The New NEW Flame Freak...

kreynolds

First Post
Took it through a near complete redesign. You can see the original here and you can also vote on the original here. One thing of note, however, is that I never did decide on class skills. I could use input on this part quite a bit. Anyway, hope you enjoy!


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), and Ride (Dex).

&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. The flame freak becomes immune to magical sleep effects and gains fire resistance 10. 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 and his fire resistance rises to 20. 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 fire resistance rises to 30. His voice seems to be layered with the sounds of a roaring fire.
&nbsp&nbsp&nbspAt 10th level, he gains poison resistance +4 and the fire subtype. 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&nbspSpell-Like Abilities (Sp): Kindling the fire within at 1st level, the flame freak can cast warmth and spark at will. Both spell-like abilities are cast as though by a sorcerer with a caster level equal to the level of the flame freak.
&nbsp&nbsp&nbspFiery Wrath (Su): At 2nd level, the flame freak gains the ability to produce an effect similar to the burning hands spell once per day, three times per day at 5th level, and at will at 8th level. He has an effective caster level equal to his flame freak level and a saving throw DC of 10 + half the flame freak’s hit die + his Constitution modifier. Like most supernatural abilities, spell resistance does not apply nor does using them provoke an attack of opportunity.
&nbsp&nbsp&nbspHeat (Su): At 2nd level, the flame freak gains the ability to channel the fire within him and use it to supplement his attacks. When doing so, his body becomes intensely hot, allowing him to deal 1d6 points of additional fire damage with his unarmed attacks. Any metallic weapons the flame freak is wielding can also conduct this heat, but it takes two rounds for the weapon to heat up (weapon conducts heat on third round). This heat does not damage the weapon or the flame freak’s gear. This ability is activated and deactivated as a standard action.
&nbsp&nbsp&nbspBurn (Ex): Whenever the flame freak damages an opponent with his Heat ability, the opponent may catch fire. Those hit by the flame freak's unarmed attack or those touching or grappling him, must succeed at a Reflex save (DC 10 + half hit die + Constitution modifier) or catch fire. The flames burn for 1d4 rounds and deal 1d6 points of fire damage per round. A burning creature can take a move-equivalent action to put out the flame. The heat transferred by metal weapons is not hot enough to cause a creature to catch fire.

Code:
[color=white]
Class	Base	Fort	Ref	Will
Level	Attack	Save	Save	Save	Special
1	+1	+2	+0	+2	Fiery transition, [i]warmth, spark [/i](at will)
2	+2	+3	+0	+3	Heat +1d6, [i]fiery wrath [/i](1/day)
3	+3	+3	+1	+3	—
4	+4	+4	+1	+4	Fiery transition
5	+5	+4	+1	+4	Burn, [i]fiery wrath [/i](3/day)
6	+6	+5	+2	+5	—
7	+7	+5	+2	+5	Fiery transition
8	+8	+6	+2	+6	[i]Fiery wrath [/i](at will)
9	+9	+6	+3	+6	—
10	+10	+7	+3	+7	Fiery transition
 [/color]


There is also one more note: the saves. My gut was to go with only one good save, with it being Fortitude, but my DM for this game was worried about the prestige race being on the weak side, so he suggested two good saves, with them being Fort and Will. I still lean towards only one (fort), as I’d rather being conservative. Do you think one or two? Well, there it is. Let me know what you think/confuses you/if you find typos/etc.

Also, here’s the spell-like ability spell descriptions (can’t remember where they are from, but Warmth used to be Chill/Warmth, or something like that. Basically, I just removed the cold aspect of it…

Spark
&nbsp&nbspEvocation
&nbsp&nbspLevel: Sor/Wiz 0
&nbsp&nbspComponents: V, S
&nbsp&nbspCasting Time: 1 action
&nbsp&nbspRange: Close (25 ft. + 5 ft./2 levels)
&nbsp&nbspTarget: One flammable object
&nbsp&nbspDuration: Instantaneous
&nbsp&nbspSaving Throw: Reflex negates (object)
&nbsp&nbspSpell Resistance: Yes (object)

The caster simply points at a target within range, and a spark of flame erupts. Its little more than a brief flash, but its enough to light a candle, a lamp, a puddle of oil, a piece of loose paper, dry grasses or similar targets. Lighting a flammable object with a spark spell does not suffer the difficulties associate with using flint and tinder. A spark cannot inflict damage by itself, although a creature suddenly caught in a burning building may suffer normal damage from the fire.

Warmth
&nbsp&nbsp Transmutation
&nbsp&nbspLevel: Sor/Wiz 0
&nbsp&nbspComponents: V
&nbsp&nbspCasting Time: 1 action
&nbsp&nbspRange: Touch
&nbsp&nbspTarget: One object or creature
&nbsp&nbspDuration: See text (D)
&nbsp&nbspSaving Throw: Will negates (harmless, object)
&nbsp&nbspSpell Resistance: Yes (harmless, object)

The caster simply touches one object (or creature) while intoning warmth. The object’s temperature slowly rises by a maximum of one degree per minute. The temperature change remains constant, stopping when the caster arrives at a desired temperature or after 10 minutes. This temperature change is noticeable but not harmful; paper won’t burst into flame, nor will toes freeze.
&nbsp&nbsp&nbspOnce an object’s temperature is changed by warmth, it retains that temperature for a full hour, unless subjected to an extreme change (like being thrown into frozen lake), the spell is removed or the caster decides to end the effect.
A character with access to warmth gains a +4 circumstance bonus to Wilderness Lore checks relating to survival in hostile cold climates by using the spell.

Hope you enjoy!
 

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Hmm. In the 10th level Fiery Transition ability, you say that the FF gains the Fire subtype, and suffers a -10 penalty on saves vs. cold, or takes double damage if it allows no save. Does this stack with the double damage from cold except on a successful save inherant to Fire subtype creatures, is it instead of, or is it a 3.5e revision that I haven't heard yet?

Aside from that, it doesn't see overpowered at all...maybe a bit on the weak side. I suggest a bump to d10 HD or 4+ skill points and the addition of a few extra appropriate skills...Alchemy (if it isn't 3.5 compatable) and Tumble, maybe.
 

Jeph said:
Hmm. In the 10th level Fiery Transition ability, you say that the FF gains the Fire subtype, and suffers a -10 penalty on saves vs. cold, or takes double damage if it allows no save. Does this stack with the double damage from cold except on a successful save inherant to Fire subtype creatures, is it instead of, or is it a 3.5e revision that I haven't heard yet?

There are currently three variants of such subtypes in WotC material. The first is "double damage of a failed save, normal on a successful save". The second is the one mentioned above. I can't remember what the third is though. The variants are spread across MMI, MMII, and FF.

Jeph said:
Aside from that, it doesn't see overpowered at all...maybe a bit on the weak side. I suggest a bump to d10 HD or 4+ skill points and the addition of a few extra appropriate skills...Alchemy (if it isn't 3.5 compatable) and Tumble, maybe.

You really don't think that a bump in HD would be too much? I had originally set it at d10, but I was really concerned that it would be too much. If you really don't think it would, I'll definately have to consider that.

Thanks! :)
 

Re Skill Help

Checking Monsters of Faerun:

Skills: Bluff +2, Hide +2, Intimidate +2

Those seem like interesting suggestions for class skills.

As far as the 10th level ability, its nice but not nice enough imo. As Jeph said, the class seems on the weak side, not necessarily too weak just in need of a couple bumps.

An interesting thing to give would be something like:

"A Flame Freak heals the first 5 points of damage from a fire source per round."

With progressions to 10, 15, and 20. At level 10, you could still give the fire subtype (making it immune to fire damage) but the first bit of fire damage you try against it serves only to heal it.

Hmm, actually my ideas seem to be drifting from your concept. I will put down my take on your idea, use what you like :)

Elder Fire Genasi

Game Rule Information:
Abilities: Constitution represents the most important aspect of an elder fire genasi, as it provides both hit points and eventually natural armor. Strength and Dexterity are important as he is a consummate warrior, while Charisma fuels his skills and abilities.
Alignment: Any
Hit Die: d8

Requirements:
Race: Fire Genasi
BAB: 4+
Feats: Improved Initiative

[Improved Initiative is a feat common to fire genasi as per Monsters of Faerun]

Class Skills:
The elder fire genasi's class skills (and the key ability for each skill) are Alchemy (Int), Bluff (Cha), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge: Planes (Int), and Survival (Wis).

[Alchemy seems like an interesting hobby for Fire Genasi, Bluff and Intimidate go well with "fiery personalities", and Survival seems like an apt choice (one which was given to Elemental Archon, a prc from Faiths and Pantheons). Ride was deleted as at higher levels there is no need and honestly a horse would not bear an elder fire genasi.]

Skill Points at Each Additional Level: 4 + Int modifier.

[I feel this class will need skill points as a balancing factor. While it does have many abilities and a fighter BAB, it has lower hit points, and probably lower Strength than a traditional fighter. It also lacks the bonus feats.]

Racial Features:
Weapon and Armor Proficiency: An elder fire genasi gains proficiency with one of the following weapons: Scimitar, Falchion, or any Bladed Pole-arm. Eventually the fire genasi will no longer be able to wear armor, though he retains any proficiencies he had before.

Abilities:

Spell-Like Abilities (Sp): Kindling the fire within at 1st level, the fire genasi can cast warmth and spark at will. Both spell-like abilities are cast as though by a sorcerer with a caster level equal to the level of the elder fire genasi.

[This is a cool ability, and it will have very little effect on the overall power of the prr, after all its mostly there to simulate the fire genasi's inherent flint+steel power.]

Fire Skin: At 1st level gains a +1 natural armor bonus; this bonus rises to +2 at 4th level. At 7th level this bonus is equal to the fire genasi's CON modifier (the bonus is always at least +3, even if the fire genasi's CON modifier is less than 3), but the heat of the genasi's skin prevents the use of any armor or shield.

[You had a natural armor bonus on the older version, I think it makes perfect sense, especially with it eventually becoming too hot to wear any kind of armor.]

Additionally at 1st level (and every level afterwards) the fire resistance a genasi gets regularly (+1/5 levels) is supplemented with an additional +1 every level of this prestige race. A fire genasi may willingly lower this bonus.

[This is a nice boost that has a lot of the flavor of the fire genasi found in the FRCS. At 10th level (Ftr4/Efg6) its a +8 bonus vs fire effects, which generally will be more helpful than straight up fire resistance. I was thinking of adding an ability to get a save even when there is no save allowed, but wanted to stick with core abilities as much as possible.]

Healing Flames: At 2nd level a fire genasi begins to be able to consume flames for power. This functions as the feat found in Races of Faerun pg 164, but the fire genasi does not need to meet the prerequisites to gain this ability.

[Nice bonus feat for this race, allows them to heal in flames.]

Heat (Ex): At 4th level a fire genasi's red-hot body deals 1d6 additional fire damage whenever he hits in melee, or when grappling, each round it maintains a hold. At 10th level the damage is equal to 1d6 + his CHA modifier (always at least +1, regardless of a negative CHA modifier).

[As per the ability of an efreet, with an eventual link to the fire genasi's CHA.]

Improved Blaze (Sp): At 5th level a number of times per day equal to the fire genasi's CHA modifer, he can cause any nonmagical flame within a 30-ft. radius to either diminish to coals or flare to the brightness of daylight and double its normal radius of illumination. This ability is especially useful when used with Healing Flames.

[Again increasing a base racial power.]

Firefly (Su): At 8th level a fire genasi may fly as the spell which is cast as a sorceror of the elder fire genasi's prestige race level. The duration is equal to his CHA modifier in hours (instead of the usual duration of the spell).

[Maybe I've got Johnny Flame on the brain, but it seems like a handy ability for any campaign.]

Living Flame: At 10th level a fire genasi becomes closer to the fiery heritage of efreeti. He gains the fire subtype and is thus immune to all fire damage. However he now suffers +50% damage from Cold or Water sources. Additionally he gains +2 Charisma which is treated as a bonus like the bonus a character gets every 4 levels.

[The transformation level, where immunity is finally achieved. I left out the immune to stunning, paralysis, et al as I was basing it more off the efreet than the fire elemental. Also I used 3.5 Fire Subtype rules, which Andy Collins recently clarified on his boards. And finally the fire genasi gets to counter that pesky -2 CHA he suffered at character creation. I wanted to put it somewhere else, but it really didn't fit until the end.]

code:
--------------------------------------------------------------------------------
Class Base Fort Ref Will
Level Attack Save Save Save Special
1 +1 +2 +0 +0 Fire Skin +1, Warmth and Spark (at will)
2 +2 +3 +0 +0 Healing Flames
3 +3 +3 +1 +1 —
4 +4 +4 +1 +1 Fire Skin +2, Heat +1d6
5 +5 +4 +1 +1 Improved Blaze
6 +6 +5 +2 +2 —
7 +7 +5 +2 +2 Fire Skin +CON mod
8 +8 +6 +2 +2 Firefly
9 +9 +6 +3 +3 —
10 +10 +7 +3 +3 Living Flame, Heat +1d6+CHA mod
--------------------------------------------------------------------------------

Anyway, thats my take.

Technik
 

Actually, my 3rd draft of this PrR included a fire healing ability (this is now the 8th draft). I yanked it out though because it was a little strong on that version. I suppose I could look into putting it back in. I'll have to hook up with my fellow gamer/DM and see what he thinks.

The natural armor bonus was also the last thing I ripped out. The last incarnation of it was +1 at 3rd, +2 at 6th, and +3 at 9th. I probably could have left this in, but I was being conservative. Previously, it was +2, +4, +6, at the same levels. Neither version had an armor restriction though.

I'll have to think about the natural armor, probably the lesser version I previously had in the PrR.

Thanks for your suggestions! :)
 

I think allowing CON to equal your natural armor would be an interesting ability for a prestige race. Incidentally, I now feel inclined to do an "elder" prr for each of the genasi.

I also dropped the extra save, I think fort only is fine, especially if you increase the skill points.

Technik
 

Technik4 said:
I think allowing CON to equal your natural armor would be an interesting ability for a prestige race.

I don't know. With my character taken into account, the one this PrR is being made for, in one more level I'll have a Con mod of +5. That's with no magical aid or spell buffing whatsoever. As a 9th level character (which includes the +1 ECL for being fire genasi), I think +5 natural armor would be a bit too much. What about you?
 
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Well, I think with the following restrictions (which may even be too harsh):

Con adds to natural armor, but no other armor or shields may be worn. Also, I placed it at 7th level in the prr, meaning minimum 12th level character to obtain it (1 Fire Genasi, 4 Fighter BAB, 7 Elder Fire Genasi).

With those restrictions, I think it works. Also unlike concepts like the monk or duelist who have to give out a stat = AC ability soon, since CON dictates hit points and most characters taking the prr will be fighters, their CON should be high enough to be able to "take over" for armor (and will probably lose some AC if they were wearing heavy armor).

Technik
 

Technik4 said:
Con adds to natural armor, but no other armor or shields may be worn.

There's only one problem with this: If his skin is hot enough to destroy armor, what happens when he touches paper, or wood, or even another person, for that matter. I could easily see it causing too many headaches.
 

I had thought of it as a slow heat, from a higher than regular body heat. Thus you could wear armor, but very quickly it would become to hot to bear and it would have to be removed (while being painful for the wearer).

Technik
 

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