Planes Walker, Mountains (3.5e Class)
From D&D Wiki
Masters of destruction and rebirth, the Planes Walkers call flame to their side to burn their enemies to ash. Descendants of a Powerful race of fire manipulating super sentient elementals, this class chooses you, you dont choose it.
Making a Planes Walkers
Planes Walkers have only one strategy in combat, and that is to burn. Things with immunity to fire such as fire elementals never oppose a Planes Walkers, and magic items that protect from fire can be overcome by a powerful Planes Walkers.
Abilities: Charisma is most important for Planes Walkers because all powers draw on the Players sense of self. Strength or Dexterity can be useful for a Planes Walkers who uses a weapon to complement his abilities.
Races: Planes Walkers are usually human, because the Planes Walkers of old (a race, not a class) would sometimes take human lovers, but elves and half elves rarely have traces of Planes Walkers blood.
Alignment: Any alignment is allowed for this class, but the Planes Walkers are usually chaotic or extremely lawful in nature.
Starting Gold: Planes Walkers come from anywhere, and will have more money depending on what kind of family the were born into. Use the random starting gold table in the Dungeon Master's Guide to generate funds for you character.
|1st||1||0||0||2||Fireball, Planar Storm 1/week|
|3rd||3||1||1||3||Brothers in flame|
|10th||10/5||3||3||7||immolation 1/day, Planar Storm 2/week|
|18th||18/13/8/3||6||6||11||Planar Storm 3/week|
|20th||20/15/10/5||6||6||12||Body of Fire|
Class Skills (2 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Planes Walkers.
Weapon and Armor Proficiency: Planes Walkers choose one simple or martial weapon to be proficient with. Planes Walkers are not proficient with any armor.
Planar Storm (Su): A planes walker is capable of creating a tornado 100 feet in diameter. He may connect that storm to any plane that he or she knows of, even those locked from usual methods of planar travel (unless otherwise stated). The storm travels in a straight line for 1D4 miles at a rate of 1 mile per minute. Anything caught in the storm is instantly transported (no save) to the plane that the planes walker has attuned the storm to. Once there, the objects or creatures are not in anyway protected from any environmental hazards that might present themselves (lack of air, extreme heat, etc.) and will need to provide their own protection.
Fireball (Su): Planes Walkers gain the the ability to throw powerful orbs of fire at opponents as a standard action. This is not the same as a wizard's fireball attack in that a Planes Walkers fireball Requires a ranged touch attack, doesnt explode and has no save (resistance and immunities still applies). Fireball deals 1d6 damage for every two levels of the Planes Walkers class. At 20th level the Planes walker may maximize and extend (like the feats) the fireball any number of times per day equal to his wisdom modifier.
Warmer blooded (Ex): A Planes Walkers body becomes attuned to heat as if he were an actual fire; he no longer succumbs to the dangers of hot areas such as deserts, he will however succumb to cold environments twice as fast.
Brothers in Flame (Su): At third level a Planes Walkers is greatly respected by fire Planes Walkers, a single small fire elemental will follow him anywhere, protect him, and even die for his survival.
Flamekin (Ex): A Planes Walkers is so attuned to flame, that the fires of the world will bend to protect him. Anytime he would be harmed by fire it curves or bends away causing only half damage, he automatically passes all saves to resist damage from spells with the fire descriptor, and in addition he gains resistance to fire 5.
Produce Flame (Su): At 4th level, a Planes Walkers can use the Produce Flame spell at will. A small flame as bright as a torch appears in the Planes Walkers hand and harms neither the Planes Walkers or his equipment.
Flame Arrow (Su): At 7th level, a Planes Walkers can use the Flame Arrow spell at will. Any ammunition the Planes Walkers fires, such as arrows, bolts, shuriken, and stones, become fiery projectiles. Each piece of ammunition deals an extra 1d6 points of fire damage to any target it hits. A flaming projectile can easily ignite a flammable object or structure, but it won’t ignite a creature it strikes. The Planes Walkers requires no material components for this and may suppress this ability at will as a free action before firing.
immolation (Su): A thin, white ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 2d6 points of fire damage per level (to a maximum of 40d6). Any creature reduced to 0 or fewer hit points by this spell is entirely immolated, leaving behind only a trace of fine ash. An immolated creature’s equipment is burnt away and destroyed with it.
Scry (Su): 3 times per day a Planes Walkers may use any ordinary flame to scry through as though scry had been cast upon it.
Body of Fire (Ex): At 20th level a Planes Walkers becomes a living fire, his appearance can change to that of a fire elemental of similar build to himself, his type changes to Elemental, and he gains the fire subtype. He gains DR10/- and elemental traits (as if a native of the Elemental Plane of Fire), he keeps these traits regardless of which form he is in. He can choose to walk around as an elemental or to stay looking like a human. He can change his appearance at any time as a full round action, but when he is stabbed or cut in human form, his wounds will bellow fire instead of blood. While in elemental form anything he touches will catch fire including any flammables he had on him (clothes, paper, etc...).