The Flame Master Prc

law

First Post
b]The Flame Master[/b]
Code:
 Bab Fort Ref Will Abilities		Spells per day
1. +0	+0 +2 +0 Flames Rage 1/day	 -
2. +1	+0 +3 +0 +1 fire spell power	 +1 level of existing class
3. +1	+1 +3 +1 Fire Substitution	 +1 level of existing class
4. +2	+1 +4 +1 +2 fire spell power	 +1 level of existing class
5. +2	+1 +4 +1 Flames Rage 2/day	 - 
6. +3	+2 +5 +2 +3 fire spell power	 +1 level of existing class
7. +3	+2 +5 +2 Fiery Renewal		 +1 level of existing class
8. +4	+2 +6 +2 +4 fire spell power	 +1 level of existing class
9. +4	+3 +6 +3 Flames Rage 3/day	 -	 
10.+5	+3 +7 +3 Fire subtype		 +1 level of existing class

The war-torn battlefield of Kin’run is a sight mot for the faint of heart. The orcs had laid siege to the last keep in the elven kindom for weeks, showing no signs of tiring. To help turn the tide of battle the elvish war-wizards began an onslaught of fire-based magics. As their arcane powers ravaged the battlefield, the orcs could only look on in horror as the small group of wizards passed unharmed through their barrage. Showing unmached master of fire magics, the group passed through the orc seige without hesitation. For the orcs, the end had come when they had least expected it to.

The fire master is somethingof an odd ball in the societies of magic, as she appears to be as much a wizard of war as she is a masterful sage. Wizards and sorcerers take to the studies of the fire master, either to serve as elite members of armies, for personal gain, or to act as private bodyguards for wealthy merchants. The master of fire-based magic and the freedom of choice with her abilities make each flame master distinct.
Hit Die: d4

Requirements
To qualify to become a Flame Master (Flm), the character must fulfill all of the following criteria.
Skills: Spellcraft 8 ranks, Knowledge (arcana) 8 ranks.
Feats: Any two metamagic feats, Elemental Focus (Fire)*
Special: Must know three spells with the Fire descriptor.
Spellcasting: Ability to cast 3rd level arcane spells

Class Skills
The Flame Master’s class skills (and the Key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (allskills, taken individually) (Int), and Spellcraft (Int). See chapter 4: Skills in the Player’s handbook for skill descriptions.
Skill points at each level: 2 + int modifier.

Class Features
All of the following are class features for the Flame Master prestige class.
Weapon and Armor Proficiency: Flame Masters gain no additional proficiences in weapons or armor.

Spells per Day/Known: A flame master continues training in magic as well as gaining power in the art of flame casting. Thus, when a new level is gaind (except for 1st, 5th, and 9th), the character gains new spells per day/known as if she had also gained a level in whatever arcane spellcasting class she belonged to before she added the prestige class. She does not, how-ever, gain any other benefit a character of that class would have gained. This essentially means the she adds the level of flame master to the level of whatever other spellcasting class the character has, then determines spells per day and spells known accordingly.

If a character had more then one arcane spellcasting class before she became a flame master, she must decide to which class she adds each level of flame master for the purposes of determining spells per day and spells known when she adds the new level.

Flames Rage (Ex): Starting at first level of this Prc a flame master can once per day apply one of the following metamagic feats to a spell with the fire descriptor Empower Spell, Enlarge Spell, Maximize Spell, and Widen Spell. Any spell cast this way you cast, without increasing the level of the spell or the need to specially preparing it ahead of time.

At 5th level the flame master can use this ability two times per day and at 9th level the flame master can use this ability three times per day.

Fire Spell Power (Su): Beginning at 2nd level, the flame master’s power with fire-based magic grants her a +1 bonus to all save DCs of her fire-based spells. In addition, she gains +1 point of damage per die to any fire-based spells that she casts. These bonuses increase at 4th, 6th, and 8th levels.

Fire Substitution (Ex): As her control over her fire powers increases, the flame master learns to modify spells that she casts. At 3rd level, the flame master may replace any none-fire elemental descriptor (acid, cold, electricity, or sonic) with the fire descriptor on any elemental spell she casts.

Fiery Renewal (Su): The flame master has learned that fire not only can heart but and bring new life. Thus gaining this ability. If she falls below 0 hit points, she regains a number of hit points equal to 1d8 + her Charisma modifier. This ability functions once per day.

Fire Subtype (Ex): Through dedicated training and practical use, the flame master has learned to channel the power of fire and keep its energies within herself. At 10th level, this control gives the fire master the Fire subtype.

*See Arcane Strife for this feat.
 
Last edited:

log in or register to remove this ad

I think it's strange that he gains the Fire subtype without ever having Fire Resistance. In fact, I think that Fire Resistance 5 at level 1, Fire Res 10 at level 4, Fire Res 20 at level 7 and Fire Res 30 at level 10 might be better than gaining the Fire Subtype.

-- N
 

Well Niftt depending on what other people say I might do something simler to that. I just need to hold on until other people have there say.
 

Okay, other points -- how about allowing Sorcerers, Druids and/or Clerics with the Fire domain in? At least Sorcerers...

Secondly, the Metamagic boosters are all focused on Evocations. Don't forget that Conjurations can be [Fire] if you summon a [Fire] critter, so Extend Spell should be in there too.

I'd amend the Metamagic Feats emulated by Flame Rage to: Extend, Widen, and Enlarge. Don't give any +4 Metamagic for free.

-- N
 

Well sorceres can get in (just at a higher level then wizards). Im thinking of just droping the Flames Rage ability. I might change it to a modifed fershon of what you have there.
 

heres how it looks now.

The Kin'run Flame Caster
Code:
	Bab Fort Ref Will Abilities		 Spells per day
1. +0	+0	+2 +0	Flames Rage 1/day -
2. +1	+0	+3 +0	+1 fire spell power +1 level of existing class
3. +1	+1	+3 +1	-1 negative cold spell power +1 level of existing class
4. +2	+1	+4 +1	+2 fire spell power +1 level of existing class
5. +2	+1	+4 +1	Flames Rage 2/day, -2 negative cold spell power - 
6. +3	+2	+5 +2	+3 fire spell power +1 level of existing class
7. +3	+2	+5 +2	Fiery Renewal, -3 negative cold spell power	 +1 level of existing class
8. +4	+2	+6 +2	+4 fire spell power +1 level of existing class
9. +4	+3	+6 +3	Flames Rage 3/day, -4 negative cold spell power -	 
10. +5	+3	+7 +3	Flame Whirl		+1 level of existing class
The war-torn battlefield of Kin’run is a sight not for the faint of heart. The orcs had laid siege to the last keep in the elven kindom for weeks, showing no signs of tiring. To help turn the tide of battle the elvish war-wizards began an onslaught of fire-based magics. As their arcane powers ravaged the battlefield, the orcs could only look on in horror as the small group of wizards passed unharmed through their barrage. Showing unmached master of fire magics, the group passed through the orc seige without hesitation. For the orcs, the end had come when they had least expected it to.

The kin’run fire caster is something of an odd ball in the societies of magic, as she appears to be as much a wizard of war as she is a masterful sage. Wizards and sorcerers take to the studies of the kin’run flame caster, either to serve as elite members of armies, for personal gain, or to act as private bodyguards for wealthy merchants. With there mastery of fire-based magic and the freedom of choice with her abilities makes each kin’run flame master distinct.
Hit Die: d4

Requirements
To qualify to become a Kin’run Flame Caster (KFC), the character must fulfill all of the following criteria.
Skills: Spellcraft 8 ranks, Knowledge (arcana) 4 ranks, Knowledge (the planes, Fire) 4 ranks.
Feats: Elemental Focus (Fire)*, Energy Affinity (Fire)**, Lightning Reflexes
Special: Must know three spells with the [Fire] descriptor, one of which must be 3rd level or higher.

Class Skills
The Kin’run Flame Caster’s class skills (and the Key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), and Spellcraft (Int). See chapter 4: Skills in the Player’s handbook for skill descriptions.
Skill points at each level: 2 + int modifier.

Class Features
All of the following are class features for the Kin’run Flame Caster prestige class.
Weapon and Armor Proficiency: Kin’run Flame Caster’s gain no additional proficiences in weapons or armor.

Spells per Day/Known: A kin’run flame caster continues training in magic as well as gaining power in the art of flame casting. Thus, when a new level is gained (except for 1st, 5th, and 9th), the character gains new spells per day/known as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means the she adds the level of kin’run flame caster to the level of whatever other spellcasting class the character has, then determines spells per day and spells known accordingly.

If a character had more then one spellcasting class before she became a kin’run flame caster, she must decide to which class she adds each level of kin’run flame caster for the purposes of determining spells per day and spells known when she adds the new level.


Flames Rage (Su): Starting at first level of this Prc a kin’run flame caster can once per day apply one of the following metamagic feats to a spell with the fire descriptor Empower Spell, Enlarge Spell, Extend Spell, and Widen Spell. Any spell cast this way you cast, without increasing the level of the spell or the need to specially preparing it ahead of time. This effect does not increase the casting time of the spell.

At 5th level the kin’run flame caster can use this ability two times per day and at 9th level the kin’run flame caster can use this ability three times per day.

Fire Spell Power (Su): Beginning at 2nd level, the kin’run flame caster’s power with fire-based magic grants her a +1 bonus to all save DCs of her fire-based spells. In addition, she gains +1 point of damage per die to any fire-based spells that she casts. These bonuses increase at 4th, 6th, and 8th levels.

Negative Cold Spell Power (Su): Beginning at 3rd level, the kin’run flame caster’s power with cold-based magic starts to weeken giving her a –1 penelty to all save DCs of her cold-based spells. In addition, she gains –1 point of damage per die to any cold-based spells that she casts. These peneltys increase at 5th, 7th, and 9th levels.

Fiery Renewal (Su): The kin’run flame caster has learned that fire not only can heart it can also bring new life. Thus gaining this ability. If she falls below 0 hit points, she regains a number of hit points equal to 1d8 + her Charisma modifier. If an attack brings her to –10 hit points or less; you die before this power takes effect. She uses a number of spells slots/ spells prepared equal to the amount of damage healed starting from the highest spell level the kin’run flame caster can cast, if she has none left she only heals equal to the amount of spell slots used to power this ability. This ability functions once per day.

Flame Whirl (Su): At 10th level the kin’run flame caster can double the damage of her fire based spells for a number of rounds equal to her Charisma modifier. Each round that this ability is in effect the kin’run flame caster takes 10 + her Charisma modifier of hit point damage, as she turns her inner energy in the power needed to power this ability.


*see Arcane Strife for this feat. (also posted below).
** See the minis hanbook for this feat (note: it works like Energy Substitution but more limited (it cant do sonic energy)).

Elemental Focus [General]
Spells dealing with elemental energy inflict more damage.
Benefit: You can specialize in one form of elemental energy (acid, cold, electricity, or fire). The save DC for spells you cast that have that element as a descriptor the save DC is increases by +2.
Special: You can take this feat multiple times; its effects do not stack Each time you take this feat, it applies to a different element.
 
Last edited:


Heres a newer vershen one that make using none fire spells a pain in a$$. :D

The Kin'run Flame Caster
Code:
	Bab  Fort   Ref  Will  Abilities		   Spells per day
1.  +0	+0	+2   +0	Flames Rage 1/day   -
2.  +1	+0	+3   +0	+1 fire spell power +1 level of existing class
3.  +1	+1	+3   +1	-1 negative none favered spell power   +1 level of existing class
4.  +2	+1	+4   +1	+2 fire spell power +1 level of existing class
5.  +2	+1	+4   +1	Flames Rage 2/day, -2 negative none favered  spell power  -   
6.  +3	+2	+5   +2	+3 fire spell power +1 level of existing class
7.  +3	+2	+5   +2	Fiery Renewal, -3 negative none favered spell power	   +1 level of existing class
8.  +4	+2	+6   +2	+4 fire spell power +1 level of existing class
9.  +4	+3	+6   +3	Flames Rage 3/day, -4 negative none favered spell power   -	 
10. +5	+3	+7   +3	Flame Whirl		+1 level of existing class

The war-torn battlefield of Kin’run is a sight not for the faint of heart. The orcs had laid siege to the last keep in the elven kindom for weeks, showing no signs of tiring. To help turn the tide of battle the elvish war-wizards began an onslaught of fire-based magics. As their arcane powers ravaged the battlefield, the orcs could only look on in horror as the small group of wizards passed unharmed through their barrage. Showing unmached master of fire magics, the group passed through the orc seige without hesitation. For the orcs, the end had come when they had least expected it to.

The kin’run fire caster is something of an odd ball in the societies of magic, as she appears to be as much a wizard of war as she is a masterful sage. Wizards and sorcerers take to the studies of the kin’run flame caster, either to serve as elite members of armies, for personal gain, or to act as private bodyguards for wealthy merchants. With there mastery of fire-based magic and the freedom of choice with her abilities makes each kin’run flame master distinct.
Hit Die: d4

Requirements
To qualify to become a Kin’run Flame Caster (KFC), the character must fulfill all of the following criteria.
Skills: Spellcraft 8 ranks, Knowledge (arcana) 4 ranks, Knowledge (the planes, Fire) 4 ranks.
Feats: Elemental Focus (Fire)*, Energy Affinity (Fire)**, Lightning Reflexes
Special: Must know three spells with the [Fire] descriptor, one of which must be 3rd level or higher.

Class Skills
The Kin’run Flame Caster’s class skills (and the Key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), and Spellcraft (Int). See chapter 4: Skills in the Player’s handbook for skill descriptions.
Skill points at each level: 2 + int modifier.

Class Features
All of the following are class features for the Kin’run Flame Caster prestige class.
Weapon and Armor Proficiency: Kin’run Flame Caster’s gain no additional proficiences in weapons or armor.

Spells per Day/Known: A kin’run flame caster continues training in magic as well as gaining power in the art of flame casting. Thus, when a new level is gained (except for 1st, 5th, and 9th), the character gains new spells per day/known as if she had also gained a level in whatever arcane spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means the she adds the level of kin’run flame caster to the level of whatever other spellcasting class the character has, then determines spells per day and spells known accordingly.
If a character had more then one arcane spellcasting class before she became a kin’run flame caster, she must decide to which class she adds each level of kin’run flame caster for the purposes of determining spells per day and spells known when she adds the new level.

Flames Rage (Su): Starting at first level of this Prc a kin’run flame caster can once per day apply one of the following metamagic feats to a spell with the fire descriptor Empower Spell, Enlarge Spell, Extend Spell, and Widen Spell. Any spell cast this way you cast, without increasing the level of the spell or the need to specially preparing it ahead of time. This effect does not increase the casting time of the spell and you cannot use this ability more then once on the same spell.

At 5th level the kin’run flame caster can use this ability two times per day and at 9th level the kin’run flame caster can use this ability three times per day.

Fire Spell Power (Su): Beginning at 2nd level, the kin’run flame caster’s power with fire-based magic grants her a +1 bonus to all save DCs of her fire-based spells. In addition, she gains +1 point of damage per die to any fire-based spells that she casts. These bonuses increase at 4th, 6th, and 8th levels.

Negative none favered Spell Power (Su): Beginning at 3rd level, the kin’run flame caster’s power with none fire-based magic starts to weeken giving her a –1 penelty to all save DCs of her none fire-based spells. In addition, she gains –1 point of damage per die to any none fire-based spells that she casts. These peneltys increase at 5th, 7th, and 9th levels.

Fiery Renewal (Su): The kin’run flame caster has learned that fire not only can heart it can also bring new life. Thus gaining this ability. If she falls below 0 hit points, she regains a number of hit points equal to 1d8 + her Charisma modifier. If an attack brings her to –10 hit points or less; you die before this power takes effect. She uses a number of spells slots/ spells prepared equal to the amount of damage healed starting from the highest spell level the kin’run flame caster can cast, if she has none left she only heals equal to the amount of spell slots used to power this ability. This ability functions once per day.

Flame Whirl (Su): At 10th level the kin’run flame caster can double the damage of her fire based spells for a number of rounds equal to her Charisma modifier. Each round that this ability is in effect the kin’run flame caster takes 10 + her Charisma modifier of hit point damage, as she turns her inner energy in the power needed to power this ability.


*see Arcane Strife for this feat. (also posted below).
** See the minis hanbook for this feat (note: it works like Energy Substitution but more limited (it cant do sonic energy)).

Elemental Focus [General]
Spells dealing with elemental energy inflict more damage.
Benefit: You can specialize in one form of elemental energy (acid, cold, electricity, or fire). The save DC for spells you cast that have that element as a descriptor the save DC is increases by +2.
Special: You can take this feat multiple times; its effects do not stack Each time you take this feat, it applies to a different element.

This one just has a few miner changes to it.
 

Pick one and clean up the format, amigo.

I'd like to comment, but geez, that's a lot of jumbled stuff to read. :confused:

-- N
 

Well the code on this bord is nor as strate as it is on other bords. It could takr 30 min to get even close to looking ok then another 2 to look like that.

In this case common on the powers (the spells perday/spells known has not changed).
 

Remove ads

Top