Høger Kahn Draugr - Feats, Spells and a PrC

Clay_More

First Post
Høger Kahn Draugr - Feats, Spells and a PrC

I have previously posted some material for Høger Kahn Draugr, and based on the feedback I have modified the material as well as added new material, including a PrC. I know that there are plenty of Fire-based PrC's out there, which is why I chose to make my PrC based on an amalgamation between Necromancy and fire. Especially the Exhaustion effect seemed very appropriate to add, since it gives a fire mage a lot of battlefield control. Anyways, always looking forward to some feedback.


New Damage Type:
Black Flame
Black Flame is the term used for a special kind of elemental fire that is created when Negative Energy and Fire is mixed. The two types of energy are not hard to combine, as they both represent destruction in two different forms. Black Flame appears to be completely dark fire, a fire that sheds no light. Black Flame is as transparent as normal fire, and therefore it doesn’t really hide the object it engulfs.
Black Flame is considered to be Fire damage for the purpose of resistances and immunities. Anyone immune to Fire damage is also immune to Black Flame damage. Anyone who suffers Black Flame damage will be engulfed by pale, dark fire. The target will have their resistance to Fire damage reduced, and they will suffer a penalty to all Saving Throws against spells with the Fire descriptor.
Anyone engulfed by Black Flame has their Fire resistance reduced by two points for every spell level of the Black Fire spell that affected them. They also suffer a penalty to their Saving Throws against spells with the Fire descriptor equal to the spell level of the spell that hit them. The duration of the Black Fire is equal to the caster level of the spell’s caster. The penalties from being engulfed by Black Flame are cumulative. The duration of Black Flame is calculated from the last spell that affected the target.
For example, if Ramon is damaged by a Black Flame spell of spell level 4, cast by a 13th level caster, he will suffer a –8 penalty to his Fire resistance and a –4 penalty to all Saving Throws against spells with the Fire descriptor for 13 rounds. If he is damaged by a Black Flame spell in the 12th round, cast by a 13th level caster with a spell level of 4, then the Fire resistance penalty will increase to –16, his Saving throw penalty will increase to –8, and the duration of both of these penalties will become 13 rounds again. This means that it is possible to keep the penalties building up and resetting the duration of the Black Flame by bombarding the target with Black Flame spells.
Anyone who dies while engulfed by Black Flame have to roll a Fortitude Saving Throw (DC 12). The penalty to Saving Throws against spells with the Fire descriptor applies to this Saving Throw. If the subject fails his Saving Throw, he will gain the Flameborn template described below and rise again with half of his maximum Hit Points after 1d4+1 rounds. Creatures with less than a full Hit Dice that die while engulfed by Black Flame will not rise again as Flameborn.

New Feats:
Black Flame Spell [Metamagic]
Prerequisite: Caster level 5th, ability to cast at least three spells from both the school of Necromancy and the school of Evocation, Spell Focus (Necromancy or Evocation).
Benefit: The Black Flame Spell metamagic feat can only be applied to a spell that causes Fire damage. The spell will cause Black Flame damage instead of Fire damage. The spell gains the Evil descriptor. No other variables of the spell is changed. A Black Flame spell uses up a spell slot two levels higher than the spell’s actual level.

Combustive Spell [Metamagic]
Prerequisite: Caster level 3rd, ability to cast at least three spells with the Fire descriptor.
Benefit: The Combustive Spell metamagic feat can only be applied to a spell that causes Fire damage. When the spell deals damage to an area, it will ignite the area in flame. If the spell only deals damage to a single target, it will only ignite the area occupied by the target. For example, if a Combustive Spell hits a target that occupies a 10 x 10 feet area, then it will ignite that area in flames after it has dealt damage. A Combustive Spell will ignite an area even if the spell is resisted with a successful Saving Throw or if it is resisted by an opponent with Fire Resistance.
An ignited area will cause 1d6 points of Fire damage / spell level to anyone inside it each round. The area will remain ignited for a number of rounds equal to the spells caster level. For example, a Combustive Spell Fireball cast by a 8th level caster will create an area where all who enter suffer 3d6 points of Fire damage. The area will remain ignited for 8 rounds.
A Combustive spell uses up a spell slot one level higher than the spell’s actual level.

Exhaustive Flames [Metamagic]
Prerequisite: Ability to cast at least three spells from both the School of Necromancy and the school of Evocation.
Benefit: The Exhaustive Flames metamagic feat can only be applied to a spell that causes fire damage. The spell will cause anyone that suffers damage from it to be Exhausted for a number of rounds equal to the damage caused by the spell. An Exhaustive Flames spell uses up a spell slot two levels higher than the spell’s actual level.

Parabolic Spell [Metamagic]
Prerequisite: Ability to cast at least one spell that fires one or more projectiles (such as Fireball).
Benefit: A Parabolic spell travels along a parabolic arc instead of a direct, linear arc. The spell also travels significantly slower, as it’s composition has been altered to allow gravity and friction to affect it. Only spells which create a projectile or ray can be modified with the Parabolic Spell feat.
A Parabolic spell does not require direct line of sight to it’s target destination. Instead of being directly targeted, it has a pre-determined point of impact designated to it when it is cast. The point of impact can be determined through various means, described further below. The following are the differences between a Parabolic spell, and a normal spell.
First of all, a Parabolic spell requires a large open space to travel to its destination. At the height of its arc, it will be as high in the air as half of the distance it will travel. That means that a Parabolic spell fired at a destination which is 120 ft. away will reach a height of 60 ft. above the point of impact, or its point of origin, whichever is highest. This makes a Parabolic spell hard to use indoors, as it will often impact with the ceiling. It is possible to cast a Parabolic spell to travel even higher, if the caster wishes to cast his spell so that it travels over a tall obstacle. The above-mentioned height is the minimum height that a Parabolic spell will fly.
Secondly, a Parabolic spell travels slower than a unmodified version of the same spell. A Parabolic spell travels at a speed of 240 ft. per round. That means that a Parabolic Fireball cast at a destination 400 ft. away will take 2 rounds to travel to its destination.
Third, a Parabolic spell can be cast at a point not directly visible to the caster. When firing at a point that the caster can not directly see, the caster needs to have some other means of determining the point of impact other than line of sight. There are several ways that the caster can aim a Parabolic spell.

Predetermined Point of Impact: The caster has surveyed the area where he will cast his spells. He has chosen several points in the area where he will target his spells before moving outside line of sight. This form of targeting is often used when a caster is planning an ambush or preparing a defensive position. For example, if a war-mage is going to assist soldiers in defending a fort, he could go out to the field in front of the fort and plant visible markers that he will use as point of impact for his Parabolic spells. Standing behind the fort walls during the battle, the soldiers on the walls can call down to the war-mage when the enemy is near one of the predetermined points of impact.

Divined Point of Impact: The caster can use Divination spells to locate a point of impact and cast a Parabolic spell at a location he has not seen directly. For example, a spellcaster can use Arcane Eye to examine an area. Once he finds a suitable point of impact, he can fire a Parabolic spell at the target destination.

Directed Point of Impact: It is possible for someone to direct a spellcaster that is using Parabolic spells. If a person has direct line of sight to a point of impact, and some way in which to communicate to the caster, he can try to direct the spells. This requires that both the person directing the spell as well as the caster succeeds at an Intelligence check (DC 15). If either person fails their Intelligence check, the spell will impact away from the intended point. Use the same rules as those used for thrown splash weapons to determine the misdirection of the spell. The amount of feet by which the spell misses is equal to 5 ft. for each point by which the Intelligence check was failed. If both the caster and the person directing the spell failed their Intelligence check, use the check that failed by the highest amount to determine the distance by which the spell misses.
No matter if a directed Parabolic spell misses or hits its intended point of impact, the person directing the caster can use that point of impact to direct the caster more accurately. For example, the person directing the caster can tell the caster to fire his next spell 20 feet to the north of where the first spell impacted. When assigning a point of impact based on a previous point of impact, no Intelligence check is required.

All spells that fire a projectile or ray can be modified with the Parabolic Spell feat. Normally it is advantageous to use spells that have an area of effect when they impact though, such as Fireball or Meteor Swarm.
A Parabolic spell uses up a spell slot one level higher than the spell’s actual level.

New Template:
Flameborn
Flameborn are undead creatures animated through the use of Black Flame spells. Flameborn are scarred, burnt corpses perpetually engulfed in bleak fire. They serve no master and exist purely to destroy anything around them. There are some that can control the Flameborn and use them as henchmen.
Flameborn who are not controlled by someone else will attack any creatures around them at random. They will attack whatever creature is closest to them until that creature is dead or incapacitated, after which they will find a new target to attack. They are completely unintelligent and completely incapable of judging the danger posed by their targets. They are able to determine if a target is inaccessible due to terrain obstacles, and they will prefer to attack the most easily available targets first. Flameborn will not attack other Flameborn unless they are directly commanded to do so.

Creating a Flameborn
“Flameborn” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).

Size and Type: The creature’s type changes to undead and it gains the Fire subtype. It retains any subtypes except alignment subtypes and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here.

Hit Dice: Drop any Hit Dice from class levels (to a minimum of 1), double the number of Hit Dice left, and raise them to d12s.

Speed: Same as base creature

Armor Class: The base creature’s natural armor bonus improves by +2.

Attack: A Flameborn retains all the attacks of the base creature and also gains a slam attack if it didn’t already have one. If the base creature can use weapons, the Flameborn retains this ability. A creature with natural weapons retains those natural weapons. A Flameborn fighting without weapons uses either its slam attack or its primary natural weapon (if it has any). A Flameborn armed with a weapon uses its slam or a weapon, as it desires.

Full Attack: A Flameborn fighting without weapons uses either its slam attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a slam or other natural weapon as a natural secondary attack.

Damage: Flameborn have slam attacks. If the base creature does not have this attack form, use the appropriate damage value from the table below according to the Flameborn’s size. Creatures that have other kinds of natural weapons retain their old damage values or use the appropriate value from the table below, whichever is better.

Size Damage
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6

Special Attacks: A Flameborn retains all the special attacks of the base creature and gains those described below.

Foul Fire (Su): A Flameborn’s natural attacks deals an extra 1d6 points of Black Flame damage from the pale fire that constantly engulfs the creature. This damage is treated as being caused by a 2nd level spell with a caster level equal to half of the Flameborn’s HD.
Anyone within 5 ft. of the Flameborn also suffers 1 point of Fire damage each round from the scorching heat that surrounds the undead.

Special Qualities: A Flameborn retains all the special qualities of the base creature and gains those described below.

Damage Reduction 5/Slashing: Flameborn are merely animated flesh.

Resistances (Ex): A Flameborn has resistance to fire 40.

Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.

Abilities: A Flameborn’s Strength increases by +4, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1.

Skills: A Flameborn has no skills.

Feats: A Flameborn loses all feats of the base creature and gains Great Fortitude.

Environment: Any land and underground.

Organization: Any.

Challenge Rating: Depends on Hit Dice, as follows:
Hit Dice ChallengeRating
1 ½
2 1
3-4 2
5-6 3
8–10 4
12–14 5
15–16 6
18–20 7

Treasure: None.

Alignment: Always neutral evil

Advancement: As base creature, but double Hit Dice (maximum 20), or — if the base creature advances by character class.

Level Adjustment: —.


Spells

Control Flameborn
Necromancy
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: One creature with the Flameborn template
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Burn, tear, rend and maim! Leave no one alive, leave no one standing, destroy what can’t be killed, hunt down anything that runs.

Control Flameborn gives you complete and permanent control over any creature with the Flameborn template. You can only gain control over any Flameborn that has twice as many HD as your caster level or less. Once under your control, the Flameborn counts towards the maximum amount of undead creatures you can control. The spell otherwise works in the same manner as Control Undead.

Voracious Consumption
Evocation [Fire]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: One creature with the Flameborn template
Duration: Instantaneous
Saving Throw: Reflex half (applies not to the affected Flameborn, but those caught in the blast)
Spell Resistance: No

The seasoned sergeant tried to yell to his men to back away from the burning creature in their midst. He ordered them to move ahead up the hill towards Høger Kahn Draugr, but it was too late. He was blinded by the blast that erupted from the surrounded creature.

Voracious Consumption causes a creature with the Flameborn template to violently explode in a ball of fire. The explosion causes 1d4 points of Black Flame damage per caster level (maximum 10d4) to all creatures within 10 ft. of the Flameborn. This destroys the Flameborn. The Flameborn need not be controlled by the caster for this spell to work.
Material Component: A bit of sulphur and an ounce of black diamond dust (cost 1 gp).

Burning Bombard
Evocation [Fire]
Level: Sor/Wiz 3
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Effect: Creates a Burning Bombard
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

Next to Høger Kahn Draugr stood an array of his magical creations. Burning orbs that spewed fire across the battlefield, striking down the mortal opponents of the fire mage.

Burning Bombard temporarily transforms a glass orb into a fiery siege engine. The glass orb will at first start to hover next to the caster. A split second after it has started hovering, it will erupt into flames.
Anyone touching the burning orb will suffer 2d6 points of Fire damage. It is possible to destroy the burning orb, it is considered to have an AC of 18, 20 Hit Points and a Hardness of 10. Each round, the burning orb will fire a ray of flame at an opponent within 400 ft. The creator of the orb decides which opponent that the orb will target. The orb must succeed at a Ranged Touch Attack to hit its intended target. The attack modifier for the orb is the same as for its creator. If the bolt of flame strikes its target, it causes 1d6 points of Fire damage per caster level (maximum 10d6).
Focus: A glass orb (cost 50 gp).

Fury of the Flameborn
Necromancy
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature with the Flameborn template
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

Sergeant Morris could hardly see anything on the battlefield anymore. The countless fires had covered the whole plain around the hill in black fumes. Morris could see something moving towards him though, something large was coming his way. It was one of his former comrades, engulfed in flames, who was trampling across the field. No longer human anymore, but an enormous creature with bulging muscles and crazed, bloodshot eyes, the Flameborn charged its former commander.

Fury of the Flameborn places a powerful enchantment on the target, increasing its size and battle-prowess significantly. The affected Flameborn grows bigger, increasing its size by one size category (see the MM for the specific effects associated with growing one size category bigger). The Flameborn also gains a +6 Enhancement bonus to Strength and Dexterity, as well as a +4 bonus to its Natural Armor. The Flameborn causes twice as much damage with its Foul Fire special attack, and the Black Flame damage is treated as if though it was caused by a 3rd level spell instead of a 1st level spell.

Dark Fog
Evocation [Fire]
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: 300 ft. radius spread centred on caster
Effect: Causes all fire to exude thick, black smoke
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No

The chaos was overwhelming. The sergeant tried to yell across the field to get in reach with his troops, but no reply came back. Around him he could hear the thundering cacophony of the flaming bombardment, he could hear men screaming in agony, and he could hear the cackling laughter of Høger Kahn Draugr. All he saw though, was pure darkness.

Dark Fog affects all fire within a 300 ft. radius spread around the caster. It causes any source of fire to exude thick, black smoke the completely blocks vision. Each source of fire will create enough smoke to cover an area of 20 ft. around it. The effects of the smoke are similar to that of Fog Cloud.
Any creature engulfed in Black Flame is considered a viable source of fire for the purpose of this spell, as is any Flameborn creature. The black smoke is slightly more volatile than normal air, and any spell which causes Fire or Black Flame damage that erupts within the smoke will have its area of effect increased by 5 ft. For example, a Fireball that explodes within an area of black smoke will affect an area of 25 ft. around the point of impact instead of 20 ft.
The caster as well as any creature with the Fire subtype is able to see through the Dark Fog as if though it wasn’t there.
Material Component: A handful of wet grass.

Explosive Bombard
Evocation [Fire]
Level: Sor/Wiz 6
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Effect: Creates an Explosive Bombard
Duration: 1 round/level
Saving Throw: Reflex half
Spell Resistance: Yes

The sergeant could not see what was behind the hill, but something was hurling bolts of flame at his troops. Bolt after bolt appeared from behind the hill, striking into the troop formations with explosive fury.

Explosive Bombard is an advanced version of Burning Bombard. Explosive Bombard fires bolts of explosive fire at any opponents as directed by its creator. The spell is similar to Burning Bombard except as follows. The bolts fires by Explosive Bombard do not require a Ranged Touch Attack to hit their target. The bolts affect an area with a 20 ft. radius spread instead of a single target. Anyone caught inside the area of effect must succeed at a Reflex Saving Throw or suffer 10d6 points of Fire damage.
Focus: A glass orb (cost 50 gp).

Field of Exhaustion
Necromancy
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 60 ft. radius spread
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No

Even the cavalry charging towards the lone mage were hardly making any progress. The tall hill on which he stood seemed to be cursed, and the soldiers approaching the dark figure were being torn to pieces by his fire magic without even coming close to him.

Field of Exhaustion curses a large area with a powerful magic effect that causes anyone entering it to become Exhausted. Naturally, the spell will not affect anyone normally immune to exhaustion, such as undead and constructs. Anyone entering the area of effect are automatically affected by the spell, and as soon as they leave the area the effect dissipates.
Material Component: A small pinch of rotten muscle tissue.

Voracious Eruption
Evocation [Fire]
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Effect: All creatures with the Flameborn template within 60 ft. of the target point.
Duration: Instantaneous
Saving Throw: Reflex half (applies not to the affected Flameborn, but those caught in the blast)
Spell Resistance: No

An inferno of dark flames had eradicated the whole northern legion. A third of the army had been wiped of the face of the earth. A few seconds ago, there had been more than two thousand troops to the north of the hill. The sergeant tried to get a glimpse of the troops through the thick, billowing smoke, but he saw nothing. He had given the legion a glance a mere moment ago, and seen how they had been engaged in heavy fighting with some of Høger’s unliving minions.

Voracious Eruption affects all creatures with the Flameborn template within 60 ft. of a point chosen by the caster. All of the affected Flameborn will explode, causing 10d6 points of Black Flame damage to all creatures within 20 ft. of them. This destroys the Flameborn. The Flameborn need not be controlled by the caster for this spell to work.
Material Component: A bit of sulphur and a whole black diamond (cost 50 gp).

Avatar of Black Flame
Evocation [Fire]
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level

Høger Kahn Draugr seemed to have run out of power. The scattered and wounded forces around him seized the opportunity to gather for a final push. The warmage started shimmering, his physical form pulsating and turning transparent. Flames erupted from his body and facing the small contingent of troops was no longer a living man, but an embodiment of fire and destruction.

Avatar of Black Flame causes the caster to become a creature of dark fire for the duration of the spell. The caster physical body becomes vague and transparent as he is surrounded by Black Flame. The caster is considered Incorporeal while affected by the spell, and he suffers all the advantages and disadvantages of being Incorporeal. In this form, he can not cast spells or make physical attacks.
The flames that surround the caster causes 2d6 points of Black Flame damage to anyone within 10 ft. of him each round. The caster can a ray of Black Flame as a standard action, once per round. The ray requires a successful ranged touch attack roll to hit, and causes 5d6 points of Black Flame damage if it hits. In this form, the caster is healed whenever he causes Black Flame damage to any living creature. The amount healed is equal to half of the Black Flame damage caused.
While in avatar form, the caster has Fire and Negative Energy Resistance 50.


-Disciple of Flame-
Student of Høger Kahn Draugr

Becoming a Student: Høger Kahn Draugr is the Master Necromancer that is most easily persuaded to take on students. The old mage is a mercenary by heart and a small fee of 5.000 gp is often enough to persuade him to take on a student. All he demands from his would-be student is an aptitude for destruction. To test his student, Høger Kahn Draugr will locate an armed force of at least 100 HD and order his future student to decimate this force as a test of their destructive capabilities.

Description: The students of Høger Kahn Draugr have been taught that destruction is power, that the power to take life is greater than anything else. Therefore, they tend to be arrogant and sporadic in their behaviour, feeling that they are superior to anyone that lacks their destructive capabilities. The only thing that the Disciples of Flame respects is the power to take life. If the encounter someone who has significant combat abilities, they will respect that person. They will never respect those that use stealth or diplomacy to achieve their goals, unless they use those gifts to sow seeds of strife that result in war and turmoil.

Adventurers: The Disciple of Flame is an artillery platform, plain and simple. Their role in an adventuring party is to dish out damage, the more the better. The Disciple of Flame is not very likely to spend a lot of time tending to the other members of the party, he is more likely to use his arcane powers to bolster himself. In any fight where the party faces overwhelming opposition, the Disciple is a handy member to have as few surpass him in offensive power.

Hit Dice: d4

Requirements

To qualify to become a Disciple of Flame, a character must fulfil all the following criteria.
Alignment: Any non-good
Feats: Black Flame Spell, Quicken Spell
Special: Must have studied for at least two years under Høger Kahn Draugr.

Class Skills

The Disciple of Flame’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (all skills, taken individually)(Int), Profession(Wis) and Spellcraft (Int).

Skill Points at each level: 2 + Int Modifier.



Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1 +0 +0 +0 +2 Firepower +1 level of existing arcane spellcasting class
2 +1 +0 +0 +3 Fire Resistance +1 level of existing arcane spellcasting class
3 +1 +1 +1 +3 Battlefield Training +1 level of existing arcane spellcasting class
4 +2 +1 +1 +4 Exhaustive Magic +1 level of existing arcane spellcasting class
5 +2 +1 +1 +4 Free Metamagic +1 level of existing arcane spellcasting class
6 +3 +2 +2 +5 Empowered Minions +1 level of existing arcane spellcasting class
7 +3 +2 +2 +5 Fiery Flames +1 level of existing arcane spellcasting class
8 +4 +2 +2 +6 Metamagic Mastery +1 level of existing arcane spellcasting class
9 +4 +3 +3 +6 Fire Resistance +1 level of existing arcane spellcasting class
10 +5 +3 +3 +7 Bombardment +1 level of existing arcane spellcasting class


Firepower: At level 1, the Disciple of Flame excels in making his spells hard to resist. All spells with the Fire descriptor cast by the Disciple of Flame gain a +1 bonus to their Saving Throw DC.

Resistance: At 2nd level, the Disciple of Flames becomes more resistant to Fire through his intimate connection to the element. He gains Fire Resistance 10. At level 9, his Fire Resistance increases to 20.

Battlefield Training: At 3rd level, the Disciple of Flame learns to affect a larger area with all his spells with the Fire descriptor as well as all spells from the school of Necromancy. All of the above-mentioned spells affect an area 50% larger than normal. For example, a spell that usually affects a 60 ft. radius spread will now affect a 90 ft. radius spread.

Exhaustive Magic: At 4th level, the Disciple of Flame becomes intimate with the magic principles that cause targets to become exhausted. When the Disciple of Flame causes a target to become Exhausted, the target will have their movement speed reduced by 75% instead of 50%.

Free Metamagic: At 5th level, the Disciple of Flame learns how to apply a metamagic feat to his spells without inducing any cost. When memorising any spell with the Fire descriptor, or any spell from the school of Necromancy, the Disciple of Flame may improve his spell with a Metamagic feat that increases spell level by 1 without causing his memorised spell to increase in spell level. For example, a Disciple of Flame could memorise an Extended Burning Bombard as a 3rd level spell.

Empowered Minions: At 6th level, the Disciple of Flame improves the power of the undead minions he animates. Any undead created by the Disciple of Flame gain a +2 bonus to their Strength, Dexterity and Natural Armor.

Fiery Flames: At 7th level, all spells cast by the Disciple of Flame that cause Fire damage will cause an additional point of damage per die. For example, a Fireball that normally causes 10d6 points of damage will instead cost 10d6+10 points of damage.

Metamagic Mastery: At 8th level, the Disciple of Flame learns the secret of improving his spells at almost no expense. The cost of applying a Metamagic feat to all spells with the Fire descriptor, as well as all spells from the school of Necromancy is decreased by 1. This means that a Metamagic feat that would normally increase spell level by 2 now only increase the spell level by 1. The cost to apply a Metamagic feat can never be decreased to less than 1 spell level.

Bombardment: At 10th level, the Disciple of Flame becomes so intimate with Fire magic that he can cast it almost at will with little effort. Any spell with the Fire descriptor of level 3 or less is automatically Quickened, as per the Metamagic feat.
 

Attachments

Last edited:

log in or register to remove this ad

Pets & Sidekicks

Remove ads

Top