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Deranged. (talk)
Date Created: 12-10-2009
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{{#set:Summary=Monk-like warriors that can enter a semi-spectral state. }}


Ghostflame Warrior

The Ghostflame warrior is able to enter a semi-solid state, which makes him harder to hit, grants him the ability to ignore material stuff, and allows him to partially shape its appearance. When going into a Ghostflame State, he can become increasingly difficult to hit the more experienced he gets.

Just some mental notes; this dude should have full BAB and possibly extra monk attacks from some level onwards. Fort/will/ref: b/g/g. HD: 1d8.

Making a Ghostflame Warrior

On the plus side, Ghostflame Warriors are versatile and have quite a bit of staying power, due to their partial etherealness. On the down side, they do not have the ability to do the tremendous amounts of damage some other classes are capable of. The most important abilities for a Ghostflame Warrior are Dexterity, because of its influence on AC, and Wisdom, because some class skills are based on that. Ghostflame Warriors get along fine with most classes. They have a special preference for monks, as they use a lot of the same moves, and they tend to play around with Rogues, walking through a wall and opening a door from the other side, as the rogue is checking for traps, to name only one example. Fighters and Barbarians tend to look down upon the class's perceived unfairness, seeing etherealness as "cheating". Wizards, Sorcerers and similar full casters shun the Ghostflame Warrior for it's reliance on physical combat, although they are curious about the abilities gained at the higher levels. Especially Wizards tend to be very interested in the workings behind them. Divine casters are wary of the ethereal aspect of the class, with some individuals thinking it is "unnatural" or "sacrilegious". Monks appreciate both the life ethics and battle prowess of the Ghostflamers. Rogues find the ability to walk through walls very interesting, as can be expected. Bards tend to enjoy a good show, and fights between experienced Ghostflamers tend to be spectacular, and in the culture it arose in a fairly common occurrence.

Abilities: The Ghostflame Warrior can turn partially ethereal, which makes it more difficult to hit and allows him to bypass material objects.

Races: Originally developed by a human monk, most Ghostflame Warriors are humans, though there is little reason for other races not to take the class. Some elves, half-elves and halflings have taken an interest in this class. Among the savage humanoids this class is very rare, only taken by those who have grown up in more civilized areas.

Alignment: Any.

Starting Gold: Euhm, as monk, I guess.

Starting Age: As Fighter.

Class Skills (Skill Points::6 + Int modifier per level, 24 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis) Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), |}

Class Features

All of the following are class features of the Ghostflame Warrior.

Weapon and Armor Proficiency: The Ghostflame Warrior is not proficient with armor or shields, and only with simple weapons.

Ghostflame State: The Ghostflame warrior can enter a semi-ethereal state once each day, where his body appears as a bluish purplish flame. This has multiple effects. Firstly, the Ghostflamer uses his Dex modifier in stead of his attack modifier on attack rolls, and his wisdom modifier to AC and Damage rolls instead of their respective modifiers. This effect lasts for a number of rounds equal to his wisdom modifier. The character uses his wisdom for any strength or dex related skills, and cannot handle material objects unless they have the Ghost Touch special ability. The Ghostflame Warrior uses this ability as a standard action once per day at first level, with an additional use per day at 4th level and every four levels thereafter (8th, 12th, 16th tc.). Any armor heavier than light armor does not enter the ghostflame state, but any equipment the character wears changes with him.

Partial Etherealness: At third level, the Ghostflame warrior adds his wisdom modifier to his AC, in addition to his dex modifier, as he learns how to "fade out" parts of his body.

Fearsome Visage: At fourth level, the Ghostflame Warrior learns how to change his appearance to be more scary. As a free action, he can adopt a more intimidating appearance, which allows him to add his class level to intimidate checks. This ability works only when in a Ghostflame state.

Alter Shape: The Ghostflame warrior learns to take on additional forms at fifth level, being able to appear as any shape he chooses. This ability works only when in Ghostflame state, and cannot be used with the Controlled Fading class ability.

Wise One: The Ghostflame Warrior learns special techniques to improve his mind. At fifth level and every five levels thereafter he gains a cumulative +1 bonus to his Wisdom score (+2 at tenth, +3 at fifteenth, etc).

Ghost Touch: At fifth level, the Ghostflame Warrior has achieved a level of control over his fading which allows him to handle weapons and other objects as if they had the ghost touch special ability

Applied Etherealness: At sixth level, the Ghostflame Warrior gains additional control over fading in and out parts of his body. He may choose to ignore armor- and shield bonuses to AC at this point. This ability works only when in ghostflame state and not when wielding weapons.

Large Flame: The Ghostflame warrior learns to focus more power into his ghostflame state, and is able to grow in size. At seventh level, the character can grow one size category, and at 14th level, the character can grow two size categories. This ability works only when in Ghostflame state, and cannot be used with the Controlled Fading class ability.

Controlled Fading: At tenth level, the Ghostflame Warrior has achieved such control over his ghostflame state, that he can use his class abilities as if he were in ghostflame state all the time.

Quench Ghostflame: At eleventh level, the Ghostflame Warrior learns how to quench his ghostly appearance, allowing him to remain invisible, even after attacking. The Ghostflame warrior can still be seen with See Invisibility and any way to see onto the Ethereal Plane. This ability can be used only when in Ghostflame State.

Applied Etherealness: At twelth level, the Ghostflame Warrior learns how to use his partial ethereal state to use walls and other features to his advantage, adding his class level on attack rolls. To use this ability, the character must be in a ghostflame state, and there must be some way to take advantage of it (DM's discretion), including moving through furniture, using a wall as a springboard by partially embedding your foot in it for a split second, and sliding through a stairwell or floor to drop on an unsuspecting victim - provided you know where the victim 'is'. This ability can only be used as a full attack.

Flaming One:At thirteenth level, the Ghostflame Warrior learns how apply his flame to some effect. He can emit a ball of ghostly flame, which deals 1d6/two levels of cold damage. *light as torch, 1d6 cold damage*

((Anchor|Light One)): At whatever level, prolly 13th, the Ghostflamer learns how to become light as a feather. As long as he is in a Ghostflame state, he can use the effect of a feather fall spell, and gains a flight speed of half his land speed. Earlier, he'd gain +2 on jumping, and probably something else related to being light. Dunno what yet.

This means I'm kinda at a loss at higher levels. He should gain an extra attack somewhere, and probably total etherealness *wouldn't be overpowered*. Otherwise I'd have to spread the thingies out more, but I don't have much of a grip on power levels so I wouldn't know where to put them, I'm guessing so far. What else? Well, he can be invisible and he can fly, he has the chance to do some medium amount of damage, and he can become partially or wholly ethereal. Seems like spreading out would be the best thing to do, innit?



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