Fire Disciple (3.5e Class)

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Fire Disciple

Fire is perfect, so wild and uncontrollable. That is the word of a Fire Disciple. They are one with fire, and fire is one with them. They are found from the volcanoes of the north to the dry, hot deserts of the south. A Fire Disciple can be found liveing in harmony with fire.

Making a Fire Disciple


A fire disciple can be very good at dealing damage with his psychic attacks, though his melee attacks might not be as strong, a Fire Disciple is good for attacks from the back of the group to back up the melee fighters. Fire Disciples can come off quite odd at first look because they always talk about fire and all its greatness.

Abilities: Charisma is important for the Fire Disciple because it gives him more power points to use. Constitution would be important because it gives the Fire Disciple extra health, because usually it has a low armor class. Dexterity is also important because it lends the Fire Disciple a higher armor class.

Races: Can be a character from any race who has a passion for fire.

Alignment: Any chaotic.

Starting Gold: 4d4×10 gp (100 gp).

Starting Age: Complex.

Table: The Fire Disciple

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Power
Points/Day
Powers
Known
Maximum Power
Level Known
FortRefWill
1st+0+2+0+2 Fiery Discipline +1 0111st
2nd+1+3+0+3 Fiery Blast 2d8 121st
3rd+2+3+1+3 Fiery Discipline +2 331st
4th+3+4+1+4 Fiery Restistance 10 542nd
5th+3+4+1+4 Fiery Discipline +3 752nd
6th+4+5+2+5 Fiery Blast 4d8 1162nd
7th+5+5+2+5 Fiery Discipline +4 1573rd
8th+6/+1+6+2+6 Fiery Restistance 30 1983rd
9th+6/+1+6+3+6 Fiery Discipline +5 2393rd
10th+7/+2+7+3+7 Fiery Blast 6d8 27104th
11th+8/+3+7+3+7 Fiery Discipline +6 35114th
12th+9/+4+8+4+8 Fiery Restistance 50 43124th
13th+9/+4+8+4+8 Fiery Discipline +7 51135th
14th+10/+5+9+4+9 Fiery Blast 8d8 59145th
15th+11/+6/+1+9+5+9 Fiery Discipline +8 67155th
16th+12/+7/+2+10+5+10 Fiery Restistance 70 79166th
17th+12/+7/+2+10+5+10 Fiery Discipline +9 91176th
18th+13/+8/+3+11+6+11 Fiery Blast 10d8 103186th
19th+14/+9/+4+11+6+11 Fiery Discipline +10 115196th
20th+15/+10/+5+12+6+12 Master of the Flame, Fiery Blast 12d8 127206th
1 A Fire Disciple gains no power points from his class at 1st level. However, he does add any bonus power points he gains from a high Charisma score, his race, and feats or other sources to his reserve. He can use these power points (if any) to manifest his power.

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Craft (alchemy) (Int), Decipher Script (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (psionics) (Int), Knowledge (the planes) (Int), Psicraft (Int), Sense Motive (Wis), Use Psionic Device (Cha).

Class Features

All of the following are class features of the Fire Disciple.

Weapon and Armor Proficiency: The Fire Disciple is proficient with light armor and the Dagger, Mace (light, heavy), Morningstar, Quarterstaff, Sling, Handaxe, Battleaxe, Shortsword, Longsword, Rapier, Halberd, Ranseur, Longbow, Shortbow, Whip.

Power Points/Day: A Fire Disciple’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: <-class name->. In addition, he receives bonus power points per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.

Powers Known: A fire Disciple canmanifest psionic powers: save DCs are chrisma based, andyou need to have a high charisma score to manifest powers. Fire Disciples choose their powers from the following list:

1stControl Flames, Control Light, Psionic Daze, Energy Ray2, My Light

2ndElfsight, Energy Push2, Energy Stun2, Psionic Identify, Mental Disruption, Psionic Tongues, Psionic Darkvision, Specified Energy Adaptation, SRD:Energy Missile2

3rdDispel Psionics, Energy Bolt2, Energy Burst2, Energy Retort2, Energy Wall2, Eradicate Invisibility, Exhalation of the Red Dragon, Energy Cone2

4thEnergy Adaptation2, Weapon of Energy2, Energy Ball2

5thAdapt Body, Power Resistance, Psionic True Seeing, Energy Current2, Fiery Discorporation

6thBreath of the Red Dragon, Greater Psionic Fabricate, Null Psionics Field

2 Unlike other classes, a Fire Disciple can only use fire energy in all of the indicated powers with the little 2 by them.

Maximum Power Level Known: This column determines the highest level power he can learn at this level.

To learn or manifest a power, a Fire Disciple must have an Charisma score of at least 10 + the power’s level.

Fiery Discipline (Ex): A Fire Disciple is so used to spending time around fire and heat that starting at first level, and increasing every two levels after (3, 5, 7, 9, 11, 13, 15, 17, 19) the Fire Disciple gains a bonus to saving throws against heat and fire.

Fiery Blast (Ps): Starting at 2nd level a Fire Disciple can create a psionic blast of fire dealing 2d8 fire damage, 4d8 fire damage at 6th level, 6d8 fire damage at 10th level, 8d8 fire damage at 14th level, and 10d8 fire damage at 18th level. This ability increases once more at 30th level to 12d8. Making a succsessful reflex save halves the damage. The reflex is equal to 10+1/2 Fire Disciple level+Dexterity modifier.

Fiery Resistance (Su): Starting at 4th level, because the Fire Disciple is so intune with fire that he gains restistance to fire equal to 10, then 30 at 8th level, 50 at 12th level, and 70 at 16th level.

Master of the Flame (Ps): 5/day-At 20th level a Fire Disciple has gained such controll over fire that he can controll flames and creatures with the fire subtype for 3+Chrisma Modifier rounds. If he wishes to controll a creature with the fire subtype, then the creature he is attempting to controll must make a will save of 10 + 1/2 Fire Disciple Level + Charisma Modifier. If the Creature successfully makes the will save it can not be affected by that same Fire Disciple's Master of the Flame ability for 24 hours. Here is an example of what he could controll, he can cause a flame to to move from on torch to another, or controll a fire elemental to make it attack his enemies.

Ex-Fire Disciples

If a character becomes non-chaotic in alignment, or he discontinues to respect fire he no longer can take levels in the Fire Disciple class and looses all abilities except weapon and armor proficeincy until he atones.

The Epic Fire Disciple

Table: The Epic Fire Disciple

Hit Die: d6

LevelSpecial
21stFiery Discipline +11
22ndFiery Blast 14d8, Fiery Resistance 90
23rdFiery Discipline +12, Bonus Feat
24thFiery Blast 16d8
25thFiery Discipline +13
26thFiery Blast 18d8, Bonus Feat
27thFiery Discipline +14
28thFiery Blast 20d8
29thFiery Discipline +15, Bonus Feat
30thFiery Blast 22d8, Bonus Feat

2 + Int modifier skill points per level.

Fiery Discipline (Ex): At 21st level this ability increases just like it did before.

Fiery Resistance (Su): At 22nd level, this ability increases to 90 fire resistance.

Fiery Blast (Ps): At 22nd level this ability in creases by two die and is the same except that it increases every other level now (22, 24, 26, 28, 30).

Bonus Feats: The epic Fire Disciple gains a bonus feat (selected from the list of epic Fire Disciple bonus feats) every three levels after 20th (23, 26, 29) and also at level 30.

Epic Fire Disciple Bonus Feat List: Multifocus, Epic Expanded Knowledge, Epic Psionic Focus, Improved Manifestation, Improved Metapsionics, and Power Knowledge.

Human Fire Disciple Starting Package

Armor: Studded Leather (+3 AC, armor check penalty -1, speed 30ft., 20lb.)

Weapons: Halberd (1d10, crit. ×3, 12lb., two-handed, piercing or slashing), Longbow (1d8, crit. ×3, 3lb., two-handed, piercing).

Skill Selection: Pick a number of skills equal to 2 + Int modifier.

SkillRanksAbilityArmor
Check
Penalty
Autohypnosis4Wis
Concentration4Con
Craft (alchemy)4Int
Intimidate4Cha
Knowledge (psionics)4Int
Knowledge (the planes)4Int
Psicraft4Int
Search2Wis
Senese Motive4Wis
Spot2Wis
Listen2Wis

Feat: Toughness.

Bonus Feat (human): Wild Talent.

Gear: Backpack with bedroll, three torches, an inkpen, a 1 oz. vial of ink, and one day's trail rations. Case with three sheets of parchment. Sack with flint and steel.

Gold: 4d6gp.

Fire Disciple Lore

Characters with ranks in Knowledge (psionics) can research Fire Disciples to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (psionics)
DCResult
5Fire Disciples share a close bond with fire.
10A Fire Disciple's psionics most often deal with fire.
15Fire Disciples can generate a blast of fire from their minds.
20Fire Disciples are so close to fire that they have developed a resistance to it.
25Powerful Fire Disciples are so in tune with fire that they can even control it.



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