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<blockquote data-quote="Staffan" data-source="post: 1226502" data-attributes="member: 907"><p><strong>Clerics of Fire</strong></p><p></p><p><strong>Weapons allowed: </strong>Fire clerics prefer to wield weapons using fire as a direct means of dealing damage. This means that any flaming weapon is allowed. If that's not available, obsidian weapons are also fine, due to their volcanic origins. Metal weapons can also be used, but must be set ablaze using oils or similar substances (doing 1 point extra fire damage and usually burning out in 10 rounds). Fire clerics gain no extra weapon proficiencies.</p><p></p><p><strong>Ignore Fire (Su): </strong>The cleric using this power is immune to fire and heat. He also becomes immune to secondary effects of the fire, such as smoke inhalation. This power extends to his gear. Indirect effects may still harm the cleric, such as falling if a fire burns away the rope bridge he's standing on.</p><p></p><p><strong>Gate Fire (Su): </strong>The cleric gates in one cubic foot of fire per level above 7th. Each cubic foot can affect one target, inflicting 1d6 damage with a Reflex save (DC = 10+cleric level/2+cleric's Cha modifier) for half (multiple flames can be focused on the same opponent, with one save covering all the attacks). If the save fails, the target(s) may also be set on fire (see the DMG). The fire must be summoned within 50 ft of the cleric, and will set fire to combustibles normally. If the fires don't actually set fire on anything, they will expire after one round.</p><p></p><p><strong>Minor granted powers: </strong>At the appropriate levels, a cleric of fire gets to choose between these powers:</p><p></p><p><strong>Enflame (Su): </strong>The cleric can create small flames (about the size of a matchstick) at will, with a range of 5 ft/2 levels. This power does no actual damage, but can ignite torches or other flammable material normally.</p><p></p><p><strong>Burning hands (Sp): </strong>1/day, as if cast by a wizard of the same level as the cleric. Save DC is equal to 11+the cleric's Cha modifier.</p><p></p><p><strong>Cleansing Flame (Su):</strong> The cleric can channel the powers of fire into purifying himself. Once per day, he can use a fire no smaller than a campfire to clean his body of dirt and filth, heal 1d4 hp, and possibly protect him from poison and disease. If the cleric is poisoned or diseased, he gets an immediate saving throw to throw off the effects. This does not help against magical diseases (e.g. mummy rot). The cleric must actually step into the fire or otherwise be surrounded by it, but it can be used as a free action even when it's not the cleric's turn (which means the cleric can activate the power to protect himself from a fire-based attack). The power has a duration of one round, so it can't be used for long-term protection against fire.</p><p></p><p><strong>Control flame (Su): </strong>The cleric can control the movements of flames the size of a torch-head or smaller within 20 feet. The fires have to mostly remain in contact with combustible materials, but can be made to “leap” up to one foot per two levels. By expanding and catching on some other material.</p><p></p><p><strong>Protection from fire (Su): </strong>The cleric gains a +2 bonus to all saves versus fire or heat.</p></blockquote><p></p>
[QUOTE="Staffan, post: 1226502, member: 907"] [b]Clerics of Fire[/b] [b]Weapons allowed: [/b]Fire clerics prefer to wield weapons using fire as a direct means of dealing damage. This means that any flaming weapon is allowed. If that's not available, obsidian weapons are also fine, due to their volcanic origins. Metal weapons can also be used, but must be set ablaze using oils or similar substances (doing 1 point extra fire damage and usually burning out in 10 rounds). Fire clerics gain no extra weapon proficiencies. [b]Ignore Fire (Su): [/b]The cleric using this power is immune to fire and heat. He also becomes immune to secondary effects of the fire, such as smoke inhalation. This power extends to his gear. Indirect effects may still harm the cleric, such as falling if a fire burns away the rope bridge he's standing on. [b]Gate Fire (Su): [/b]The cleric gates in one cubic foot of fire per level above 7th. Each cubic foot can affect one target, inflicting 1d6 damage with a Reflex save (DC = 10+cleric level/2+cleric's Cha modifier) for half (multiple flames can be focused on the same opponent, with one save covering all the attacks). If the save fails, the target(s) may also be set on fire (see the DMG). The fire must be summoned within 50 ft of the cleric, and will set fire to combustibles normally. If the fires don't actually set fire on anything, they will expire after one round. [b]Minor granted powers: [/b]At the appropriate levels, a cleric of fire gets to choose between these powers: [b]Enflame (Su): [/b]The cleric can create small flames (about the size of a matchstick) at will, with a range of 5 ft/2 levels. This power does no actual damage, but can ignite torches or other flammable material normally. [b]Burning hands (Sp): [/b]1/day, as if cast by a wizard of the same level as the cleric. Save DC is equal to 11+the cleric's Cha modifier. [b]Cleansing Flame (Su):[/b] The cleric can channel the powers of fire into purifying himself. Once per day, he can use a fire no smaller than a campfire to clean his body of dirt and filth, heal 1d4 hp, and possibly protect him from poison and disease. If the cleric is poisoned or diseased, he gets an immediate saving throw to throw off the effects. This does not help against magical diseases (e.g. mummy rot). The cleric must actually step into the fire or otherwise be surrounded by it, but it can be used as a free action even when it's not the cleric's turn (which means the cleric can activate the power to protect himself from a fire-based attack). The power has a duration of one round, so it can't be used for long-term protection against fire. [b]Control flame (Su): [/b]The cleric can control the movements of flames the size of a torch-head or smaller within 20 feet. The fires have to mostly remain in contact with combustible materials, but can be made to “leap” up to one foot per two levels. By expanding and catching on some other material. [b]Protection from fire (Su): [/b]The cleric gains a +2 bonus to all saves versus fire or heat. [/QUOTE]
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