BloodFire Colossus [Needs to be balanced] [Archive] - Wizards Community

Post/Author/DateTimePost
AdventChild

03-01-05, 08:46 PM
Those fit to succeed will do so. Kossuth faith is innately superior to all other faiths, particularly that of istishia. Fire and purity are the same. Smoke is produced by air in its jealousy. The reward of successful ambition is power and that is what Kossuth grants to the Bloodfire Colossus gaining his name not by his size but for his swiftness and ferocity in battle. Fire runs in the veins of the Colossus which he uses in devastating ways.

HD10

Prerequisites:
To qualify to become a Bloodfire Colossus, a character must
fulfill all the following criteria:
-Alignment: any Neutral
-Base Attack: +6
-Skills: Intimidate: 10 ranks, Knowledge (nature): 8 ranks, Knowledge Religion 8 ranks, knowledge the planes 8 ranks, Speak language (see special)
-Feats: improved initiative, Elemental bloodline (fire), healing flames.
-Patron: Kossuth
-Size: medium or larger
-Special: Able to speak fire (ignan)

Class Skills
The Colossus’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Nature) (Int), Knowledge (religion) (Int), Knowledge (Planes) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), and Tumble (Dex). See Chapter 4: Skills for
skill descriptions.
Skill Points at Each Level: 4 + Int modifier.


Bloodfire Colossus

Class Base Fort Ref Will
levels Attack Save Save Save
1st +1 +2 +2 +0 Elemental Affinity, Scorching hand
2nd +2 +3 +3 +0 Fire Immolation 2d4
3rd +3 +3 +3 +1 Might of the fire colossus +2
4th +4 +4 +4 +1 Flash burst
5th +5 +4 +4 +1 Fire Immolation 3d4
6th +6 +5 +5 +2 Might of the fire colossus +4
7th +7 +5 +5 +2 Firestride
8th +8 +6 +6 +2 Fire Immolation 4d4
9th +9 +6 +6 +3 Might of the fire colossus +6
10th +10 +7 +7 +3 Warm Shield



Elemental Affinity (ex): The Bloodfire Colossus creature type changes to fire subtype becoming immune to fire damage and taking full damage from cold. Furthermore the Bloodfire Colossus heals double the amount she would heal while using her healing flames feat.

Scorching Hand (ex): By accumulating heat from her body the Bloodline Colossus may deal fire damage equal to her constitution modifier while attacking unarmed or by using any material that can conduct heat such as metal.

Fire immolation (su): 3 times per day the Bloodfire Colossus may immolate herself with her inner fire, each foe within 5ft of the Bloodfire Colossus takes the appropriate damage indicated in the table above with no saving throw however spell resistance still applies. The fire immolation lasts for 1 round plus the Bloodfire´s constitution modifier. For overcoming spell resistance treat the Bloodfire as a sorcerer with a caster level equal to her HD.

Might of the Fire Colossus (ex): The reward of successful ambition is power, each day the Bloodfire Colossus struggles to increase his might and by 2nd level the Bloodfire Colossus achieves this goal gaining the following traits:
Powerful Build: The Physical stature of a Colossus lets him function in many ways as if he were one size category larger. Whenever a Colossus is subject to a size modifier or special size modifier for an opposed check, the Colossus is treated as one size larger if doing so is advantageous to him. A Colossus is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Colossus can use weapons designed for a creature one size larger without penalty, furthermore her Unarmed Damage is considered to be one size large. However, his space reach remains those of a creature of his actual size. In addition the Bloodfire Colossus gains an inheriting bonus indicated in the table above in Dexterity and Constitution.

Flashburst (su): once per day the Bloodfire Colossus can create a blinding dazzling flash of fire. That deals 1d6 of fire damage per every 2 HD the Bloodfire Colossus posses, a Reflex Save (DC 10+ ½ Colossus HD+ Colossus constitution modifier) halves the damage, in addition it has the same effect as the spell of the same name described in the Forgotten Realms(use the same DC of the reflex for the will save). For overcoming spell resistance treat the Bloodfire as a sorcerer with a caster level equal to her HD.

Firestride (sp): At 7th level the Bloodfire Colossus can use Fire Stride at will as a spell like ability. Treat the Bloodfire as a sorcerer with a caster level equal to her HD.

Warm Shield (ex): Your Body becomes extremely warm to the touch. The Bloodfire Colossus takes only half damage from cold-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful save. Doe to her temperature she gains fast healing of two hit point per round while in any terrain other than cold.
Keebler

03-02-05, 09:19 PM
I can see tons of stuff that can be done with this class. Let's go in order.

Prerequisites:
To qualify to become a Bloodfire Colossus, a character must
fulfill all the following criteria:
-Alignment: any Neutral
-Base Attack: +6
-Skills: Intimidate: 10 ranks, Knowledge (nature): 8 ranks, Knowledge Religion 8 ranks, knowledge the planes 8 ranks, Speak language (see special)
-Feats: improved initiative, Elemental bloodline (fire), healing flames.
-Patron: Kossuth
-Size: medium or larger
-Special: Able to speak fire (ignan)


I can understand the alignment, and from the flavor of the class the BAB makes sense, and I can even stomach the 8 ranks of K: religion, but why nature and planes? Maybe planes because its for an elemental god, but nature makes no sense. I haven't seen healing flames, but the rest makes sense. What I can't see is which class you are trying to focus this towards. The easiest that I can see is a 6 Ftr/1 Brd or Wiz, and even that requires almost all of your skill points and a fair intelligence score. I would suggest taking out the Knowledge planes and nature requirements, and possibly the intimidate as well.

Class Skills
The Colossus’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Nature) (Int), Knowledge (religion) (Int), Knowledge (Planes) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), and Tumble (Dex). See Chapter 4: Skills for
skill descriptions.
Skill Points at Each Level: 4 + Int modifier


I can understand most of these, except for K: nature, hide, and move silently. This is a mortal vessel of the power of the god of fire, why would they care about not being detected? "Hey, I think someone's over-BOOM!!!" Plus, with 4 skill points, you dont need this many skills.

Elemental Affinity (ex): The Bloodfire Colossus creature type changes to fire subtype becoming immune to fire damage and taking full damage from cold. Furthermore the Bloodfire Colossus heals double the amount she would heal while using her healing flames feat.


Fire subtype is a very powerful thing to give at first level in a class. I once made a base class that got fire subtype at level 20. Plus, part of Kossuth's dogma is purification through fire, and fire can't purify is it can't hurt. This could be a capstone ability if you wanted it to be in at all, but I would suggest just allowing the double healing from healing flames.

Scorching Hand (ex): By accumulating heat from her body the Bloodline Colossus may deal fire damage equal to her constitution modifier while attacking unarmed or by using any material that can conduct heat such as metal.


This is the kind of thing that you could have progress over the levels. You could have this giving +1 fire damage on all melee attacks (because almost everthing conducts heat) and have it increase by another +1 on every odd-numbered level.

Fire immolation (su): 3 times per day the Bloodfire Colossus may immolate herself with her inner fire, each foe within 5ft of the Bloodfire Colossus takes the appropriate damage indicated in the table above with no saving throw however spell resistance still applies. The fire immolation lasts for 1 round plus the Bloodfire´s constitution modifier. For overcoming spell resistance treat the Bloodfire as a sorcerer with a caster level equal to her HD.


This seems like it's pretty good, but you need to do 2 things for it. 1: What kind of action is it to activate? I would say move. 2: It should allow a reflex save for those who are in the area when it's activated, and not when they purposely move in.

Might of the Fire Colossus (ex): The reward of successful ambition is power, each day the Bloodfire Colossus struggles to increase his might and by 2nd level the Bloodfire Colossus achieves this goal gaining the following traits:
Powerful Build: The Physical stature of a Colossus lets him function in many ways as if he were one size category larger. Whenever a Colossus is subject to a size modifier or special size modifier for an opposed check, the Colossus is treated as one size larger if doing so is advantageous to him. A Colossus is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Colossus can use weapons designed for a creature one size larger without penalty, furthermore her Unarmed Damage is considered to be one size large. However, his space reach remains those of a creature of his actual size. In addition the Bloodfire Colossus gains an inheriting bonus indicated in the table above in Dexterity and Constitution.


This is where it breaks. +2 Dex and Con every three levels is horrible. No class that is considered close to balanced gives anyhthing like that. Things that give abilities like this stop at special attacks affecting them. With that extra weapon size, you can do 2d8 damage with 2 hands. The unarmed damage bonus is sick for a monk. Just leave this at 1 size larger for purposes os bull rush, special attacks, and other such things, not anything that can give a great bonus to damage.

Flashburst (su): once per day the Bloodfire Colossus can create a blinding dazzling flash of fire. That deals 1d6 of fire damage per every 2 HD the Bloodfire Colossus posses, a Reflex Save (DC 10+ ½ Colossus HD+ Colossus constitution modifier) halves the damage, in addition it has the same effect as the spell of the same name described in the Forgotten Realms(use the same DC of the reflex for the will save). For overcoming spell resistance treat the Bloodfire as a sorcerer with a caster level equal to her HD.


This looks good, but instead of saying it has the same effect as the spell, say exactly what it does unless you are refering to a core spell.

Firestride (sp): At 7th level the Bloodfire Colossus can use Fire Stride at will as a spell like ability. Treat the Bloodfire as a sorcerer with a caster level equal to her HD.


I don't know what fire stride is, but can you tell me what level it is? at that level a level 3 spell should be fine.

Warm Shield (ex): Your Body becomes extremely warm to the touch. The Bloodfire Colossus takes only half damage from cold-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful save. Doe to her temperature she gains fast healing of two hit point per round while in any terrain other than cold


This is even crazier than MotFC. Fast healing except when is a cold climate gives you fast healing almost always, unless your DM wants to be a jerk. The effects for saves against cold spells take away the only weakness of a fire creature. I would suggest giving the Fire subtype here, along with a bonus to damage for one of the preceding fire abilities. Another option is giving an ability that my DM gave to my Kossuth-worshipping psion.

Fires of Kossuth
Once per day, you may make a move action to take 1d6 fire damage and open yourself as a gateway to the Elemental Plane of Fire. You may continue to take 1d6 fire damage each round, up to 1d6 per level. You must concentrate to hold your fiery charge, but the damage taken from the fire doesnt provoke a concentration check. You may release this energy as a close (25ft +5/2 levels) ranged touch attack. This attack deals 1d12 fire damage for each 1d6 that you took from it. If you have resistance or immunity to fire from any source, then damage reduced from what you take is also reduced from what you deal. You may voluntarily ignore your fire resistance or immunity to take damage from this ability. If you cease concentration for any reason, you release all of your pent up fire in an explosion of 5 ft for every 1d6 damage that you took that deals 1d8 damage for every 1d6 you took to all in the area, but all affected may make a reflex save for half damage. You also take the damage, with no save allowed. Spell resistance doesnt apply to this ability, as it is pure elemental fire and not magical.

Just my 2cp,
Master Keebs
AdventChild

03-02-05, 10:18 PM
i posted this recklessly without fixing a few mistakes, i agree and everything except for a few things the warm shield is part of a spell that a 4th level sor/wiz can cast which brings them the ability to select either cold or fire and they gain cold shiled which gives them the opposite of the warm shield. Ohter thing perhaps your not familiar with the feats but the elemental bloodline (fire) is a racial feat of the fire genasi restricting this prsc class only to Fire Genasie. Other than that i agree with you in everything else
Keebler

03-03-05, 11:05 PM
Even though fire shield gives you that kind of thing, having that on constantly eliminates the one disadvantage to havingthe fire subtype. I would suggest making it so that you take normal damage on a failed save (instead of 2x) but half on a succesful. The fast healing is way too much though. Maybe instead, you could say that whenever you take fire damage, you heal half that much instead. I say half because all someone has to do is cast a maxed scorching ray at you (Spell level 5) and you would heal 48 damage automatically. A cleric can use a 4th level spell to heal an average of 18 damage. Half brings it more in line.
AdventChild

03-03-05, 11:58 PM
i guess that our right with the cold thing however the healing half damage idea has a minor problem lets say someone hits me with the schorching ray dealing 48 of damage.... i would heal half which is 24 and i assume the other half i take as damage which is a 24 as well in the end the sum will be 0, but i dunno that jsut me throwing numbers
Keebler

03-05-05, 03:58 PM
If you have the fire subtype (which I suggested be part of that ability), you take 0 damage from fire, so someone SRs you for 48, you take 0 and heal 24.