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.
   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), and Ride (Dex).
   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. 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.
   At 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.
   At 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.
   At 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.
   Spell-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.
   Fiery 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.
   Heat (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.
   Burn (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.
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
  Evocation
  Level: Sor/Wiz 0
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One flammable object
  Duration: Instantaneous
  Saving Throw: Reflex negates (object)
  Spell 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
   Transmutation
  Level: Sor/Wiz 0
  Components: V
  Casting Time: 1 action
  Range: Touch
  Target: One object or creature
  Duration: See text (D)
  Saving Throw: Will negates (harmless, object)
  Spell 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.
   Once 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!
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), and Ride (Dex).
   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. 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.
   At 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.
   At 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.
   At 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.
   Spell-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.
   Fiery 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.
   Heat (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.
   Burn (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
  Evocation
  Level: Sor/Wiz 0
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One flammable object
  Duration: Instantaneous
  Saving Throw: Reflex negates (object)
  Spell 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
   Transmutation
  Level: Sor/Wiz 0
  Components: V
  Casting Time: 1 action
  Range: Touch
  Target: One object or creature
  Duration: See text (D)
  Saving Throw: Will negates (harmless, object)
  Spell 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.
   Once 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!