New Prestige Race (and new format!) - Flame Freak

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.
&nbsp&nbsp&nbspInsert 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.
&nbsp&nbsp&nbspAbilities: 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.
&nbsp&nbsp&nbspAlignment: Any
&nbsp&nbsp&nbspHit Die: d8

Requirements
To qualify to become a flame freak a character must fulfill all the following criteria.
&nbsp&nbsp&nbspRace: Fire Genasi.
&nbsp&nbsp&nbspBase 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).

&nbsp&nbsp&nbspSkill Points at Each Additional Level: 2 + Int modifier.

Class Features
&nbsp&nbsp&nbspAll of the following are class features of the flame freak.
&nbsp&nbsp&nbspWeapon and Armor Proficiency: A flame freak gains no new proficiency with any weapon or type of armor.
&nbsp&nbsp&nbspFiery Transition: Beginning at 1st level, the inner power of the flame freak begins to manifest, bringing them closer and closer to their elemental ancestry.
&nbsp&nbsp&nbspAt 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.
&nbsp&nbsp&nbspAt 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.
&nbsp&nbsp&nbspAt 7th level, he gains immunity to stunning and his voice seems to be layered with the sounds of a roaring fire.
&nbsp&nbsp&nbspFire 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).
&nbsp&nbsp&nbspHeat (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.
&nbsp&nbsp&nbspAt 5th level, the amount of fire damage increases to 1d4.
&nbsp&nbsp&nbspAt 8th level, this fire damage increases to 1d6.
&nbsp&nbsp&nbspFiery 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.
&nbsp&nbsp&nbspAlternate 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.
&nbsp&nbsp&nbspBurn (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.
&nbsp&nbsp&nbspCreatures 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.
&nbsp&nbsp&nbspFire 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.
&nbsp&nbsp&nbspWater 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.
 
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I was thinking of adding an increasing natural armor bonus, beginning at +1 at 3rd level, to a total of +2 at 6th level and +3 at 9th level. Does anyone think that would be too much? Too little?
 






Intersting...

Interesting. I've always loved the Genasi and characters that delve deeper into their heritage. A few points about this.

First, this is obviously a warrior-type class. There's not much here to benefit the mage - they'd probably go the route of Elemental Savant. Because of that, the Genasi requirement is a steep as heck requirement. Considering they become immune to fire eventually, the ECL 1 race requirement essentially means they have to lose a level of advancement in order to enter this class.

Basically, compared to a 20th level human fighter they lose an average of 10 hitpoints, 5 points of BAB, and 5 feats for a buttload of immunities, extra damage, a good will save, and, if they want to open themselves up to double damage from cold, improved speed and Burn, which has kind of a low DC.

Despite the fact that my first read-through had me thinking, "Whoa, they get that too?" with every ability, I come out slightly worried about the class.

I'd personally like to see it have a requirement of 4 ranks of Knowledge(The Planes), but comparing it with the Elemental Savant has me thinking that perhaps with that additional requirement, it deserves a full warrior BAB progression, maybe with the removal of the natural armor.

If not, at the very least I'd at least consider giving them Spot and Listen as class skills, as the fire elemental has quite high bonuses there.

Nice class, though. I love the concept.
 

Re: Intersting...

Terramotus said:
First, this is obviously a warrior-type class.

Yes. It gets two good saves, a cleric's hit die, a fighter's skill points, and a cleric's base attack bonus. It was designed that way from the ground up.

Terramotus said:
There's not much here to benefit the mage

There isn't supposed to be, much like there isn't much to benefit the mage with any other prestige class designed for warrior types.

Terramotus said:
they'd probably go the route of Elemental Savant.

More than likely, and I'd recommend it as well.

Terramotus said:
Because of that, the Genasi requirement is a steep as heck requirement.

It's not steep at all. It is completely designed with the fire genasi in mind (which is what prestige classes are meant to do). You'll also note that the fire genasi's favored class is fighter, so the fire genasi is even designed as a warrior type race. This prestige race merely supplements that.

Terramotus said:
Considering they become immune to fire eventually

Fire genasi do not become immune to fire. They don't even get Fire Resistance (though tieflings do, strangely enough). The only thing they get is a maximum of +5 to saves against fire spells and effects. That's certainly not immunity. There are ways around it.

Terramotus said:
the ECL 1 race requirement essentially means they have to lose a level of advancement in order to enter this class.

They always lose a level of advancement, no matter what class, prestige class, or prestige race they take.

Terramotus said:
Basically, compared to a 20th level human fighter they lose an average of 10 hitpoints, 5 points of BAB, and 5 feats for a buttload of immunities, extra damage, a good will save, and, if they want to open themselves up to double damage from cold, improved speed and Burn, which has kind of a low DC.

You can't compare it to a fighter. It wasn't designed that way. It was more based off the cleric and bard.

Also, the burn DC isn't low at all. Because it is a warrior type prestige race, characters most likely to enter this prestige race will have good Constitution scores. The higher your constitution score, the higher the save DC. Take a 14th level fighter/flame freak (4 fighter/10 flame freak - ECL 15) with a Constitution of 18. The save DC would be 21 (10 + 7 + 4). Now, compare that to a 15th level wizard with an Intelligence of 18. The highest level spell he can cast is 8th level. The save DC for a 8th level spell from that wizard would be 22 (10 + 8 + 4). You also need to take into account that any increase to Constitution will result in a higher save DC, just like any increase to Intelligence will result in a higher save DC for a wizard.

How is that low?

Terramotus said:
Despite the fact that my first read-through had me thinking, "Whoa, they get that too?" with every ability, I come out slightly worried about the class.

I'm not sure why though.

Terramotus said:
I'd personally like to see it have a requirement of 4 ranks of Knowledge(The Planes)...

I thought about that initially, but decided against it. This prestige race isn't about knowing your kind. Its about knowing yourself. All the power you get comes from within you, so the idea is that its already there inside you. You just need to get to it.

Terramotus said:
...but comparing it with the Elemental Savant has me thinking that perhaps with that additional requirement, it deserves a full warrior BAB progression, maybe with the removal of the natural armor.

A skill requirement doesn't equal a fighter's base attack bonus though. Check out the fighter. He gets a fighter's base attack bonus, the same skill points, only one good save, and aside from that, the only other things he gets are bonus feats. So, if I gave this prestige race a fighter's base attack bonus, then the special abilities gained throughout the 10 levels would need to closely match the relative power and gain you get from a feat.

Spellcasters, such as clerics and wizards, get more power from their special abilities (spells), and because of that, they get a slower base attack bonus increase. This is done so to offset their spells. If you give clerics or wizards a better base attack bonus, you would need to take away a good portion of their spells, reducing a cleric's spellcasting abilities roughly equal to a ranger, and a wizard's spellcasting abilities roughly equal to a cleric's or bard's.

A skill requirement doesn't offset that at all. Don't get me wrong though. Having such a skill requirement isn't a bad thing, and though I wouldn't require it anyway, neither would I give anything more because of it.

Terramotus said:
If not, at the very least I'd at least consider giving them Spot and Listen as class skills, as the fire elemental has quite high bonuses there.

That's not a bad idea, actually. I might drop Jump and Swim for that.

Terramotus said:
Nice class, though.

Race. Not class. It's an important distinction. :cool:

Terramotus said:
I love the concept.

Thanks. :) However, I think you should take a closer look at the fighter, cleric, and bard. You should be then be able to see why the BAB, hit die, saves, skills, and special abilities have been structured the way they are.
 
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