already dish out a lot of fire damage. Maybe.

Well, the new Fiery Burst isn't the most reliable thing, that's the reason I suggested some more always on fire damage.


Altered so they can get through resistance all the time. What level do you think they should get it?

5th or 6th level.


I honestly just gave them that to protect from the weakness the fire subtype gave them.

Riiiiight. I was just thinking that direct immunity to cold without first getting any resistance was odd, but then again, going from vulnerability to immunity seems extreme too. I don't know, I don't have any good suggestions.


Used to fill in a dead level, again. Any reasonable fluff-wise suggestions for other abilities there?

Absolutely. Wait, do you mean for level 16 or for "special attacks?" If the latter you could have immolating burst which lights foes on fire, you could have explosive burst which does AOE fire damage and possibly knocks foes back, cauterizing burst which deals unhealable fire and Con damage, dessicating burst which deals dessication damage (dehydration) and fatigues, spellburn burst? deals mental score damage and causes casters to lose spell slots? There's a massive amount of flavorful things you can do with fire with a little imagination. After all, everything burns.

asdflove
2013-12-16, 01:44 PM
Right, but crafting magic items doesn't use the Craft skill. So you could possibly give them a Craft Reserve based on their Intelligence modifier to use for crafting fire magic-based items.
Guess who knows absolutely nothing about the crafting rule because they have never once made a character who can craft? This girl, that's who.
I have no idea what a craft reserve is. I don't get the Artificer.



Well, the new Fiery Burst isn't the most reliable thing, that's the reason I suggested some more always on fire damage.
Ah.



5th or 6th level.

Okay.


Riiiiight. I was just thinking that direct immunity to cold without first getting any resistance was odd, but then again, going from vulnerability to immunity seems extreme too. I don't know, I don't have any good suggestions.
Ah. I may add cold resistance.



Absolutely. Wait, do you mean for level 16 or for "special attacks?" If the latter you could have immolating burst which lights foes on fire, you could have explosive burst which does AOE fire damage and possibly knocks foes back, cauterizing burst which deals unhealable fire and Con damage, dessicating burst which deals dessication damage (dehydration) and fatigues, spellburn burst? deals mental score damage and causes casters to lose spell slots? There's a massive amount of flavorful things you can do with fire with a little imagination. After all, everything burns.
I meant special attacks because I had no ideas, and the person IRL who usually suggests neat ideas when I draw blanks in being remarkably unhelpful.
Thank you.

asdflove
2013-12-16, 07:26 PM
Altered. Levels moved around, and new class features added.

Pyromancer999
2013-12-17, 12:03 AM
It all looks nice, but I'm not seeing the one thing essential to any Fire-based class: the ability to penetrate fire resistance/immunity. Without those, a a member of this class will have their usefulness reduced in the face of fire resistance, and renders the class almost useless in the face of an enemy with immunity to fire.

Ziegander
2013-12-17, 12:19 AM
It all looks nice, but I'm not seeing the one thing essential to any Fire-based class: the ability to penetrate fire resistance/immunity. Without those, a a member of this class will have their usefulness reduced in the face of fire resistance, and renders the class almost useless in the face of an enemy with immunity to fire.

Piercing Flames, level 6.

asdflove
2013-12-17, 12:19 AM
It all looks nice, but I'm not seeing the one thing essential to any Fire-based class: the ability to penetrate fire resistance/immunity. Without those, a a member of this class will have their usefulness reduced in the face of fire resistance, and renders the class almost useless in the face of an enemy with immunity to fire.

See level 6. Piercing flames.

Edit:
Ninja'd in my own thread.

Pyromancer999
2013-12-17, 01:38 AM
Piercing Flames, level 6.

Alright then. Looks sounds rom what I can tell.