Flammenwerfer (3.5e Class)

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Author: Eiji-kun (talk)
Date Created: 9-20-12
Status: Complete
Editing: Mechanical changes are flammable
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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. 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: 5d4×10 gp (125 gp).

Starting Age: As fighter.

Table: The Flammenwerfer

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +2 +0 Asbestos Skin, Flammenwerfer Gun 1d6 (15/30 ft)
2nd +1 +3 +3 +0 Flare Shot, Pyro Trick
3rd +2 +3 +3 +1 Flammenwerfer Gun 2d6, Quicker Draw
4th +3 +4 +4 +1 Airblast, Pyro Trick
5th +3 +4 +4 +1 Flammenwerfer Gun 3d6 (30/60 ft), Superheated Flame
6th +4 +5 +5 +2 Pyro Trick
7th +5 +5 +5 +2 Flammenwerfer Gun 4d6, Refresh Air
8th +6 +6 +6 +2 Pyro Trick, See In Smoke
9th +6 +6 +6 +3 Flammenwerfer Gun 5d6 (60/120 ft)
10th +7 +7 +7 +3 Fireproof, Improved Pyro Trick
11th +8 +7 +7 +3 Flammenwerfer Gun 6d6, Heat Jet
12th +9 +8 +8 +4 Improved Pyro Trick
13th +9 +8 +8 +4 Flammenwerfer Gun 7d6 (90/180 ft), Firewalk
14th +10 +9 +9 +4 Ashes to Ashes, Improved Pyro Trick
15th +11 +9 +9 +5 Flammenwerfer Gun 8d6
16th +12 +10 +10 +5 Improved Pyro Trick, Melt Blast
17th +12 +10 +10 +5 Burn Duration, Flammenwerfer Gun 9d6 (120/240 ft)
18th +13 +11 +11 +6 Improved Pyro Trick
19th +14 +11 +11 +6 Flammenwerfer Gun 10d6, Phoenix Fire
20th +15 +12 +12 +6 Flammenmensch, Superior Pyro Trick

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Knowledge (the planes) (Int), Profession (Wis), Spellcraft (Int), Tumble (Dex), Use Rope (Dex).

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).

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

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 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).

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. 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).

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

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, 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:

Banefire*: Select a favored enemy type from the ranger list. Your flammenwerfer 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.

Bright Fire*: Your flames are blindingly bright. Creatures struck by your flammenwerfer must make a Will save (save DC as the flammenwerfer gun) or be blinded for 1 round. Even on a failed save, they are dazzled for 1 round.

Close Combat Flammenwerfer: You may use your flammenwerfer as a melee weapon and threaten with it. It acts as a greatclub, and deals an additional +1d6 points of fire damage on a successful melee attack. Any weapon-specific feats you possess automatically apply to using the flammenwerfer gun in melee (such as Weapon Focus).

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.

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.

Precise Fire: You can exclude allies from the area of effect of your flammenwerfer gun.

Smoke Blast*: 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).

Sudden Airblast: You may make an airblast attempt as a immediate action, but only to Deflect Projectiles and Blow Away Gases. You must have airblast to select this ability.

Quicker Draw: A 3rd level flammenwerfer must often juggle both his gun and other items all at once. He gains the Quick Draw feat, but may also sheathe items (including his flammenwerfer gun) as a free action.

Airblast (Su): 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:

Blow Gases Away: You duplicate the effects of gust of wind, but in the area of your flammenwerfer gun.

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. 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.

Deflect Projectiles: With a readied action, you can deflect projectiles as if you had the Deflect Arrows feat.

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 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.

Superheated Flame: At 5th level, a flammenwerfer can supercharge his flames with extra potency. As a full-attack action the flammenwerfer's gun ignores all fire resistance, and fire immunity only halves the damage taken.

Refresh Air (Su): 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.

See In Smoke (Su): 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.

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

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:

Burn Ro Dah*: When you use your flammenwerfer gun, you can use your Bull Rush Blast, and the range you can bull rush creature extends to 15 feet, allowing you to potentially bull rush multiple creatures at once.

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.

Dreadfire*: Select a an enemy type you have banefire against. Your flammenwerfer 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.

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.

Energy Substitution*: Sometimes you just want to throw ice. Your flammenwerfer 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 gains an extra +1 damage per damage die.

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.

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).

Microwave*: Your flammenwerfer 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.

Reflect Projectiles: With a readied action, you can reflect projectiles as if you had the 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.

Toxic Blast*: 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.

Heat Jet (Su): 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).

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 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.

Ashes to Ashes (Ex): At 14th level, a flammenwerfer's fires burn especially hot. 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.

Melt Blast (Sp): 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. 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.

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 the flammenwerfer which has a duration has that duration reduced to 1d4 rounds (if normally longer). During this time, flames visibly burn on the flammenwerfer as the effect wears off in high speed.

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 a Reflex save for half DC 10 + 1/2 HD + Wis. 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.

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.

Superior Pyro Trick: At 20th level and every two levels beyond (22nd, 24th, etc) the flammenwerfer gains another pyro trick, and may add the following abilities to tricks they may select from:

4th Degree Burn*: 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.

Blaze Ro Dah*: 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.

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

Heat Rocket: Your Heat Jet maneuverability rises to good, and when you move more than 20 feet you are 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 per hour, moving at x10 your normal speed in a straight line.

Melt Master: You may now use Melt Blast at will, with no cool down required.

Irradiate*: All damage your flammenwerfer 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.

Whirling Flames: As a full attack action, you deal your flammenwerfer 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

Table: The Epic Flammenwerfer

Hit Die: d8

Level Special
21st Flammenwerfer Gun 11d6 (150/300 ft)
22nd Superior Pyro Trick
23rd Flammenwerfer Gun 12d6
24th Superior Pyro Trick
25th Flammenwerfer Gun 13d6 (180/360 ft)
26th Superior Pyro Trick
27th Flammenwerfer Gun 14d6
28th Superior Pyro Trick
29th Flammenwerfer Gun 15d6 (210/420 ft)
30th Superior Pyro Trick

4 + Int modifier skill points per level.

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.

Skill Ranks Ability Armor
Check
Penalty
Intimidate 4 Cha
Knowledge Arcana 4 Int
Knowledge The Planes 4 Int
Spellcraft 4 Int

Feat: Ability Focus (flammenwerfer gun).

Gear: Chain Shirt.

Gold: 15 gp.

Campaign Information

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.
—Eiji-kun, Eijilund Plushie Flammenwerfer

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 tatched 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.

Knowledge The Planes
DC Result
10 Flammenwerfers werf flammen everywhere, burning all they see. Why they never seem to run out of fuel for their strange gun, and even without it they can still shoot bolts of flame from their fingers.
15 They say neither water nor smoke can stop a flammenwerfer from lighting up targets they shouldn't even be able to see, in environments they shouldn't even be able to burn in.
20 Powerful flammenwerfers pick up a few elemental traits, and can immolate themselves at will. And yet dying only seems to slow them down...
30 Those that reach this level of success can research particular flammenwerfers, their motives, whereabouts, how much flammen they werf, and other details.

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


Back to Main Page3.5e HomebrewClassesBase Classes

Allowed AlignmentsLawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +
Article BalanceHigh +
AuthorEiji-kun +
Base Attack Bonus ProgressionModerate +
Class AbilityOther +
Class Ability ProgressionOther +
Fortitude Save ProgressionGood +
Identifier3.5e Class +
Length20 +
Minimum Level0 +
Rated ByYX33A +, DanielDraco + and Leziad +
RatingRating Pending +
Reflex Save ProgressionGood +
SkillConcentration +, Craft +, Intimidate +, Jump +, Knowledge +, Profession +, Spellcraft +, Tumble + and Use Rope +
Skill Points4 +
SummaryYou know what this fire needs? More fire. The flammenwerfer werfs so much flammen, your opponents will need to learn german to find out how badly they've been burned. +
TitleFlammenwerfer +
Will Save ProgressionPoor +