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*Pathfinder & Starfinder
Different Spellfire Channeler PrC
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<blockquote data-quote="Shallown" data-source="post: 1260654" data-attributes="member: 1368"><p>Since Spellfire is different in my game with only 3 people possessing it and of course one of them being a PC I needed to develop a slightly different version of Spellfire from the norm.</p><p></p><p>Spellfire in my game is mostly raw magic and energy. It operates pretty much like the FR feat describes except the wielder cannot absorb any more than their constitution in spellfire no over absorbing or anything like that. It has interesting interactions with several artifacts in the campaign (Artifacts in this case meaning very powerful unique items that have really no use in the day to day life of people meaning they are very focused to do one or maybe two things so not Artifacts in the classic D&D sense)</p><p></p><p>So since this character is unique and spellfire is unique we decided the PrC should be unique. He has been planning to become a Spellfire channeler since day one before even stats were generated. So this is not a new idea we just realized the Spellfire PrC in the magic of Faerun was not quite what he or even I wanted so this is what we put together. If it matters he is a rogue 8 fighter 4 and a generalist rapier wielding combatant. he tends to be unfocused in his skills more so since a straight rogue came into play at like 8th level or so. </p><p></p><p>SPELLFIRE CHANNELER</p><p></p><p>Hit Dice : 1d6</p><p>Requirements</p><p>BAB : +4</p><p>Skills : Concentration 8 ranks, Spell craft 5 ranks or Knowledge arcana 5 Ranks</p><p>Feats : Spellfire wielder</p><p>Class Skills : Concentration (con), Craft (int), Diplomacy (cha), Heal (wis), Knowledge Arcana</p><p>(int), Intimidate (cha/str), Profession (wis), Sense Motive (wis), Spell Craft (int), Use magic</p><p>device (cha)</p><p>Skill Points : 4 + Int. mod.</p><p></p><p>BAB Fighter</p><p>Saves Will Good</p><p></p><p></p><p></p><p>1) Increased Storage X 2 / Charge Self</p><p>2) Improved Healing / Spell Resistance</p><p>3) Increased Storage X 3 / Channel Vigor</p><p>4) Channel Healing / Improved Spell Resistance</p><p>5) Increased Storage X 4 / Spell Fire Defense</p><p>6) Spellfire Purity / Improved Vigor</p><p></p><p></p><p>Class Features</p><p></p><p>Increased Storage - Normally a Spell fire wielder can Store up to their Constitution levels of Spellfire. At X 2 they can then store up to twice their con and so forth.</p><p></p><p>Charge Self (Su) - A Spellfire Channeler may elect to produce up to two effects by focusing their Spell fire inwards. They can increase damage caused by their attacks (ranged or melee) or increase their Armor Class. For each 2 levels of Spell fire used a Spellfire Channeler can increase their damage (which is Spellfire damage (half fire / half unnamed)) by 1d4 points for 1 plus Con</p><p>modifier rounds or grant themselves a deflection bonus of +1 per 2 levels used for the same amount of time. This increase may only be +1 or +1d4 per level of the Spellfire Wielder. Both effects can be in place but are activated as separate actions.</p><p></p><p>Improved Healing(Su) - Now when expending Spellfire to heal 1d4 + Spellfire Channeler level Points are healed for each level expended</p><p></p><p>Spell Resistance(Su) - By expending 3 levels of Spell the Spellfire Channeler gains Spell resistance of 10 + Con mod. + Spellfire wielder Level for Spellfire Channeler level + Con. mod. rounds.</p><p></p><p>Channel Vigor(Su) - By expending a number of stored charges all allies within 20 foot radius gain the following benefits a Bonus to hit, Damage and saves equal to the numbers below. This Last Channeler level + Con Modifier</p><p>(Bonus type is Spellfire bonus)</p><p>+1 ) For 1 Spellfire level</p><p>+2 ) For 3 Spellfire levels</p><p>+3 ) For 6 Spellfire levels</p><p>+4 ) For 10 Spellfire levels</p><p>+5 ) For 15 Spellfire levels</p><p></p><p>The bonus is limited to Spellfire Channeler’s level. </p><p></p><p>Channel Healing(Su) - The Spellfire Channeler may focus their healing at a range of 30 feet plus 10 feet per Spellfire level expended. The cost is an additional 2 levels of Spellfire. The Spellfire Channeler may also heal all allies in a 20ft radius at 2 hit points per level expended. </p><p></p><p>Improved Resistance(Su) - Spell resistance can now be used at a cost of 6 spell levels for a Spell resistance of 10 Plus Con mod + character level for 1 + Con. Mod. Rounds</p><p></p><p>Spellfire Defense(Su) - The Spellfire Channeler may focus their Spellfire inward and enact a defense against attack. The Channeler may expend a Level(s) so that when they are struck by a melee attack the attacker must save versus a reflex DC 20 + Con . Mod. or take 1d4 damage per level expended. This last 5 + Con. mod. rounds. </p><p></p><p>Spellfire Purity(Su) - Spellfire no longer causes half fire damage it is now all Spellfire Damage type. </p><p></p><p>Improved Channel Vigor(Su) - Now when channeling Vigor the effect also Grants 1d4+2 temp hit points per bonus level. The Bonus also adds a Deflection bonus to Armor Class.</p><p></p><p>A Spellfire wielder cannot normally store more than their constitution in Spellfire levels. If for some reason constitution drops below levels stored the Wielder suffers 1d4 damage for each level over as they are expended.</p><p></p><p>Spellfire healing is not considered positive energy for purposes of harming undead. </p><p></p><p>So If you can offer opinions on how powerful this is and what you might change it would be appreciated.</p></blockquote><p></p>
[QUOTE="Shallown, post: 1260654, member: 1368"] Since Spellfire is different in my game with only 3 people possessing it and of course one of them being a PC I needed to develop a slightly different version of Spellfire from the norm. Spellfire in my game is mostly raw magic and energy. It operates pretty much like the FR feat describes except the wielder cannot absorb any more than their constitution in spellfire no over absorbing or anything like that. It has interesting interactions with several artifacts in the campaign (Artifacts in this case meaning very powerful unique items that have really no use in the day to day life of people meaning they are very focused to do one or maybe two things so not Artifacts in the classic D&D sense) So since this character is unique and spellfire is unique we decided the PrC should be unique. He has been planning to become a Spellfire channeler since day one before even stats were generated. So this is not a new idea we just realized the Spellfire PrC in the magic of Faerun was not quite what he or even I wanted so this is what we put together. If it matters he is a rogue 8 fighter 4 and a generalist rapier wielding combatant. he tends to be unfocused in his skills more so since a straight rogue came into play at like 8th level or so. SPELLFIRE CHANNELER Hit Dice : 1d6 Requirements BAB : +4 Skills : Concentration 8 ranks, Spell craft 5 ranks or Knowledge arcana 5 Ranks Feats : Spellfire wielder Class Skills : Concentration (con), Craft (int), Diplomacy (cha), Heal (wis), Knowledge Arcana (int), Intimidate (cha/str), Profession (wis), Sense Motive (wis), Spell Craft (int), Use magic device (cha) Skill Points : 4 + Int. mod. BAB Fighter Saves Will Good 1) Increased Storage X 2 / Charge Self 2) Improved Healing / Spell Resistance 3) Increased Storage X 3 / Channel Vigor 4) Channel Healing / Improved Spell Resistance 5) Increased Storage X 4 / Spell Fire Defense 6) Spellfire Purity / Improved Vigor Class Features Increased Storage - Normally a Spell fire wielder can Store up to their Constitution levels of Spellfire. At X 2 they can then store up to twice their con and so forth. Charge Self (Su) - A Spellfire Channeler may elect to produce up to two effects by focusing their Spell fire inwards. They can increase damage caused by their attacks (ranged or melee) or increase their Armor Class. For each 2 levels of Spell fire used a Spellfire Channeler can increase their damage (which is Spellfire damage (half fire / half unnamed)) by 1d4 points for 1 plus Con modifier rounds or grant themselves a deflection bonus of +1 per 2 levels used for the same amount of time. This increase may only be +1 or +1d4 per level of the Spellfire Wielder. Both effects can be in place but are activated as separate actions. Improved Healing(Su) - Now when expending Spellfire to heal 1d4 + Spellfire Channeler level Points are healed for each level expended Spell Resistance(Su) - By expending 3 levels of Spell the Spellfire Channeler gains Spell resistance of 10 + Con mod. + Spellfire wielder Level for Spellfire Channeler level + Con. mod. rounds. Channel Vigor(Su) - By expending a number of stored charges all allies within 20 foot radius gain the following benefits a Bonus to hit, Damage and saves equal to the numbers below. This Last Channeler level + Con Modifier (Bonus type is Spellfire bonus) +1 ) For 1 Spellfire level +2 ) For 3 Spellfire levels +3 ) For 6 Spellfire levels +4 ) For 10 Spellfire levels +5 ) For 15 Spellfire levels The bonus is limited to Spellfire Channeler’s level. Channel Healing(Su) - The Spellfire Channeler may focus their healing at a range of 30 feet plus 10 feet per Spellfire level expended. The cost is an additional 2 levels of Spellfire. The Spellfire Channeler may also heal all allies in a 20ft radius at 2 hit points per level expended. Improved Resistance(Su) - Spell resistance can now be used at a cost of 6 spell levels for a Spell resistance of 10 Plus Con mod + character level for 1 + Con. Mod. Rounds Spellfire Defense(Su) - The Spellfire Channeler may focus their Spellfire inward and enact a defense against attack. The Channeler may expend a Level(s) so that when they are struck by a melee attack the attacker must save versus a reflex DC 20 + Con . Mod. or take 1d4 damage per level expended. This last 5 + Con. mod. rounds. Spellfire Purity(Su) - Spellfire no longer causes half fire damage it is now all Spellfire Damage type. Improved Channel Vigor(Su) - Now when channeling Vigor the effect also Grants 1d4+2 temp hit points per bonus level. The Bonus also adds a Deflection bonus to Armor Class. A Spellfire wielder cannot normally store more than their constitution in Spellfire levels. If for some reason constitution drops below levels stored the Wielder suffers 1d4 damage for each level over as they are expended. Spellfire healing is not considered positive energy for purposes of harming undead. So If you can offer opinions on how powerful this is and what you might change it would be appreciated. [/QUOTE]
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