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Heartfire Knight ("God of fire! Burning higher!")
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<blockquote data-quote="Meeki" data-source="post: 3739560" data-attributes="member: 17257"><p>That is ALOT of special abilities, like ALOT. </p><p></p><p>For my comments (note I did not read everyone's response sorry for repetition, just read the edited class)</p><p></p><p>1. First thing that caught my attention was the spell casting progression. This is not done in a traditional style and really seems to make no sense to me. What if someone entering the class doesn't have access to 3rd level spells. Technically a paladin/wiz can enter this class with 1 level of wizard (not sure what fiery burts feat is though). Will this cause an issue? Also what if the character already has level 4 spells or level 5, they just get more? If this is the case just give the class spell casting in its own right, like the assassin, starting at level 1 heartfire knight spells, just to make it simpler.</p><p></p><p>2. Paladins have access to knowledge nobility/royalty, which, by the way, I'm not sure fits with this class too well. If they are focused around a god or god like creature wouldn't knowledge religion or even knowledge of the planes, since its a fire creature obviously, be more appropriate or at least in the requirements?</p><p></p><p>3. Why is there a race restriction to high-elf? not that big of a deal and can be removed by other DM's but just curious.</p><p></p><p>4. Burning Indignation is neat and is very duelist like, unarmored combat. The extra AC is nice but why not make it gain an AC every even level and when he first gets it, like a bonus feat. Serves the same purpose and is easy for book keeping.</p><p></p><p>5. Flame Touched: ouch that is alot of rules for treating water like fire. Why dont you just say water has the same effect of catching on fire and being immersed in fire. There are rules that cover this already. </p><p></p><p>6. Cauterization: Neat ability, kind of wondering why its SU and not Sp though since it burns spell slots to reduce the severity of wounds. Also the whole healed through natural fire thing should be broken off into a simpler ability. Look at the fire mephit he has fast healing in fire. Much easier than determining what is a small/med/large fire and how much it does, etc. Too much book keeping. Maybe fast healing 5 in fire for 1 rd/class level/day.</p><p></p><p>7. Heated Dash: neat but does he really catch 1 object on fire everytime he moves? This is going ot get messy for the DM and you, perhaps say he can catch 1 medium or smaller unattended object on fire when hemoves buy it within 5 ft. </p><p></p><p>8. Flare Jump: Copy the shadow dancer shadowstep. I believe its worded slightly better but very very similar.</p><p></p><p>9. Rising Pheonix: Dying Shadows: Nice ability but is it a melee attack? If it is don't have there be some crappy save. That save really makes me think I should just fireball on top of myself instead, or just cast 3 scorching rays for 12 d6 damage with touch attacks. I would take away the save its not game breaking. Also make sure you take out the adjacet target text, unless you really want him to ONLY do it to creatures 5 feet away. If the knight is enlarged and now has 10 ft reach there will be a chance the enemy isn't adjacent to him but 10 ft away.</p><p></p><p>10. Right hand of the Crimson King: looks good, anyone know if he can rebuke himself <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /> Speaking of which steal the text from the fire domain for the turning stuff, it'll be easier. Also dont forget to add he gets 3+cha modifier in turning attempts.</p><p></p><p>11. Fiery transformation: Transformation looks alright, but, um... free true ress? WHAT!? SOrry but this has to go to make this class balanced at all. That is a 25k gp high level spell that this guy gets at 17th level for free. Also I would just make the ability 1/day for x/rounds per spell slots given up. Really the ability itself is not all that powerul, although I'm not sure what you mean by absorb fire. Also what sort of bonus is the +4 str? If it is untyped say untyped. Death throes is cool but the free true ress is crazy. Maybe give him something else a breath attack and gaze attack, both free actions. Can be fire cone and scorching ray at will while he is in the fire form? Or maybe he doesn't die or become incapacitated when reduced to negatives while in that form but after it ends he does? THe whole pheonix bit is really bland IMO.</p><p></p><p></p><p>Overall the class is pretty strong, I can see some messed up spell casting coming from those extra spells so I would be careful. If you modify the spell list so the class has its own or just adds to existing list, tweaked the class a bit, and got rid of that rediculous true ress I think it would be balanced.</p></blockquote><p></p>
[QUOTE="Meeki, post: 3739560, member: 17257"] That is ALOT of special abilities, like ALOT. For my comments (note I did not read everyone's response sorry for repetition, just read the edited class) 1. First thing that caught my attention was the spell casting progression. This is not done in a traditional style and really seems to make no sense to me. What if someone entering the class doesn't have access to 3rd level spells. Technically a paladin/wiz can enter this class with 1 level of wizard (not sure what fiery burts feat is though). Will this cause an issue? Also what if the character already has level 4 spells or level 5, they just get more? If this is the case just give the class spell casting in its own right, like the assassin, starting at level 1 heartfire knight spells, just to make it simpler. 2. Paladins have access to knowledge nobility/royalty, which, by the way, I'm not sure fits with this class too well. If they are focused around a god or god like creature wouldn't knowledge religion or even knowledge of the planes, since its a fire creature obviously, be more appropriate or at least in the requirements? 3. Why is there a race restriction to high-elf? not that big of a deal and can be removed by other DM's but just curious. 4. Burning Indignation is neat and is very duelist like, unarmored combat. The extra AC is nice but why not make it gain an AC every even level and when he first gets it, like a bonus feat. Serves the same purpose and is easy for book keeping. 5. Flame Touched: ouch that is alot of rules for treating water like fire. Why dont you just say water has the same effect of catching on fire and being immersed in fire. There are rules that cover this already. 6. Cauterization: Neat ability, kind of wondering why its SU and not Sp though since it burns spell slots to reduce the severity of wounds. Also the whole healed through natural fire thing should be broken off into a simpler ability. Look at the fire mephit he has fast healing in fire. Much easier than determining what is a small/med/large fire and how much it does, etc. Too much book keeping. Maybe fast healing 5 in fire for 1 rd/class level/day. 7. Heated Dash: neat but does he really catch 1 object on fire everytime he moves? This is going ot get messy for the DM and you, perhaps say he can catch 1 medium or smaller unattended object on fire when hemoves buy it within 5 ft. 8. Flare Jump: Copy the shadow dancer shadowstep. I believe its worded slightly better but very very similar. 9. Rising Pheonix: Dying Shadows: Nice ability but is it a melee attack? If it is don't have there be some crappy save. That save really makes me think I should just fireball on top of myself instead, or just cast 3 scorching rays for 12 d6 damage with touch attacks. I would take away the save its not game breaking. Also make sure you take out the adjacet target text, unless you really want him to ONLY do it to creatures 5 feet away. If the knight is enlarged and now has 10 ft reach there will be a chance the enemy isn't adjacent to him but 10 ft away. 10. Right hand of the Crimson King: looks good, anyone know if he can rebuke himself :P Speaking of which steal the text from the fire domain for the turning stuff, it'll be easier. Also dont forget to add he gets 3+cha modifier in turning attempts. 11. Fiery transformation: Transformation looks alright, but, um... free true ress? WHAT!? SOrry but this has to go to make this class balanced at all. That is a 25k gp high level spell that this guy gets at 17th level for free. Also I would just make the ability 1/day for x/rounds per spell slots given up. Really the ability itself is not all that powerul, although I'm not sure what you mean by absorb fire. Also what sort of bonus is the +4 str? If it is untyped say untyped. Death throes is cool but the free true ress is crazy. Maybe give him something else a breath attack and gaze attack, both free actions. Can be fire cone and scorching ray at will while he is in the fire form? Or maybe he doesn't die or become incapacitated when reduced to negatives while in that form but after it ends he does? THe whole pheonix bit is really bland IMO. Overall the class is pretty strong, I can see some messed up spell casting coming from those extra spells so I would be careful. If you modify the spell list so the class has its own or just adds to existing list, tweaked the class a bit, and got rid of that rediculous true ress I think it would be balanced. [/QUOTE]
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Heartfire Knight ("God of fire! Burning higher!")
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