kreynolds
First Post
Inspired by the concept of Prestige Races, I whipped up this thread a while back. Unfortunately, it didn't accomplish what I wanted. While the concept was terrific, the execution left a little to be desired, for me anyway. So, I chose to use something more familiar, which was inspired by Savage Species, and even more so by the DMG. Anyways, it should look somewhat familiar. 
P.S. The name is just temporary.
Flame Freak
There are some that possess an ancestry of fire. Some of these individuals, more commonly called ‘fire genasi’, fully embrace their heritage. Knowing how different they are, and knowing how alone they are, some of the strongest learn to draw strength from within themselves. Fire is part of who they are, and rather than shy away from it or harbor desires to be like other ‘normal’ people, they accept and nurture their uniqueness as they explore their power.
   Insert semi-game mechanics dependant upon your tastes and campaign, such as meditating to gain this prestige race, etc, here.
GAME RULE INFORMATION
Flame freaks have the following game statistics.
   Abilities: Constitution is an important ability for the flame freak, as it provides the precious hit points that this combat oriented race requires. It also determines how difficult it is to resist some of their supernatural abilities.
   Alignment: Any
   Hit Die: d8
Requirements
To qualify to become a flame freak a character must fulfill all the following criteria.
   Race: Fire Genasi.
   Base Attack Bonus: +4.
Class Skills
The flame freak’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str), Knowledge: Planes (Int), Ride (Dex), and Swim (Str).
   Skill Points at Each Additional Level: 2 + Int modifier.
Class Features
   All of the following are class features of the flame freak.
   Weapon and Armor Proficiency: A flame freak gains no new proficiency with any weapon or type of armor.
   Fiery Transition: Beginning at 1st level, the inner power of the flame freak begins to manifest, bringing them closer and closer to their elemental ancestry.
   At 1st level, the flame freak becomes immune to magical sleep effects. His hair falls away from his body in a puff of acrid smoke and his eyes appear to melt into twin pools of white-hot fire. His body temperature also rises substantially.
   At 4th level, he gains immunity to paralysis. His skin turns a deep red and his body is constantly producing a tremendous amount of heat. This warmth is noticeable when standing next to him, and even more so when he is touched. The warmth produced by the flame freak is enough to protect himself and those within his square from the damaging effects of hazardous cold weather, such as a blizzard. It is otherwise harmless.
   At 7th level, he gains immunity to stunning and his voice seems to be layered with the sounds of a roaring fire.
   Fire Resistance (Ex): As the flame freak gains levels in this prestige race, he becomes more resistant to fire. At 1st level, he gains resistance 5 against fire. This rises to resistance 10 at 4th level, resistance 15 at 7th level, and complete immunity when he becomes an elemental being (at 10th level).
   Heat (Su): At 2nd level, the flame freak gains the ability to channel the fire within himself and use it to supplement his attacks. When doing so, his body becomes intensely hot, allowing him to deal 1d2 points of additional fire damage with his unarmed attacks. Any metallic weapons the flame freak is wielding also conduct this heat, but it does not damage the weapon or the flame freak’s gear. This ability is activated and deactivated as a standard action.
   At 5th level, the amount of fire damage increases to 1d4.
   At 8th level, this fire damage increases to 1d6.
   Fiery Perfection (Ex): At 10th level, the flame freak at last transcends his form, becoming a true creature of fire. His type changes to “elemental”. He gains an elemental creature’s immunity to poison, sleep, paralysis, and stunning and is no longer subject to critical hits or flanking.
   Alternate Form (Su): Upon reaching 10th level, the flame freak can wreath himself in searing flames as he takes on the form of a fire elemental. He gains the speed (50 ft.), special attacks (Slam and Burn), and special qualities (Fire subtype) of a medium-size fire elemental, but only so long as he is in this form. His flaming body does not harm his equipment and any magic items he may have had continue to function normally. Changing into elemental form, or back again, requires 1 full round.
   Burn (Ex): While in his alternate form, the flame freak can use his flaming body to damage his opponents, possibly even setting them aflame. Those hit by the flame freak's natural attack (which is now a slam attack and not an unarmed attack) must succeed at a Reflex save (DC 10 + half hit die + Constitution modifier) or catch fire. The flame burns for 1d4 rounds. A burning creature can take a move-equivalent action to put out the flame.
   Creatures hitting the flame freak (while in his alternate form) with natural weapons or unarmed attacks take fire damage as though hit by the flame freak’s attack, and also catch fire unless they succeed at a Reflex save.
   Fire Subtype (Ex): At 10th level, the flame freak gains the “fire” subtype while in his elemental form. He becomes immune to fire and suffers a -10 penalty on saves against cold attacks. If a cold attack does not allow a saving throw, he takes double damage instead.
   Water Avoidance: A flame freak in their alternate form cannot enter water or any other nonflammable liquid. A body of water is an impassible barrier unless the elemental can step or jump over it.
Well, there it is. Let me know what you think/confuses you/if you find typos/etc.
Hope you enjoy.

P.S. The name is just temporary.
Flame Freak
There are some that possess an ancestry of fire. Some of these individuals, more commonly called ‘fire genasi’, fully embrace their heritage. Knowing how different they are, and knowing how alone they are, some of the strongest learn to draw strength from within themselves. Fire is part of who they are, and rather than shy away from it or harbor desires to be like other ‘normal’ people, they accept and nurture their uniqueness as they explore their power.
   Insert semi-game mechanics dependant upon your tastes and campaign, such as meditating to gain this prestige race, etc, here.
GAME RULE INFORMATION
Flame freaks have the following game statistics.
   Abilities: Constitution is an important ability for the flame freak, as it provides the precious hit points that this combat oriented race requires. It also determines how difficult it is to resist some of their supernatural abilities.
   Alignment: Any
   Hit Die: d8
Requirements
To qualify to become a flame freak a character must fulfill all the following criteria.
   Race: Fire Genasi.
   Base Attack Bonus: +4.
Class Skills
The flame freak’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str), Knowledge: Planes (Int), Ride (Dex), and Swim (Str).
   Skill Points at Each Additional Level: 2 + Int modifier.
Class Features
   All of the following are class features of the flame freak.
   Weapon and Armor Proficiency: A flame freak gains no new proficiency with any weapon or type of armor.
   Fiery Transition: Beginning at 1st level, the inner power of the flame freak begins to manifest, bringing them closer and closer to their elemental ancestry.
   At 1st level, the flame freak becomes immune to magical sleep effects. His hair falls away from his body in a puff of acrid smoke and his eyes appear to melt into twin pools of white-hot fire. His body temperature also rises substantially.
   At 4th level, he gains immunity to paralysis. His skin turns a deep red and his body is constantly producing a tremendous amount of heat. This warmth is noticeable when standing next to him, and even more so when he is touched. The warmth produced by the flame freak is enough to protect himself and those within his square from the damaging effects of hazardous cold weather, such as a blizzard. It is otherwise harmless.
   At 7th level, he gains immunity to stunning and his voice seems to be layered with the sounds of a roaring fire.
   Fire Resistance (Ex): As the flame freak gains levels in this prestige race, he becomes more resistant to fire. At 1st level, he gains resistance 5 against fire. This rises to resistance 10 at 4th level, resistance 15 at 7th level, and complete immunity when he becomes an elemental being (at 10th level).
   Heat (Su): At 2nd level, the flame freak gains the ability to channel the fire within himself and use it to supplement his attacks. When doing so, his body becomes intensely hot, allowing him to deal 1d2 points of additional fire damage with his unarmed attacks. Any metallic weapons the flame freak is wielding also conduct this heat, but it does not damage the weapon or the flame freak’s gear. This ability is activated and deactivated as a standard action.
   At 5th level, the amount of fire damage increases to 1d4.
   At 8th level, this fire damage increases to 1d6.
   Fiery Perfection (Ex): At 10th level, the flame freak at last transcends his form, becoming a true creature of fire. His type changes to “elemental”. He gains an elemental creature’s immunity to poison, sleep, paralysis, and stunning and is no longer subject to critical hits or flanking.
   Alternate Form (Su): Upon reaching 10th level, the flame freak can wreath himself in searing flames as he takes on the form of a fire elemental. He gains the speed (50 ft.), special attacks (Slam and Burn), and special qualities (Fire subtype) of a medium-size fire elemental, but only so long as he is in this form. His flaming body does not harm his equipment and any magic items he may have had continue to function normally. Changing into elemental form, or back again, requires 1 full round.
   Burn (Ex): While in his alternate form, the flame freak can use his flaming body to damage his opponents, possibly even setting them aflame. Those hit by the flame freak's natural attack (which is now a slam attack and not an unarmed attack) must succeed at a Reflex save (DC 10 + half hit die + Constitution modifier) or catch fire. The flame burns for 1d4 rounds. A burning creature can take a move-equivalent action to put out the flame.
   Creatures hitting the flame freak (while in his alternate form) with natural weapons or unarmed attacks take fire damage as though hit by the flame freak’s attack, and also catch fire unless they succeed at a Reflex save.
   Fire Subtype (Ex): At 10th level, the flame freak gains the “fire” subtype while in his elemental form. He becomes immune to fire and suffers a -10 penalty on saves against cold attacks. If a cold attack does not allow a saving throw, he takes double damage instead.
   Water Avoidance: A flame freak in their alternate form cannot enter water or any other nonflammable liquid. A body of water is an impassible barrier unless the elemental can step or jump over it.
Code:
[color=white]
Class Base Fort Ref Will
Level Attack Save Save Save Special
1 +0 +2 +0 +2 Fiery transition, fire resistance +5
2 +1 +3 +0 +3 Heat +1d2
3 +2 +3 +1 +3 +1 natural armor
4 +3 +4 +1 +4 Fiery transition, fire resistance +10
5 +3 +4 +1 +4 Heat +1d4
6 +4 +5 +2 +5 +2 natural armor
7 +5 +5 +2 +5 Fiery transition, fire resistance +15
8 +6/+1 +6 +2 +6 Heat +1d6
9 +6/+1 +6 +3 +6 +3 natural armor
10 +7/+2 +7 +3 +7 Fiery perfection, fire immunity
[/color]
Well, there it is. Let me know what you think/confuses you/if you find typos/etc.
Hope you enjoy.
Last edited: