Gagan (3.5e NPC)

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CR 15

LE Medium Outsider (Native, Human, and Fire type)
Init/Senses +6/Listen , Spot
AC , touch , flat-footed
hp (15 HD)
Fort/Ref/Will 14/12/+14
Speed 30 foot base, 60-foot flyspeed (good manueverability)
Base Atk/Grp +11/+10
Abilities Str 8, Dex 14, Con 18, Int 14, Wis 12, Cha 26
Feats Improved Initiative, Harmless Form, Greater Teleport, Elemental Aura (Fire), Agony Carress, Wings of Evil, Hover, Energy Eater (Fire), Bat Out of Hell
Possessions +6 Charisma Booster, +6 Belt of Constitution

Gagan has 5 spheres. Three of them were used getting Pyre up to At-will. The other two have decent uses per day, thanks to level 2 of the Conduit class.


Special: Fire damage from your spell-like abilities bypasses Fire Resistance, but not Immunity to Fire.

Level - Benefits


Special: You gain the [Fire] subtype.

Level - Benefits


Special: Once per month, you may make one of these effects permanent.

Level - Benefits

Immortality (Ex): Like a pizza on the counter, the True Fiend only gets worse with age.

Fiendish Traits: A True Fiend is a member of one of the iconic aristocracies of evil. Starting at first level she has gains access to the distinctive abilities of her race, as befits her plane of origin:

  • Baator: Baatezu Traits:
    • See in Darkness (Ex): A Baatezu can see in normal or magical darkness as if it was fully illuminated.
    • Immunity to Fire: A Baatezu takes no damage from fire of any kind.

Sphere: The Conduit of the Lower Planes gains basic access to a Sphere at every odd numbered level. If the Conduit of the Lower Planes selects a sphere that he already has basic access to, he upgrades it to advanced access. If he already had advanced access, he gains expert access.

Petitioner Immunities: A Conduit of the Lower Planes gains his power from a specific lower plane, and is protected by the nature of that plane:

  • Baator: Immunity to Fire

Enhanced Sphere Access: At 2nd level, the Conduit of the Lower Planes gains extra uses of the spell-like abilities that he gains from his Spheres. The Conduit of the Lower Planes gains a number of extra uses of any spell-like ability equal to half the number his character level exceeds the minimum character level to use the spell-like ability (rounded up). So if the Conduit of the Lower Planes has a character level of 4, he would gain 1 extra use of a spell-like ability that is granted by one of his spheres at character level 3 and 2 extra uses of any spell-like from one of his spheres with a minimum level of 1. Upon gaining this ability, the Conduit of the Lower Planes immediately gains a number of extra feats that must all have the [Fiend] tag equal to the number of spheres he has expert access to. If he ever gains expert access to another sphere, he also gains an extra [Fiend] feat.

Bonus Feat: At 4th level, the Conduit of the Lower Planes gains a bonus feat. This feat may be any Fiendish Feat, Monstrous Feat, or Item Creation feat, and the Conduit of the Lower Planes must meet the prerequisites. He gains another such feat at level 8.

Petitioner Skills: A Conduit of the Lower Planes gains his power from a specific lower plane, and at 6th level gains abilities from the nature of that plane (this must be the same plane as was chosen at 1st level):

  • Baator: +10 bonus to Disguise checks.

Fire Burst (Sp): As a standard action, a Fire Mage can emit a burst of flame from his body, striking all creatures and objects within 10' of his position except himself. This burst of flames inflicts 1d6 of fire damage, with an allowed Reflex Save for half (DC 10 + 0.5 ½ Level + Charisma Modifier).

Fire Bolts (Sp): A Fire Mage can throw bolts of fire as an attack action. A Fire Bolt tavels out to short range, and inflicts 1d6 of Fire damage per level. A Fire Bolt strikes its target with a ranged touch attack.

Impress Flames (Ex): Every time a Fire Mage inflicts Fire damage on any target, whether with his class abilities or another source of fire, he inflicts an amount of extra Fire Damage equal to his class level or his Charisma modifier, whichever is less.

Fire Magic (Ex): A Fire Mage is considered to have every spell with the Fire Descriptor on his spell list for the purpose of activating magic items.

Ignite (Sp): As a standard action, a 2nd level Fire Mage can cause any creature or object to burst into flame. A creature on fire suffers 1d6 of Fire damage per round (the Mage's Impress Flames ability applies to each round of course), and the creature can attempt to put itself out with a DC 15 Reflex save (see the DMG, p. 303). This ability can be used out to Medium range, and it always hits.

Piercing Flames (Ex): From 3rd level on, a Fire Mage's Fire cuts through Fire Resistance, hardness, and Immunity. No more than 0.5 ½ of the damage inflicted by his fire damage can be negated by hardness or immunity or resistance to Fire. In addition, the Fire Mage ignores the first 5 points of Fire Resistance that a target has.

Hand of Fire (Su): A 3rd level Fire Mage can set fire to their own body, causing them to count as armed at all times, even with unarmed attacks. The Fire Mage also causes an extra 1d6 of Fire damage with all melee attacks.

Fire Immunity (Ex): A 4th level Fire Mage is immune to Fire.

Smokeless Flame (Sp): A 4th level Fire Mage can create fires that produce no heat and do not burn. These fires can be anything from the size of a torch to a bonfire, and produce light accordingly. Each lasts until the next time the sun rises. Smokeless Flame can be created anywhere within Medium range.

Back to Main Page3.5e HomebrewNPCsCR 15
Back to Main Page3.5e HomebrewNPCsECL 15

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