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Flammenwerfer (3.5e Class)

943 bytes added, 01:56, 22 September 2012
Class Features: One half of the edits and wording....
'''{{Anchor|Flammenwerfer Gun}} {{Su}}:''' The flammenwerfer's titular weapon, it is a special magical construct willed into existance which channels the burning energy which the flammenwerfer wields. Summoning the flammenwerfer gun is a move action (as if drawing the weapon). It is a two-handed ranged weapon which shoots flames from its end. As a standard action, the weapon emits a 15 foot cone of flame which deals 1d6 fire damage, with a [[Reflex]] save (DC 10 + 1/2 HD + [[Wis]]) for half. Alternatively, you can project a 30 foot line instead. At every odd level beyond (3rd, 5th, 7th, etc) the damage increases by +1d6 points of fire damage.
At 5th level, the range of the flammenwerfer gun increases to a 30 foot cone (or a 60 foot line). Every four levels beyond (9th, 13th, 17th, etc) the range of the cone increases by another +30 feet (or +60 feet for the line). You can always choose to use a smaller area than your maximum, to a minimum of 15 feet (30 foot line).
The flammenwerfer gun can be sundered and disarmed (it has hardness 10 and 5 hp per class level) but the flammenwerfer may just draw another one. Dropped or destroyed flammenwerfer guns vanish in a puff of smoke. Likewise the weapon is suppressed and vanishes in an ''[[SRD:Antimagic Field|antimagic field]]''. The flammenwerfer gun can be used as an improved [[SRD:Club|club]] in a pinch, though it does not threaten. The flammenwerfer gun may be enhanced by enhancing your own body. +X enhancements add to the weapon's save DC and damage, since it does not use attack rolls. Enhancements dealing with attack rolls are not applicable (such as ''vorpal'' or ''keen'').
'''''{{Anchor|Flare Shot}}'' {{Sp}}:''' At 2nd level the flammenwerfer can shoot a bolt of fire from his fingertips. As a standard action the flammenwerfer may make a ranged touch attack to a target in 90 feet, and deal his flammenwerfer gun's damage in fire damage, no save. This ability may be used without wielding the flammenwerfergun, and simply requires a free hand to launch the bolt from.
'''{{Anchor|Pyro Trick}}:''' Fire is great, but being able to pull off tricks with your fire is better. At 2nd, 4th, 6th, and 8th level the flammenwerfer can select a trick from the list below. Pyro tricks typically modify the flammenwerfer gun when used and are part of another action, are non-actions, or are constant passive effects. Effects which augment or change your flammenwerfer gun's effects can only have one pyro trick applied at a single time, and are marked with *. Select from below:
''{{Anchor|Banefire}}*:'' Select a favored enemy type from the [[SRD:Ranger|ranger]] list. Your flammenwerfer gun deals an additional +2d6 damage and +2 DC against creatures of that type. You may select this ability multiple times, each time selecting a new type of creature.
''{{Anchor|Bright Fire}}*:'' Your flames are blindingly bright. Creatures struck by your flammenwerfer gun must make a [[Will]] save (save DC as the flammenwerfer gun) or take a -2 penalty on attack rolls for 1 round, save negates. If you have 8 class levels or more, they are instead blinded for 1 round. Even on a failed save, they take a -2 penalty on attack rolls for 1 round.
''{{Anchor|Close Combat Flammenwerfer}}:'' You may use your flammenwerfer gun as a melee weapon and threaten with it. It acts as a [[SRD:Greatclub|greatclub]], and deals an additional +1d6 points of fire damage on a successful melee attack. Any weapon-specific feats If you possess automatically any feats which normally only apply to using the flammenwerfer gun in melee a single weapon (such as [[SRD:Weapon Focus|Weapon Focus]]), you may apply all of those feats to your flammenwerfer gun in melee. Each feat can only apply once, and a feat only functions in this way if a greatclub is a valid option for it.
''{{Anchor|Lingering Flames}}*:'' Your attacks light enemies on fire. If they fail the save against your flammenwerfer gun damage, they light on fire and take 1d6 points of fire damage each round until they put themselves out as a standard action, they are submerged in water, or other effects which would put out a fire. Multiple instances of catching on fire do not stack.
''{{Anchor|Heatblast}}*:'' You deal half your normal flammenwerfer gun damage, but also use an airblast effect at the same time. You must have the airblast ability to select this.
''{{Anchor|Precise Fire}}:'' You can exclude allies from portions of the area of effect of your flammenwerfer gun, allowing you to avoid allies or burning certain things.
''{{Anchor|Smoke Blast}}*:'' You deal half your normal flammenwerfer gun damage, but leave a cloud of smoke in its wake (treat the effect as a ''[[SRD:Fog Cloud|fog cloud]]'' spell, except the smoke dissipates after 1 round).
''{{Anchor|Blow Gases Away}}:'' You duplicate the effects of ''[[SRD:Gust of Wind|gust of wind]]'', but in the area of your flammenwerfer gun.
''{{Anchor|Bull Rush Blast}}:'' You blast a creature within 5 feet of you, performing a bull rush using your character level + [[Wisdom]] modifier instead of BAB and [[strength]]. You do not provoke attacks of opportunity for doing so. If you succeed, you blow the target backwards and you do not follow your target. At the end of their movement, they fall prone and take falling damage appropriate to the distance moved.
''{{Anchor|Deflect Projectiles}}:'' With a readied action, you can deflect projectiles a projectile as if you had the [[SRD:Deflect Arrows|Deflect Arrows]] feat.
''{{Anchor|Quench Flames}}:'' You release a blast of oxygen-poor air, which puts out flames in the area of your flammenwerfer gun. Nonmagical fires get no save, while magical fires (such as ''[[SRD:Wall of Fire|wall of fire]]'') are dispelled on a successful check of your character level against DC 11 + caster level of the effect. You can dispel instantaneous fire effects such as ''[[SRD:Fireball|fireball]]'' by readying an action against it. Fire subtyped creatures take damage from your airblast as if struck by your normal flammenwerfer gun's damage.
'''{{Anchor|Improved Pyro Trick}}:''' At 10th, 12th, 14th, 16th, and 18th level the list of pyro tricks a flammenwerfer may select from increases. You may now also choose from the following list:
''{{Anchor|Burn Ro Dah}}*:'' When you use your flammenwerfer gun, you can use your Bull Rush Blast, and at the same time. The range you can bull rush creature creatures extends to 15 feet(or 30 feet in a line), allowing you to potentially bull rush multiple creatures at once.
''{{Anchor|Critical Flames}}*:'' Creatures you light on fire with your lingering flames ability become extra vulnerable to the attacks of the flammenwerfer. The next physical attack (slashing, bludgeoning, or piercing) that the flammenwerfer makes on a target he has ignited aflame is automatically a critical threat if it hits. You must have lingering flames to select this ability. This ability improves (and stacks with) lingering flames.
''{{Anchor|Dreadfire}}*:'' Select a an enemy type you have banefire against. Your flammenwerfer gun deals another additional +2d6 damage and +2 DC against creatures of that type. You may select this ability multiple times, each time selecting a new type of creature you have selected banefire against. This ability improves (and stacks with) banefire.
''{{Anchor|Efficient Burn}}:'' You always deal at least half your possible damage with your flammenwerfer gun. For example, a flammenwerfer which deals 10d6 always deals at least 30 points of damage, even if he rolled lower.
''{{Anchor|Energy Substitution}}*:'' Sometimes you just want to throw ice. Your flammenwerfer gun deals a damage other than fire (acid, cold, electricity, or sonic). Sonic damage has its die reduced by one size (to d4). In addition, when using fire damage the flammenwerfer gun gains an extra +1 damage per damage die.
''{{Anchor|Improved Lingering Flames}}*:'' Creatures you light on fire with your lingering flames ability now deal half your flammenwerfer gun damage each round until put out. You must have lingering flames to select this ability. This ability improves (and stacks with) lingering flames.
''{{Anchor|Intense Flames}}:'' Your flammenwerfer gun damage increases by one step (d6 to d8, d8 to d10, d10 to d12). You may take this ability multiple times, each time increasing the die size (to a maximum of d12s).
''{{Anchor|Microwave}}*:'' Your flammenwerfer gun damage becomes deadly radiation. Half the damage is fire damage and half is [Light] damage, and it is treated as bright sunlight for creatures negatively affected by light. Creatures which failed their saving throws take 2 points of [[Con]] damage from the radiation, save negates the Con damage.
''{{Anchor|Reflect Projectiles}}:'' With a readied action, you can reflect projectiles as if you had the [[SRD:Reflect Arrows|Reflect Arrows]] feat. In addition, you may down deflect or reflect rays. You must have deflect projectiles to select this ability. This ability improves (and stacks with) deflect projectiles.
'''{{Anchor|Firewalk}} {{Sp}}:''' At 13th level, a flammenwerfer can use open flames to move himself from place to place via the Elemental Plane of Fire. By stepping into any fire source big enough to enter (such as a campfire or larger), the flammenwerfer vanishes into the Elemental Plane of Fire. While traveling there, he can travel up to 1 mile each round relative to the Material Plane and re-appear anywhere there is another large enough open flame (heat sources, such as lava, do not count as open flames). He can even move to other planes with open flames as if using ''[[SRD:Shadow Walk|shadow walk]]'', though the other elemental planes are usually devoid of sufficient fires. He can even take others with him on the trip, but fire walk does not protect its passengers from the flames used to enter and leave, nor the trip through the Elemental Plane of Fire. The flammenwerfer is immune to fire, but his allies may want to bring protection.
'''{{Anchor|Ashes to Ashes}} {{Ex}}:''' At 14th level, a flammenwerfer's fires burn especially hot. Any At the flammenwerfer's choosing, any creature killed by a flammenwerfer's flames turns to ash as if affected by ''[[SRD:Disintegrate|disintegrate]]''. Even their soul is burned. There is a 50% chance any ressurection attempts fail. Creatures which respawn (such as [[SRD:Ghost|ghosts]] and [[SRD:Lich|liches]]) also have a 50% chance of being unable to respawn.
'''{{Anchor|Melt Blast}} {{Sp}}:''' At 16th level, a flammenwerfer can melt large portions of stone and metal. Treat this as ''[[SRD:Transmute Rock to Mud|transmute rock to mud]]'' except the material becomes molten rock or metal. It can affect worked terrain, but only unattended objects. Molten objects count as difficult terrain, slow creatures down to 5 feet, and deal 10d6 fire damage on contact or 20d6 on complete submersion. The material cools naturally, dealing half damage the subsequent round and them freezing solid again on the third round, possibly trapping creatures within. While it may be used at will, the flammenwerfer must wait a 1 minute cooldown between castings of Melt Blast.
'''{{Anchor|Burn Duration}} {{Su}}:''' At 17th level, a flammenwerfer can burn even metaphysical concepts, such as the duration of spells and other effects. Any negative effect on As a non-action, the flammenwerfer can choose to burn any effect he is under which has a set duration (such as ''[[SRD:Ray of Enfeeblement|ray of enfeeblement]]'' which usually lasts for minutes, but not the instant duration has that of ''[[SRD:Poison|poison]]'' or the permanent duration of ''[[SRD:Flesh to Stone|flesh to stone]]''.) If he chooses so, the duration of the effect is reduced to 1d4 +1 rounds (if normally longer). During this time, flames visibly burn on the flammenwerfer as the effect wears off in high speed.
'''{{Anchor|Phoenix Fire}} {{Su}}:''' At 19th level, a flammenwerfer can cause themselves to explode as a standard action, dealing 10 points of fire damage to all creatures in a 20 foot radius burst and completely reducing their body to ash, with . Creatures in the area get a [[Reflex]] save for half DC 10 + 1/2 HD + [[Wis]]for half damage. This fire damage ignores fire resistance, and is halved by fire immunity. 1 minute after, the flammenwerfer reforms at the spot of their death, cured of all status effects, ability damage, energy drain, and hp damage. They may use this ability 1/week.
'''{{Anchor|Flammenmensch}}:''' At 20th level, the flammenwerfer has ascended into a being of fire themselves. They become an Elemental with the Fire subtype, though they do not gain vulnerability to cold and they may treat themselves as a member of their original type when beneficial. In fact, their fires burn so hot they instead gain immunity to cold. They also gain damage reduction 10/magic, darkvision 60 feet, immunity to poison, sleep, paralysis, stunning, critical hits, and flanking, and do not eat sleep or breath.
''{{Anchor|Extreme Flame}}*:'' When you use your flammenwerfer gun, you deal one dice per level (instead of 1/2 level).
''{{Anchor|Heat Rocket}}:'' Your Heat Jet maneuverability rises to good, and when you move more than at least 20 feet you are become wrapped in protective flames. Creatures that you pass within 5 feet of take your flammenwerfer gun weapon damage ([[Reflex]] half as normal), and you are immune to ranged attacks for 1 round. You may also sprint dash once Once per hour, moving at you can choose to move up to x10 your normal speed in a straight line.
''{{Anchor|Melt Master}}:'' You may now use Melt Blast at will, with no cool down required.
''{{Anchor|Irradiate}}*:'' All damage your flammenwerfer gun deals is [Light] damage, and you deal 1d8 points of [[Constitution]] damage on a failed save, and half on a successful save. You must have microwave to select this ability. This ability improves (and stacks with) microwave.
''{{Anchor|Whirling Flames}}:'' As a full attack action, you deal your flammenwerfer gun damage to all creatures in the range of your cone in all directions. This ability may be stacked with other effects which modify your flammerwerfer.
====Epic Flammenwerfer====

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