Flameseeker (3.5e Class)

Summary::A pyromancer focusing more on melee than in range. Length::20 Minimum Level::1 Base Attack Bonus Progression::Good Fortitude Save Progression::Good Reflex Save Progression::Good Will Save Progression::Good Class Ability:Alternate Magic Class Ability Progression::Full

Flameseeker
Flameseeker are unlike their cousins of the circle of flame, such as the powerful pyromaniac, the ingenuous flammenwerfer, or the psionically focused pyropsyche. The flameseeker does not fight primarily with burning projectiles; no, she fights using her entire body, her body attuned to her inner fire. A flameseeker is, in a sense, closer to the fighter than the wizard; she is a close combat adept using powerful fire magic to back her martial prowess. She follows the pyromancer's mantra, allowing her to tap into her inner fire in way her fellows do not understand, including healing. The flameseeker's attacks are ablaze with fire, turning her opponents to ashes with her melee attacks.

Making a Flameseeker
Abilities: Flameseeker rely on their charisma the most, using it with most if not all of their abilities. Strength and constitution are also important, as flameseekers are mostly melee fighters, although the former is less important if the flameseeker primarily uses her flameshape.

Races: Creatures associated with water tend to avoid the path of the flameseeker.

Alignment: Any. Flameseekers are most often as chaotic as the fire they wield, however.

Starting Gold: As rogue.

Starting Age: Simple.

Class Features
All of the following are class features of the Flameseeker.

''The DC of all flameseeker abilities is equal to 10 +1/2 Hit Dice + the flameseeker's Charisma bonus. For the purpose of ranges, spell-like abilities and duration of her abilities, the flameseeker count as having a caster level equal to her character level.''

Weapon and Armor Proficiency: A flameseeker is proficient with all simple and martial weapons and with medium and light armor  and shields (except tower shields).

 : A flameseeker do not have the same ranged firepower as a pyromanaic, but is hardly powerless. She may make a ranged touch attack against a creature within short range she has line of sight with as an attack option. If the attack hit the creature is deal 1d6 fire damages. The damage increase by 1d6 at 3rd and each 3 level thereafter (6th, 9th, 12th, 15th, 18th).

 : The flameseeker is capable of calling fire magic at whims, by simply tapping in her inner fire. She may cast the following spells as spell-like abilities at will: Burning hands, heat metal, produce flame and pyrotechnics.

 : A flameseeker is resistant fire damage and gain a +4 bonus on all saving throw against [fire] effects. Her initial resistance is equal to her character level +5. At 4th level she become completely immune to fire damage.

 : A flameseeker is capable of manipulating fire in a way other classes of the Circle of Fire cannot, a flameseeker can turn her hair/flame aura around her/whatever into a flaming weapon of destruction. Her flameshape count as an two-handed exotic weapon that the flameseeker is always proficient in with the following profile: The flameshape act much like a whip, it is treated as a melee weapon with 15-foot reach, though you don’t threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes). A flamehape deal 2d6 fire damages no matter the size of it wielder, with a 18-20 x2 critical threat range. A flameseeker may use her charisma modifier for attack and damage with her flameshape instead of her strength. A flameseeker never actually wield her flameshape, it does not impair any abilities she has such as spellcasting, wielding other weapons and cannot have her flameshape disarmed or sundered.

Her flameshape has a minimum enhancement bonus to attack and damage equal to her level divided by three (maximum of +5 for a flameseeker of 20th level or lower). Additionally she may hit incorporeal creatures with her flameshape as if her flameshape had ghost touch. Her flameshape can benefit from feats that affect whips.

 : A 2nd level flameseeker is immune to fear-effects, blindness and add her charisma modifier to her will save.

At 2nd level she choose one of the following ability below, she choose another one at each even level after 2nd. She may not choose the same inner fire twice.

 : The flameseeker can cause all creatures and unattended object within close range to burst in fire as a standard action, each creature within the area catch on fire and take fire damage equal to the flameseeker's blaze dice (reflex halves the damage and negate the catching on fire part. The flameseeker may exclude any number of unattended objects and creatures from this effect as a free action. Enlightenment -The heat is so intense that all affected creature that failed their reflex save must make a fortitude save or be nauseated for 3 rounds, this is a pain-based effect.

 : A flameseeker can channel her inner flame and the inner flames of her companion. As a full-round action she may call upon the inner flame of one creatures within short range she has line of sight (including herself). That creature receive the benefit identical to heart of a champion. This ability is only usable once every 1d4 round. Enlightenment -She may now channel the inner flame as a move action.

 : The flameseeker's hover and flying speed increase by 30 ft. When she run while flying she increase her multiply her fly speed by 10 (after the running multiplications). In order to select comet flight a flameseeker must have the jet flames inner fire. Enlightenment -The flameseeker gain the benefits of astroadaptation and the void wings graft even if she does not meet the prerequisites. The flameseeker does not actually receive a graft, only the benefits of said graft, so no hit point penalties are to be applied nor do the flameseeker gain visible wings.

 : The flameseeker may user her ember shot as an immediate action. Enlightenment -She may now apply her blaze damages and essences to her ember shots as long as they are made within 30 ft. of her.

 : The flameseeker can now wield the flame of creation. She may cast minor creation once per hour, the flameseeker need to be at least 8th level and have the reforge inner fire in order to select furnace of creation. Enlightenment -She may now use major creation once per hour.

 : The flameseeker may use combust at will, with a recharge time of 1d4 round. Enlightenment -She may now use combust as a swift or immediate action if she wish so. There is no more recharge time.

 : The flameseeker can manipulate the inner fire of other creatures to control their very emotions. She may cast crushing despair, good hope and rage at will. Enlightenment -She may cast them as a swift action should she desire.

 : The flameseeker is held aloft by her willpower and fire ability alone, she gain a hover speed equal to her base land speed (perfect). At 5th level the flameseeker also gain a fly speed equal to twice her base land speed (average). Additionally when you 'run' while flying you benefit from the run feat. Enlightenment -The seeker's fly speed maneuverability become perfect and it speed become three time her base land speed.

 : The flameseeker is capable of reforging objects made of metal with her bare hand. She may cast make whole as a spell-like ability at will. Enlightenment -She may cast fabricate as a spell-like ability at will, but may only build or repair metallic objects.

 : The flameseeker is capable of access other's inner flame and rekindle it. Each day she can heal a total number of hit points of damage equal to her flameseeker level × her Charisma bonus x 3 to a creatures she touch. A flameseeker may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Additionally she may cast lesser restoration at will. Enlightenment -She may now use revivify and restoration as a spell-like ability at will.

 : The flameseeker's flameshape can now take the form of a long spear. As a swift action the flameseeker can shape her flameshape into a searing lance, taking on the following changes: The searing lance can be thrown, with a range increment of 50 feet and it critical hit modifier become 20 x4. However it cannot be used in melee, being a dedicated thrown weapon. When thrown the searing lance automatically reform in the flameseeker's hands, allowing it to be used for full-attacks. Unlike other ranged attacks, a flameseeker can apply her blaze dices on her searing lance. Enlightenment - The searing lance now burn through all obstacles, when thrown it ignore cover and concealment (even total cover).

 : The flameseeker's fireshroud stop spell as if it was a lesser globe of invulnerability but only affect spells who level is lower than half your level -1 (1st level spell at 4th) up to 3rd level. Enlightenment -The flameseeker's fireshroud stop spell as if it was a globe of invulnerability instead.

 : As a full-round action the flameseeker may unleash a terrible torrent of fiery wind. This effect is similar to gust of wind except all affected creature (even those that would be able to move normally) take fire damage equal to the flameseeker's blaze dice and must make a reflex save or catch on fire. Enlightenment - The flameseeker may now unleash a whirlwind of fire, any creatures starting it turn or entering the effect immediately take the flameseeker's blaze dice in fire damage and catch on fire.

 : You gain last to fall as a bonus feat. Enlightenment -Once per hour you may cast heal on yourself as an immediate action.

 : The flameseeker become so enraged her inner fire manifest. She gain 2 temporary hit points per hit dice, all melee attacks she make deal an additional 4 damage and all weapon she wield count as flaming. Furthermore the ambient temperature around her (within her reach) increase by 100 degree, causing appropriated environmental effect. She may use Volcanic Wrath only once per ten minutes as an immediate action after being struck or seeing an allies (or loved one) struck. Volcanic Wrath last for up to half her character level (rounded up). Enlightenment -The bonuses granted by volcanic wrath increase to 4 temporary hit points per hit dice, all melee attacks she make deal an additional 8 fire damages and all weapon she wield count as flaming and flaming burst, the temperature increase can now cover up to one mile. Additionally when she enter her volcanic wrath she may have a maximized fire storm centered on her.

 : The flameseeker focus her energy in a pure blast of chaotic blaze, sadly the evocation is highly unstable. The blast can be shaped as a long line, a medium burst or a close cone and deal 1d10 'chaos' fire damage (ignore resistance and immunity but still affect vulnerability) per character level with no saves of any kind allowed. However each time she use wild evocation she must make a will save, if she fail she lose control of the flames, she is unable to shape her blast normally and instead manifest as 20 feet burst centered on her (she is affected normally, possibly killing her). Using wild evocation is a full-round action. Enlightenment -She may decide to overpower the evocation, granting her up to +5d10 damages to wild evocation. However she take the same number as a penalty to her will save against wild evocation (thus if she +4d10 she take a -4 penalty on her wild evocation's will save).

 : The flameseeker is a serious opponent in melee, her attacks are wreathed in fire and ember, easily capable of turning enemies to ashes in instant. At 3rd level she gain blaze dice, all melee attacks during her turn deal additional fire damage equal to her blaze dices. She may only apply her full blaze damages on attacks granted by base attack bonus, all other attacks made in the round only deal half blaze damage (rounded down).

 : At 5th, 9th, 13th and 17th the flameseeker must choose a blaze essence she may apply to her attacks. She may use any number of blaze essence she know and it applies to all attacks granted by base attack bonus during the round, blaze essence subtract a number of blaze dice from all attacks affected by blaze and cannot take the number of blaze dice below 1d6. Negative status created by a blaze essence can only affect a particular creature once per round. The flameseeker must choose from the following blaze essence:

 : Whenever you successfully hit a creature, each other creatures in 10 feet (except you) must make a reflex save or take half of your blaze dice in fire damages. Blaze Dice Cost: 1d6

 : Your blaze attacks tend to be stronger, sometime. When an attack hit, roll 1d4 before damage is rolled. Add a number of blaze dice equal to the d4 result. Blaze Dice Cost: 2d6

 : Creatures struck by this blaze essence take an extra 1d6 desiccation damages, creatures with the water subtype must make a fortitude save or be staggered for 1 round. Subtract 1d6 blaze dices.

 : The blaze almost always strike true, attacks using this blaze essence ignore cover, concealment and miss chances. Blaze Dice Cost: 1d6

 : The blaze cause extreme damage to flesh, against nonconstruct creatures it count as wounding. It will also turn constructs and unattended object into slag dealing an additional 4d6 fire damage to them. Blaze Dice Cost: 1d6

 : When a creature damaged by this blaze this round dies, it body immolate, leaving only ashes behind. From the ashes rise a fire elemental whose CR is equal to the slain creatures's CR -3 (a creature who CR is 3 or lower simply immolate with no created elemental). The elemental stay for 5 rounds then burn away to nothingness. Blaze Dice Cost: 1d6

 : Creatures struck by this blaze must make a reflex save or catch on fire, if the save is failed they must make an additional fortitude save or be nauseated for 3 round. Blaze Dice Cost: 2d6

 : The blaze is so hot it literally cut through anything like butter. All attacks using this blaze essence are melee touch attack. A flameseeker must be level 14th or higher in order to take fusion torch. Blaze Dice Cost: 5d6

 : Creatures struck by this blaze essence must make a fortitude save or be permanently blinded. A flameseeker must be level 14th or higher in order to take Novafire. Blaze Dice Cost: 4d6

 : A 3rd level flameseeker is capable of maintaining a cloak of fire around her at all time, making it hard to strike her and can cause quite a few bad burns. Creatures attacking the flameseeker have a 20% miss chance, if the attack miss (either because of the miss chance or otherwise) and the creature attacked in melee without a reach weapon, the attacking creature must make a reflex save or take fire damage equal to the flameseeker blaze dices. Creatures attacking the flameseeker unarmed or with natural weapons are not granted a reflex save. The fireshroud can be called or suppressed as a free action.

 : A 4th level flameseeker's flames ignore fire resistance. Fire immunity only halves the damage. At 10th level she also completely ignore fire immunity. Finally at 16th level, creatures dealt fire damages by the flameseeker must make a will save or lose their resistance and immunity to fire damage fro 24 hours.

She may suppress or resume devouring flames as a free action.

 : A 6th level flameseeker is sustained only be her inner fire. She no longer need to eat or drink but still need to breath and she stop aging and she gain memories of death as a bonus feat as her inner fire live on. Additionally her inner fire will be unleashed should she die, causing an explosion of searing soulfire. As she die she may manifest a empowered pure incendiary cloud (caster levels equal to her character level) centered on her body.

 : A 7th level flameseeker can make any fire she touches permanent. The fire will remain alight even in condition where it is impossible, such as in an area without air or if the fire run out of combustible. Additionally when she does so, iof the fire is at least medium sized she may make it an anchor sigil (as create anchor sigil). She may cast warp as a spell-like ability at will, as long as she is within 20 feet of one of her bonfire.

Spells and effects that would quench her bonfire must first succeed on a character level check (1d20 + character level) against a DC equal to 15 + the flameseeker own character level.

 : At 11th level the flameseeker found some form of enlightenment in fire, all her inner fire gain their enlightenment bonus. Additionally she must choose one of the following pyromancer mantra below.

 : The flameseeker can now wield the mystical blue flame. All her supernatural flameseeker abilities become extraordinary abilities. Her spell-like abilities become supernatural abilities.

 : The flameseeker immediately gain an additional inner fire, the DC of all her inner fire increase by +2.

 : The flameseeker increase her blaze damage by +1d6 and decrease the blaze dice cost of all her blaze essence dice cost by 1d6.

 : A 15th level flameseeker is now immune to mind-affecting spells and divination as per mind blank. Additionally whenever the flameseeker succeed a will saving throw (she may still roll her saves against a mind-affecting spell, with no effect if she fail the save), but only once per round she may create a fire storm centered on her or the effect controller (such as a scrying spellcaster) at her discretion.

 : A 19th level flameseeker may set the world on fire. She can call upon primal flame, to create an effect identical to apocalypse from the sky (except it deal fire damages) or nine acre of fire (chosen when blazing holocaust is used). She may apply any of her blaze essence on blazing holocaust, subtracting the blaze dice cost from the total damages dealt by the spell. This ability can be used at will, but has a 1 hour recharge time.

 : A 20th level flameseeker enlightenment allow her to select another pyromancer mantra. Additionally her mastery of the pyromancer's mantra and sheer willpower granted her quasi-divinity, she gain the true celestial subtype with one rank. If she wasn't an outsider she gain the outsider type, but can be resurrected and raised like her previous type.

Epic Flameseeker
 : At 22th and each 3 level thereafter the flameseeker's true celestial rank increase by 1 (to a maximum of 9 at 43th)

Elf Flameseeker Starting Package
Weapons: Longsword.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Feat: Pyromaniac.

Gear: Scale Mail, Steel Heavy Shield.

Gold: 5 gp.

Playing a Flameseeker
Religion: There is no real religion shared across all flameseeker, although many pay homage to fire deity..

Other Classes: Flameseeker get along with most other classes, unless personality clashes.

Combat: Flameseeker are mostly close combat combatant, using their superior attack power tor burn enemies to crisp. They have plenty of ranged attack power, allowing them to lay ranged support should they need to. Their spell-like and supernatural abilities also give them much needed utilities.

Advancement: Flameseeker typically remain flameseeker for their entire career as the class is not a really good dip.

Flamesseekers in the World
"Fool me once,shame on you. Fool me twice and you're toast."

Flameseeker are rare characters in most campaign settings, mostly because of their rather unique abilities. The class fit more for a few character than being a general classes.

Daily Life: Flameseeker are hardly defined by their class.

Notables: Good flameseekers are probably travelling hoeroes, defeating monsters by immolating them. Evil flameseeker are mostly selfish vagabonds who will pose a threat to those in their ways. Mostly flameseekers become notable through thier actions rather than their innate abilities.

Organizations: Flameseekers may join circle of pyromancer where they are more than welcomed.

NPC Reactions: You can immolate people by punching them, people don't fuck with you.

Flameseeker Lore
Characters with ranks in knowledge (arcana) can research flameseekers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Flameseeker in the Game
Adaptation: It generic enough to be adapted in pretty much any settings.