Flame Warrior specialty priest of Fyre

Lokar

First Post
Ok so a place I used to game at online is trying to rework all it's 2e material into 3.5 including some home brew classes. It's specialty priests are unique enough to warrant their own classes as well. So I'm trying to help write up some of the specialty priests to work in 3.5 as a base class. Here is the Flame Warrior, Specialty priest of Fyre

Flame Warrior:

When a priest is excepted into Fyrre's holy communion as a Flamewarrior, the last flame that he feels will be the kiss of Fyrre's symbol burned into his skin. This is usually done on the chest over the heart but some temples will do it on the Acolyte's forehead. This represents the old person being consumed and a new person rising from the ashes, changed for the better and the direct purpose of serving Fyrre. From this point on he will no longer be able to be burned by normal flame for as long as he serves Fyrre.
But the god Fyrre is a fickle god, often changing his mind at a whim. His powers granted to his priests are great, but he does not give them away freely or to those undeserving. Those studied in the ways of Fyrre know what it takes in his eyes, to be worthy of his boons and take what steps are needed to remain in his good graces.
After the period of being an Acolyte of the Flame, every Flamewarrior of Fyrre is given a special suit of studded leather armor. This armor has been ritually created, tailored for the wearer, and is meant to be a 'tap' to his surroundings enabling him to gather together Fyrre's essence. The wearer can then utilize the powers granted by Fyrre. Every Acolyte has been taught how to tap upon the powers on their own, without the aid of this ritually benefited armor, however... later in the journey of the Flamewarrior on their path towards the true flame, it is found that the armor will be required in order to fully mature inthe ways of Fyrre. Without the sanctified armor, the Acolyte will find that he can maintain minimal powers of Fyrre (cast up to 2nd-level spells and use up to 2nd-level granted powers) but no more. With the ritual studded leather provided them, they are able to tap into once unknown powers, and utilize it more efficiently, thus enabling them to gain more of Fyrre's strength (now being able to cast up to 4th-level spells and use up to 4th-level granted powers).
Every Acolyte is versed in the teachings of Fyrre and understands that there will come a time when the channeling armor provided to them will no longer meet their needs in order to receive Fyrre's energies. For this reason they are taught rigorously how to perform the very same rituals that were performed on their provided studded leather Armor.
After they are on their own, and finding the need to tap into the larger pool of Fyrre's energies, they will discover the need to create a new channeler, a stronger suit of armor. This armor will have to be crafted predominately of metal. The rituals learned as an Acolyte will have to be performed to exacting standards over the time needed to forge the metal armor. The Flamewarrior need not know the actual skill of armorer or later weaponsmithing, etc., to manufacture what is needed; they can enlist the aid of those members of the church within the temple but must be there throughout the process as each piece is shaped and set upon the Flamewarrior as it is forged and cools to fit them perfectly. With great effort it takes on the form desired and serves as a new channel to Fyrre. This armor can be any kind with mostly metal fabrication, (I.E. Splint Mail, Chain Mail, Banded Mail, Half Plate, Full Plate, etc...). At the time of its creation, the armor will embrace the flames which have helped form it, and forever be able to tap into the source at an ability similar to that of its creator (will allow use of current level at time of creation to a maximum of level 7. So if a level 5 Flamewarrior created it, it would allow Flamewarrior abilities and the casting of spells upto and including level 5.)
The material to create this item is the same needed to create any suit of armor of its kind, however the time to create the armor is reduced by 66%. The acolytes find it easy to work with the flames, and alongside them making the metal much more malleable (through this ritual) than any normal smith could. The armor will be imbued with a toughness, because of the way it was forge, greater than a normal armor of its kind, however this will only affect what would be able to damage it (150% toughness is gained but no bonus to AC). The armor is also perfectly fit to the Flamewarrior and so wears less encumbering and acts as if it were of a weight 66% of normal for a suit of armor of the same type. If the normal time and cost is used to create the armor as a regular suit would need, then there is the normal chance of a quality suit of armor being created which would grant it a +1 to AC.
Eventually, the Flamewarrior will find that his armor is once again not tapping into the full potential of Fyrre's power, and at that time he will need to 'reimbue' the essence of Fyrre into his armor. This will take no more material components, however it will take a similar amount of time to perform as the armor is again forged to fit him anew, and making any adjustments and repairs needed. It will also require a special Holy Symbol to perform the ritual, with a material value is no less than 200 gold pieces. (Reimbuing the armor, allows current level of armor + 2 to the 'tapping ability'. So, if the armor is reimbued at level 7, it would then 'work' until level 9.)
If the Flamewarrior is unable to perform this very powerful ritual, he does have the option of recreating a new set of armor, however he must gather brand new components. It has been rumored that weapons created from old suits of Flamewarrior armor by the Flamewarrior who created it may have special and interesting properties. To do this the Flamewarrior must actually have the skills needed. Any such armor melted down and forged anew into a weapon will gain one of the following, +1 to hit, +1 to damage or +2 to Initiative. Other properties may also occur spontaneously determined by the DM and the favor the Flamewarrior has gained with his god.
The Fyrrean Shield, is another instrument in which a Flamewarrior may use to channel the powers Fyrre grants him. At any time a Flamewarrior may ritually forge a metal shield (they must have the skills to do this) and so tap into powers that have not been available to them. (The shield adds +1 to the 'tapping' ability of Fyrre's power. So, a level 5 Flamewarrior with a level 5 suit of armor, gains the ability to 'tap' up to level 6 ability). The shield is usually made of bronze but can be of any metal. Such shields are twice as heavy as normal shields of their size. If the Flame warrior is not holding the shield then they do not gain its increase in 'tapping' ability.
Early on it may be required to do any of these rituals at a Temple. Later, if they have the skills to work a forge themselves, the Flamewarrior need only to bless a forge with divine power after praying for a week to purify it, before being able to use a 'non sanctified' forge.
Through these rituals, Fyrre becomes pleased with his elite followers, and the boons granted to them only become greater. However ignorance to his essence and in the ways of the flame can limit just how much power they may ever receive from him. To become truly strong in Fyrre's energies, a Flamewarrior must ever perfect his armor and so become a greater warrior for the flame.

GAME RULES INFORMATION.
Flame Warriors have the following game statistics.

Alignments
Flame Warriors must maintain a chaotic or true neutral alignment or lose all class abilities until their alignment is restored and they atone at a temple dedicated to Fyre.

Races
Any race may be a Flame Warrior

Hit dice: d8

Class Skills:
The flame Warrior class skills (and the key ability for each skill) are
Intimidate(cha) Concentration(con) Craft(int) Knowledge(religion)(int) Profession(int) Spell Craft(int)
[I based this list slightly off the clerics skill list, I took diplomacy and gave them intimidate and took away Heal but couldn't think of anything to replace it with.]

Skill Points at 1rst level(2+int modifier)x4
Skill points at Each Additional level:2+int modifier

Class Features

Domains
Flame Warriors may chose two domains from among Fire Destruction and Chaos, they gain domain spells as the cleric but do not gain the domain abilities.


Weapon and Armor Proficiency:

Flame Warriors are proficient with all types of armor and all types of shields (except tower shields)
They are also proficient with any weapons that require a forge to create.

Fire Affinity spells with the fire descriptor cast by the Flamewarrior are cast as if they were one level higher and all save dcs are +1.

Spontaneous casting
Flame Warriors may Spontansously cast spells with the fire descriptor as a cleric can heal (or harm) spells.

Embrace of the Flames At lvl 1 the Flamewarrior receives complete immunity to normal fires and a +1 save to Magical fires. As he gains levels in experience his immunity to natural forms of heat and flame, as well as other forms of damage caused by the burning of matter is increased.
* 4th level: Immune to smoke and all other forms of airborne contagion caused by fire, and +2 to saves vs magical fire.
* 7th level: Immunity to burns from heated and molten metal and a +3 save vs magical fire.
* 10th level: Immunity to lava and superheated steam and other natural plasmas, and a +4 save vs magical fire.
* 13th level: Immunity to natural burning corrosives and acid, and poisonous byproducts caused by fire or their consumption of matter, and a +5 vs magical fire.

* Pyrokinesis - Starting at lvl 1, a Flamewarrior can manipulate his physical surroundings. Touching an item and willing it to happen, the Flamewarrior can raise its temperature. This may be used once per day. Most descriptions of the use of this power will be at the DM's digression but here is somewhat of a guideline.

Lvl 1: Ignite paper, light candles, small objects etc., instantly
Lvl 2: Ignite torches, light cloth on fire, heat up soup etc., after 1 round of concentration
Lvl 3: Light a campfire, thaw frozen food, boil water, etc., after 2 rounds of concentration.
Lvl 4: Light small logs ablaze, ignite leather or hide after 3 rounds of concentration
Lvl 5: Light larger fireplace sized logs on fire, heat up and iron pot to cook or boil water or something similar, cook raw meat after 5 rounds of concentration
Lvl 6: Light an 8 foot - 2x4 on fire, Ignite a quarter staff, heat metal studs in studded leather armor to where they burn the wearer after 8 rounds of concentration.
Lvl 7: Melt gold ingots, heat chain mail armor to unbearable degree after 10 rounds of concentration.
Lvl 8: Heat plate mail armor, after 10 rounds of concentration, ignite coal by touch.
Lvl 9: Melt 2 inch thick Iron bars and manipulate other sturdy forms of metal after 10 rounds of concentration. As the Flamewarrior becomes higher level, it takes them less time to concentrate to enact a lesser level power. The time needed to concentrate is reduced by one round per three levels above the needed effect. Thus a 5th level Flamewarrior can do the Lvl 2 Pyrokinesis effect instantaneously.[/table]

For the sake of me not having to write the table out, Flame Warrior have the same Base attack bonus as clerics as well as saves and spells per day.
 

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So I Guess what I'm asking is, is this class balanced? Sorry for the lack of a table, but I have no idea how to make them look proper.
 

hrm so we already settled on something but I'll give this one more bump cause I'm curious what you folks think out there.
 

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