Flammenwerfer (3.5e Class)

Flammenwerfer
Fire is an amazing thing. It is used for creation such as in forges, it is used for destruction such as in war, and its even used to stop other fires from burning out of control. The flammenwerfer understands fire most of all, for the flammenwerfer can toss around blazes and resist the resulting firestorms with surprising ease.

Making a Flammenwerfer
Abilities: One needs Wisdom to know where flames go best. After all, fire is a chaotic beast not often subject to precision, but rather knowing range, distance, and general location. Constitution is needed, for the main ability of the flammenwerfer will put them at near-close range combat, and Dexterity can shore up some of their AC against opponents as well as give them attack bonus for flare gun. Strength can be useful for martial minded flammenwerfers, and Intelligence for skillful ones, with Charisma being least important.

Races: Any, though it seems to attract a lot of plushies.

Alignment: Any.

Starting Gold: 5d4&times;10 gp (125 gp).

Starting Age: As fighter.

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

Weapon and Armor Proficiency: A flammenwerfer is proficient with all simple and any martial axes (such as the greataxe) or hammers, light armor, medium armor, and shields (except tower shields).

 : Working around fire leaves one accustomed to its heat. The flammenwerfer gains energy resistance (fire) equal to his class level x 3.

 : 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 a 15 foot cone or a 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 antimagic field. The flammenwerfer gun can be used as an improved 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).

' :''' 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 flammenwerfer gun, and simply requires a free hand to launch the bolt from.

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:

*: Select a favored enemy type from the 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.

*: 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.

It acts as a greatclub, and deals an additional +1d6 points of fire damage on a successful melee attack. If you possess any feats which normally only apply to a single weapon (such as 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.

*: 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 something else occurs which would put out a fire. Multiple instances of catching on fire do not stack.

*: 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.



*: You deal half your normal flammenwerfer gun damage, but leave a cloud of smoke in its wake (treat the effect as a fog cloud spell, except the smoke dissipates after 1 round).

You must have airblast to select this ability.

He gains the Quick Draw feat, but may also sheathe items (including his flammenwerfer gun) as a free action.

 : A 3rd level flammenwerfer can melt and remake items made out of metal. He can craft without need for a forge, working metal with the normal crafting rules. He can also reforge one metal weapon into another weapon made of the same metal, or repair a broken weapon, with a craft check needed to normally make the item. Because of his magic flames, repaired or changed weapons retain their magic when reforged. Suddenly, sundering is less of a problem.

 : A 4th level flammenwerfer may project blasts of compressed air from his flammenwerfer gun. As a standard action he gains access to the following tactical abilities:



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 as if they had fallen the distance moved.



Nonmagical fires get no save, while magical fires (such as 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 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.

By spending a full-round action to use his flammenwerfer gun, the blast ignores all fire resistance, and fire immunity only halves the damage taken.

 : Smoke tells a story, and a 6th level flammenwerfer can read the information like a book. By witnessing a plume of smoke or the remaining ash of a fire, he can duplicate the effect of object reading, with the object in question being the item burned.

 : At 7th level, a flammenwerfer can keep his flames burning even when devoid of fuel source. He can use fire in places where fire is inhibited (such as by planar trait) or impossible (such as underwater or in an oxygen-free environment). In addition, his own air supply is refreshed constantly, granting him the effects of a necklace of adaptation.

 : At 7th level, a flammenwerfer can see through smoke, fog, and other vapors as if they weren't there. Any other hazards (such as nausea for being in a stinking cloud or slowing from a solid fog) still apply.

 : A 9th level flammenwerfer can use his reforge abilities really quickly, able to repair, reshape, or even create metal items as a full-round action that provokes attacks of opportunity.

 : At 10th level, a flammenwerfer becomes immune to fire. This overlaps the effects of asbestos skin.

You may now also choose from the following list:

*: When you use your flammenwerfer gun you can use your Bull Rush Blast at the same time. You bull rush all creatures within a 15 foot cone or 30 foot line (as appropriate for the shape of the fire blast), as bull rush blast.

*: 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.

*: 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.

For example, a flammenwerfer which deals 10d6 always deals at least 30 points of damage, even if he rolled lower.

*: 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.

*: Creatures affected by your flammenwerfer gun illuminate and reveal their true forms. It also counts as interacting with illusory effects without interacting physically, and thus can reveal illusions. You can choose to not deal any fire damage with this ability if you wish. using it to reveal the true form of creatures.

*: 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.

You may take this ability multiple times, each time increasing the die size (to a maximum of d12s).

*: 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. A successful save negates the Con damage.

In addition, you may deflect or reflect rays. You must have deflect projectiles to select this ability. This ability improves (and stacks with) deflect projectiles.

*: The smoke generated by your smoke blast becomes a noxious hazard. Creatures in the area must make a Fortitude save or be nauseated for 1 round and sickened for 1 minute after. Even on a successful save, creatures are sickened for 1 round. You must have smoke blast to select this ability. This ability improves (and stacks with) smoke blast.

 : At 11th level, a flammenwerfer can project flames out behind himself to project himself forward at high speed. He gains a 100 ft fly speed (average).

 : A 12th level flammenwerfer can make solid objects out of pure flame, similar to the stuff that makes up a fire elemental. Over the course of 1 minute he can convert a 5 foot square of open flame into 5 lbs of solid flame (up to 5 lb per character level), out to Close range. This puts out the fire in the affected squares, leaving a glowing flaming brick of quasi-material. This material can subsequently be worked as if it were iron, and used with his Reforge ability to make items. As a material, Solid Flame is identical to iron but deals 1d6 points of fire damage to anything it touches (including as part of weapon damage, or targets striking creatures wearing solid flame armor), and it cannot be put out, nor does it need flame. Some flammenwerfers even make houses out of fire.

 : 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 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.

 : At 14th level, a flammenwerfer's fires burn especially hot. At the flammenwerfer's choosing, any creature killed by a flammenwerfer's flames turns to ash as if affected by disintegrate. Even their soul is burned. There is a 50% chance any ressurection attempts fail. Creatures which respawn (such as ghosts and liches) also have a 50% chance of being unable to respawn.

 : The flammenwerfer has been immune to flame for some time, but his allies aren't. At 15th level he can help them too. All allies in a 20 foot radius centered on the flammenwerfer gain energy resistance (fire) equal to the flammenwerfer's class level x 2.

 : At 16th level, a flammenwerfer can melt large portions of stone and metal. Treat this as 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.

 : At 17th level, a flammenwerfer can burn even metaphysical concepts, such as the duration of spells and other effects. As a non-action, the flammenwerfer can choose to burn any effect he is under which has a set duration (such as ray of enfeeblement which usually lasts for minutes, but not the instant duration of poison or the permanent duration of flesh to stone.) If he chooses so, the duration of the effect is reduced to 1d4+1 rounds. During this time, flames visibly burn on the flammenwerfer as the effect wears off in high speed.

 : An 18th level flammenwerfer gains partial control over the Elemental Plane of Fire. He gains a demiplane as per a genesis spell of his caster level, but with the traits of the Elemental Plane of Fire. In fact, it is part of the plane and it has a portal accessible from the Plane of Fire to your demiplane. This demiplane does not cost you any time or experience and upgrades as you level. You can plane shift to and from your demiplane with yourself and one ally per character level over the course of 1 minute, though you may want them to bring something to handle the heat.

 : 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. Creatures in the area get a Reflex save 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.

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.



*: You are treated as dealing damage which bypasses regeneration. In addition, the damage you do destroys maximum hp damage making it unable to be healed. Maximum hp damage can be cured as if it were ability damage, at 5 hp per point of ability damage healed.

*: When you use your flammenwerfer gun, you can use your Bull Rush Blast, and the range you can bull rush creature can occur against any creature in your range. You must have burn ro dah to select this ability. This ability improves (and stacks with) burn ro dah.

*: When you use your flammenwerfer gun, you deal one dice per level (instead of 1/2 level).

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. Once per hour, you can choose to move up to x10 your normal speed.



*: 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.

This ability may be stacked with other effects which modify your flammerwerfer.

Epic Flammenwerfer
Flammenwerfer Gun: The flammenwerfer gun continues to gain a damage die every odd level, and its range extends by +30 ft at 21st and every four levels (+60 for lines).

Superior Pyro Trick: The flammenwerfer receives a pyro trick at every even level from the normal, improved, or superior lists.

Eijilund Plushie Flammenwerfer Starting Package
Weapons: Battleaxe, Flammenwerfer Gun.

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

Feat: Ability Focus (flammenwerfer gun).

Gear: Chain Shirt.

Gold: 15 gp.

Playing a Flammenwerfer
Religion: Flammenwerfers love to werf flammen, so some find religion in gods of flammen, er, I mean fire.

Other Classes: The front-liners fear their reckless tossing of flame, and the wizards and squishy sort think blasting is so passe, but if a flammenwerfer knows what he's doing, few weapons are more potent than 5 gallons of napalm to the face.

Combat: You are a mid-range fighter. You have only moderate need to be in melee,

Advancement: Flammenwerfer is comparable to a warlock's eldritch blast. Treat it as such, with pyro tricks being "invocation" when taking other classes.

Flammenwerfers in the World
"This is my flammenwerfer. It werfs flammen."

Daily Life: Start a fire, cook breakfast. Start a fire, dry the laundry. Start a fire, make smoke signals to communicate with. Start a fire, warm the house for night. Start a fire, destroy a forest for the lulz. Life is good.

Notables: There is said to be a nameless flammenwerfer gone completely insane. They say he or she seeks only to help, but brings ruin in its wake. It is known only as a pyro, its name lost to history.

Organizations: Because flammenwerfers tend to start fires wherever they go, hosting several in any sort of building seems unwise. Regardless, many are loners doing it for the love of flame.

NPC Reactions: For some reason NPC Commoners get very nervous with a flammenwerfer walking around their thatched roofed cottages and highly flammable stocks of ale. No idea why.

Flammenwerfer Lore
Characters with ranks in Knowledge The Planes can research flammenwerfers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Flammenwerfers in the Game
Adaptation: Why not werf acid, cold, lightning, or sound while you werf fire? Adapting to new elements is not hard.

Sample Encounter: Someone let the plushies escape, and now they're burning everything. The king wants them alive to be re-imprisoned. Can you capture them before the city burns to ash?

EL 10: PENDING