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THE FLAMECASTER PrC
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<blockquote data-quote="RObiN-HoOD" data-source="post: 1088403" data-attributes="member: 2429"><p>HI,</p><p>Ok, homemade PrC. Tell mwhat you think. A player gave it to me although I find it a bit strong. Anyway, hit it...</p><p></p><p>(sorry for the bad aligning but I don't how else to post it corrected)</p><p></p><p>THE FLAMECASTER</p><p>Flamecasters are rare individuals gifted with supernatural control over the element of fire. It is not known how such an ability works. Some sages speculate that this ability comes from long study of the arcane powers and elemental forces, while others argue that it is simply another special power, much like the power of a sorcerer to channel his inner power into arcane spells. What is known, and accepted by the majority of sages, is that this power is usually triggered by an extraordinarily emotional event (sometimes related to fire, though this is not always the case) that happens to a character adept at channeling arcane energy into fire effects. This seems to narrow the individuals with the potential to become flamecasters, but still the phenomenon is far from being considered comprehended. Most flamecasters are loners, roaming the world in pursuit of their own, private agendas. To some, this may be simply a quest for more</p><p>power, while to others it may be the search of one's origins. Fighter/sorcerers form the majority of flamecasters, though some fighter/wiz-ards, or fighter/bards may also adopt this prestige class. The flamecaster prestige class is adapted from the holocaust warrior githyanki prestige class, that appeared in POLYHEDRON issue #159.</p><p></p><p>Hit Die: d8.</p><p></p><p>Requirements</p><p>To qualify to become a flamecaster, a character must fulfill all the following criteria.</p><p>Base Attack Bonus: +5.</p><p>Base Save Bonuses: Fort +4, Will +4.</p><p>Skills: Concentration 6 ranks, Spellcraft 6 ranks.</p><p>Feats: Combat Casting, Martial Weapon Proficiency (all), Spell Focus (Evocation).</p><p>Spellcasting: Ability to cast fireball as an arcane spell.</p><p>Special: Must have experienced an event that affected him deeply, and that is directly related to fire (such as watching his family house burned to ashes, or his parents dying in a fire).</p><p></p><p>Class Skills</p><p>The flamecaster's class skills (and the key ability for each skill) are: Bluff (Cha), Climb (Str), Concentration (Con), Intimidate (Cha),</p><p>Jump (Str), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Listen (Wis), Spellcraft (Int), and Spot (Wis).</p><p>Skill Points at Each Level: 2 + Int modifier.</p><p></p><p>Class Features</p><p>All of the following are class features of the flamecaster prestige class.</p><p></p><p>Weapon and Armor Proficiency: Flamecasters gain no new proficiency with any weapons or armor.</p><p></p><p>Bonus Spells/Day: Similar to bonus spells for high ability scores, for each level of flamecaster that a spellcasting character attains, he gains bonus spells to the number of arcane spells per day he normally casts. These bonus spells can be added to whatever levels of spells the flamecaster can currently cast, but no more than one per flamecaster level can be added to the character's highest current spell level. In addi-tion, the character can never have more spells of a certain level than of a lower level (except cantrips). For example, Thergan is a 2nd-level fighter/6th-level sorcerer who takes one level in flamecaster. He can give himself one bonus 3rd-level spell (his highest as a 6th-level sor-cerer), and one bonus spell in any other level, 0 through 2nd. If a flamecaster has two arcane spellcasting classes already, he must choose which previous spellcasting class gains each bonus spell.</p><p>For example, Handal is a 3rd-level fighter/6th-level sorcerer/5th-level wizard, with one level of flamecaster. Conceivably, Handal could have a bonus 3rd-level wizard spell and a bonus 3rd-level sorcerer spell, or he could put both bonus spells in either sorcerer or wizard, but then only one of them could be 3rd level. Once a flamecaster has chosen how to apply a given bonus spell, it cannot be shifted. Bonus spells cannot be added to a divine spellcast-</p><p>ing class.</p><p></p><p>Additional Spells Known: If he was previously an arcane spellcaster with a limit on spells known (typically a bard or sorcerer), a flamecaster gains additional spells known with each level of flamecaster he attains. These additional spells known can be of any levels of spells the flamecaster can currently cast, but no more than one per flamecaster level can be added to the character's highest current spell level. In addition, the character can never know more spells of a certain level than he does of a lower level (except cantrips). For example, if Thergan takes a level of flamecaster, he can learn one additional 3rd-level spell (his highest as a 6th-level sorcerer), and one additional spell of any other level, 0 through 2nd. Once a flamecaster has chosen how to apply a given additional known spell, it cannot be shifted.</p><p></p><p>Incinerator: A flamecaster uses his character level as his caster level for all fire spells. For example, Thergan is a 2nd-level fighter/6th-level sorcerer/3rd-level flamecaster. When casting fire spells, his caster level is 11th; for all other spells it is 6th.</p><p></p><p>Improved Combat Casting (Ex): If a flamecaster fails a Concentration check to cast a fire spell defensively, he can choose either to lose the spell (as normal) or to cast it anyway, provoking an attack of opportunity as normal. In addition, he gains a +4 dodge bonus to his AC against any attack of opportunity he provokes by casting a spell (any kind of spell).</p><p></p><p>Armored Casting (Ex): Starting at 2nd level, a flamecaster reduces the arcane spell failure chance for casting spells in armor by 10%.</p><p></p><p>Flaming Weapon (Su): At 2nd level, a flamecaster gains the ability to wreathe a weapon in flames once per day, as a free action. The flames last for 1 round per character level, and during that time the weapon gains the flaming special quality. If the weapon is already flam-ing, the additional damage it deals increases from 1d6 to 1d8. Projectile weapons transfer the flaming quality to their ammunition. At 5th level, the flamecaster can use this ability twice per day. In addition, the weapon become a flaming burst weapon, dealing an extra 1d6 points of fire damage on a normal hit, or 1d10 points on a successful critical hit. If the weapon is already a flaming burst weapon, then the extra damage becomes 1d8, or 2d6 on a critical hit. At 8th level, the flamecaster can use this ability three times per day.</p><p></p><p>New Spell Level: When a flamecaster reaches 3rd level, and again when he reaches 6th level and 9th level, he gains the ability to cast spells of one level higher than he was previously able to cast. Initially, he can cast 0 spells of this new level, but bonus spells (from a high ability score or his flamecaster bonus spells) can increase this number. He also initially knows 0 spells of this level (if he has a limit on spells known, such as by being a sorcerer or a bard), so in order to cast any spells he must allocate one of his additional spells known to that level. For example, Thergan is a 2nd-level fighter/6th-level sorcerer/2nd-level flamecaster. When he reaches 3rd level as a flamecaster, he gains the ability to cast 4th-level sorcerer spells. He must allocate one of his bonus spells to 4th level in order to cast any 4th-level spells, un-less his Charisma is high enough (18 or higher) to give him a bonus 4th-level spell. He also must allocate his additional spell known to 4th level, so that he has one spell to cast. Despite the access to higher spell levels, the character's caster level for non-fire spells does not change. In the above example, assume Thergan learns greater invisibility as his 4th-level spell. When he casts greater invisibility, his caster level is 6th, since he is a 6th-level sor-cerer, and greater invisibility is not a fire spell. Had he learned fire shield, his caster level would be 6th when he casts the chill shield vari-</p><p>ant, and 11th (his character level) when he casts the warm shield variant.</p><p></p><p>Fire Resistance (Ex): At 4th level, a flamecaster gains fire resistance 5. He ignores the first 5 points of fire damage dealt by each attack. At 7th level, this increases to fire resistance 10, and at 10th level to fire resistance 15.</p><p></p><p>Burn (Su): When he reaches 10th level, a flamecaster turns any weapon he wields into a flaming weapon, but if the weapon is already a flaming one, there is no additional effect. He can still use his flaming weapon special ability to turn the weapon into a flaming burst one, and increase its fire damage as noted under flaming weapon, above (since any weapon the character wields is a flaming one by virtue of his burn ability, the extra fire damage it deals is increased if he also uses his flaming weapon ability). Any creature hit by the character's weapon attack must make a Reflex save (DC 20 + the flamecaster's Constitution modifier) or catch fire. The flame burns for 1d4 rounds (see Catching on Fire in the DUNGEON MASTER'S Guide). A burning creature can take a move action to put out the flames. Creatures hitting the flamecaster with natural weapons or unarmed attacks deal damage normally, but also take 1d6 points of fire damage as though hit by his attack, and must make a Reflex save (DC as above) or catch on fire.</p><p></p><p>Table 1: The Flamecaster</p><p>Lvl Base Att Fort Save Ref Save Will Special Bonus Sp./Day Add. Spells Known</p><p>1 +0 +2 +0 +2 Incinerator, improved combat casting 2 2</p><p>2 +1 +3 +0 +3 Flaming weapon (1/day), armored casting 2 2</p><p>3 +2 +3 +1 +3 New spell level 3 1</p><p>4 +3 +4 +1 +4 Fire resistance 5 2 2</p><p>5 +3 +4 +1 +4 Flaming weapon (2/day, burst) 2 2</p><p>6 +4 +5 +2 +5 New spell level 3 1</p><p>7 +5 +5 +2 +5 Fire resistance 10 2 2</p><p>8 +6 +6 +2 +6 Flaming weapon (3/day, burst) 2 2</p><p>9 +6 +6 +3 +6 New spell level 3 1</p><p>10 +7 +7 +3 +7 Burn, fire resistance 15 2 2</p></blockquote><p></p>
[QUOTE="RObiN-HoOD, post: 1088403, member: 2429"] HI, Ok, homemade PrC. Tell mwhat you think. A player gave it to me although I find it a bit strong. Anyway, hit it... (sorry for the bad aligning but I don't how else to post it corrected) THE FLAMECASTER Flamecasters are rare individuals gifted with supernatural control over the element of fire. It is not known how such an ability works. Some sages speculate that this ability comes from long study of the arcane powers and elemental forces, while others argue that it is simply another special power, much like the power of a sorcerer to channel his inner power into arcane spells. What is known, and accepted by the majority of sages, is that this power is usually triggered by an extraordinarily emotional event (sometimes related to fire, though this is not always the case) that happens to a character adept at channeling arcane energy into fire effects. This seems to narrow the individuals with the potential to become flamecasters, but still the phenomenon is far from being considered comprehended. Most flamecasters are loners, roaming the world in pursuit of their own, private agendas. To some, this may be simply a quest for more power, while to others it may be the search of one's origins. Fighter/sorcerers form the majority of flamecasters, though some fighter/wiz-ards, or fighter/bards may also adopt this prestige class. The flamecaster prestige class is adapted from the holocaust warrior githyanki prestige class, that appeared in POLYHEDRON issue #159. Hit Die: d8. Requirements To qualify to become a flamecaster, a character must fulfill all the following criteria. Base Attack Bonus: +5. Base Save Bonuses: Fort +4, Will +4. Skills: Concentration 6 ranks, Spellcraft 6 ranks. Feats: Combat Casting, Martial Weapon Proficiency (all), Spell Focus (Evocation). Spellcasting: Ability to cast fireball as an arcane spell. Special: Must have experienced an event that affected him deeply, and that is directly related to fire (such as watching his family house burned to ashes, or his parents dying in a fire). Class Skills The flamecaster's class skills (and the key ability for each skill) are: Bluff (Cha), Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Listen (Wis), Spellcraft (Int), and Spot (Wis). Skill Points at Each Level: 2 + Int modifier. Class Features All of the following are class features of the flamecaster prestige class. Weapon and Armor Proficiency: Flamecasters gain no new proficiency with any weapons or armor. Bonus Spells/Day: Similar to bonus spells for high ability scores, for each level of flamecaster that a spellcasting character attains, he gains bonus spells to the number of arcane spells per day he normally casts. These bonus spells can be added to whatever levels of spells the flamecaster can currently cast, but no more than one per flamecaster level can be added to the character's highest current spell level. In addi-tion, the character can never have more spells of a certain level than of a lower level (except cantrips). For example, Thergan is a 2nd-level fighter/6th-level sorcerer who takes one level in flamecaster. He can give himself one bonus 3rd-level spell (his highest as a 6th-level sor-cerer), and one bonus spell in any other level, 0 through 2nd. If a flamecaster has two arcane spellcasting classes already, he must choose which previous spellcasting class gains each bonus spell. For example, Handal is a 3rd-level fighter/6th-level sorcerer/5th-level wizard, with one level of flamecaster. Conceivably, Handal could have a bonus 3rd-level wizard spell and a bonus 3rd-level sorcerer spell, or he could put both bonus spells in either sorcerer or wizard, but then only one of them could be 3rd level. Once a flamecaster has chosen how to apply a given bonus spell, it cannot be shifted. Bonus spells cannot be added to a divine spellcast- ing class. Additional Spells Known: If he was previously an arcane spellcaster with a limit on spells known (typically a bard or sorcerer), a flamecaster gains additional spells known with each level of flamecaster he attains. These additional spells known can be of any levels of spells the flamecaster can currently cast, but no more than one per flamecaster level can be added to the character's highest current spell level. In addition, the character can never know more spells of a certain level than he does of a lower level (except cantrips). For example, if Thergan takes a level of flamecaster, he can learn one additional 3rd-level spell (his highest as a 6th-level sorcerer), and one additional spell of any other level, 0 through 2nd. Once a flamecaster has chosen how to apply a given additional known spell, it cannot be shifted. Incinerator: A flamecaster uses his character level as his caster level for all fire spells. For example, Thergan is a 2nd-level fighter/6th-level sorcerer/3rd-level flamecaster. When casting fire spells, his caster level is 11th; for all other spells it is 6th. Improved Combat Casting (Ex): If a flamecaster fails a Concentration check to cast a fire spell defensively, he can choose either to lose the spell (as normal) or to cast it anyway, provoking an attack of opportunity as normal. In addition, he gains a +4 dodge bonus to his AC against any attack of opportunity he provokes by casting a spell (any kind of spell). Armored Casting (Ex): Starting at 2nd level, a flamecaster reduces the arcane spell failure chance for casting spells in armor by 10%. Flaming Weapon (Su): At 2nd level, a flamecaster gains the ability to wreathe a weapon in flames once per day, as a free action. The flames last for 1 round per character level, and during that time the weapon gains the flaming special quality. If the weapon is already flam-ing, the additional damage it deals increases from 1d6 to 1d8. Projectile weapons transfer the flaming quality to their ammunition. At 5th level, the flamecaster can use this ability twice per day. In addition, the weapon become a flaming burst weapon, dealing an extra 1d6 points of fire damage on a normal hit, or 1d10 points on a successful critical hit. If the weapon is already a flaming burst weapon, then the extra damage becomes 1d8, or 2d6 on a critical hit. At 8th level, the flamecaster can use this ability three times per day. New Spell Level: When a flamecaster reaches 3rd level, and again when he reaches 6th level and 9th level, he gains the ability to cast spells of one level higher than he was previously able to cast. Initially, he can cast 0 spells of this new level, but bonus spells (from a high ability score or his flamecaster bonus spells) can increase this number. He also initially knows 0 spells of this level (if he has a limit on spells known, such as by being a sorcerer or a bard), so in order to cast any spells he must allocate one of his additional spells known to that level. For example, Thergan is a 2nd-level fighter/6th-level sorcerer/2nd-level flamecaster. When he reaches 3rd level as a flamecaster, he gains the ability to cast 4th-level sorcerer spells. He must allocate one of his bonus spells to 4th level in order to cast any 4th-level spells, un-less his Charisma is high enough (18 or higher) to give him a bonus 4th-level spell. He also must allocate his additional spell known to 4th level, so that he has one spell to cast. Despite the access to higher spell levels, the character's caster level for non-fire spells does not change. In the above example, assume Thergan learns greater invisibility as his 4th-level spell. When he casts greater invisibility, his caster level is 6th, since he is a 6th-level sor-cerer, and greater invisibility is not a fire spell. Had he learned fire shield, his caster level would be 6th when he casts the chill shield vari- ant, and 11th (his character level) when he casts the warm shield variant. Fire Resistance (Ex): At 4th level, a flamecaster gains fire resistance 5. He ignores the first 5 points of fire damage dealt by each attack. At 7th level, this increases to fire resistance 10, and at 10th level to fire resistance 15. Burn (Su): When he reaches 10th level, a flamecaster turns any weapon he wields into a flaming weapon, but if the weapon is already a flaming one, there is no additional effect. He can still use his flaming weapon special ability to turn the weapon into a flaming burst one, and increase its fire damage as noted under flaming weapon, above (since any weapon the character wields is a flaming one by virtue of his burn ability, the extra fire damage it deals is increased if he also uses his flaming weapon ability). Any creature hit by the character's weapon attack must make a Reflex save (DC 20 + the flamecaster's Constitution modifier) or catch fire. The flame burns for 1d4 rounds (see Catching on Fire in the DUNGEON MASTER'S Guide). A burning creature can take a move action to put out the flames. Creatures hitting the flamecaster with natural weapons or unarmed attacks deal damage normally, but also take 1d6 points of fire damage as though hit by his attack, and must make a Reflex save (DC as above) or catch on fire. Table 1: The Flamecaster Lvl Base Att Fort Save Ref Save Will Special Bonus Sp./Day Add. Spells Known 1 +0 +2 +0 +2 Incinerator, improved combat casting 2 2 2 +1 +3 +0 +3 Flaming weapon (1/day), armored casting 2 2 3 +2 +3 +1 +3 New spell level 3 1 4 +3 +4 +1 +4 Fire resistance 5 2 2 5 +3 +4 +1 +4 Flaming weapon (2/day, burst) 2 2 6 +4 +5 +2 +5 New spell level 3 1 7 +5 +5 +2 +5 Fire resistance 10 2 2 8 +6 +6 +2 +6 Flaming weapon (3/day, burst) 2 2 9 +6 +6 +3 +6 New spell level 3 1 10 +7 +7 +3 +7 Burn, fire resistance 15 2 2 [/QUOTE]
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