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Intro |
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Fireblades are the definition of group leaders. Commanding and physically imposing, fireblades charge into battle, and while they may not have the blinding speed of monks, or the powerful spells of a wizard, they have plenty of tricks up their sleeves, and can dazzle with the best of them. Fireblades fight for almost anything they can get their hands on. Whether its for virtue or cold hard cash, Fireblades love to fight, and are often haughty about it. Several Fireblades belong to the town guard, or another secure source of excitement for them. Fighters make excellent fireblades, many are just eager to get a bit of magic experience under their belts. Other's such as rangers and clerics often fit the bill, and would like to be able to cast arcane and divine spells, but are often not as "trigger happy" as most of the Fireblades abilities depend on.
Prerequisites: Any nonchaotic and nonevil. Feats: Weapon focus (any two-handed weapon), Power Attack, Cleave. Base attack bonus: +8/+3
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Class Features |
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Wall of steel: At first level, the Fireblade gains the ability to sacrifice his attacks for one turn, to gain his first base attack bonus to his ac. e.x. Gareth (who we will be using in all of our examples) is fighting a troll, with huge amounts of armor that can almost never be penetrated. His party's wizard has been knocked out, and he has to protect her untill the party cleric can restore her. He uses Wall of steel and switches his entire first attack bonus (15) to his AC, and waits for the Troll's approach.
Fire Storm: At second level, the Fireblade gains the ability to sacrifice points from his ac the next turn, to add them to his attack and damage rolls this turn, he can sacrifice as much as he wants, but cant go down beyone 10. e.x. Gareth wants to take out a sorcerer quickly, so he sacrifices 8 (his ac is 18) and gets a +8 to all attack and damage rolls for that turn. However, the next turn, if the sorcerer is not dead, he can get in a few cheap shots on Gareth's low ac.
Burn: At third level, the fireblade gains the ability to take half of his damage away, and make a crippling attack that reduces the enemies next attack by the amount of damage taken away from his attack. e.x. Gareth is attacking an undead creature of great health, but low dexterity. He uses his burn ability, to make sure the undead can almost never hit him, and can chip away at it's health safely.
Fire Brand: At fourth level, the Fireblade gains the magical ability to add fire damage to any two-handed weapon that he wields, just as if he was wielding a flame-type weapon (if he is already wielding a flame type weapon, it does an extra 2d6 fire damage for a total of 3d6)
Flaming Spirit: At fifth level, the Fireblade gains the magical ability to absorb any fire damage dealt to him, and 1/2 of that damage goes directly to healing his health. Also, ice damage only deals 1/2 damage instead of full.
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Statistics |
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For all the following referances, see the players handbook, pg 22
Base attack bonus: good
Fortitude: good
Reflex: poor
Will: good
Spells: see below
HD: 1d12
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Spells |
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The Fireblade automatically learns all the chosen spells of his level, and can cast any spell at will. He gets one spell per level a day. He learns first level spells at his first level of fireblade, 2nd at his third level, and 3rd at his fifth.
1st level spells: Burning hands, true strike, mage armor, magic weapon, reduce person, shield, flaming arrow*
2nd level spells: Flaming sphere, scorching ray, pyrotechnics, continual flame, protection from arrows, Firebird*
3rd level spells: Fireball, summon monster III (fire elemental only), rage, wall of fire, Flamestrike*
*on the SPELLS page of this website
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