The New NEW Flame Freak...


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I updated the Burn ability a bit. I noticed that the save DC to avoid catching fire was based on the Flame Freak's Constitution due to Heat (like most supernatural abilities), but it didn't make much sense, so I brought it more inline with what's already familiar...

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 must succeed at a Reflex save (DC 15) or catch fire. See page 86 of the Dungeon Master’s Guide (Sidebar: Catching on Fire) and page 113 of the Player’s Handbook (Alchemist’s Fire) for more information. The flames burn for 1d4 rounds and deal 1d6 points of fire damage per round. Those directly touching or grappling him automatically suffer 2d6 points of fire damage per round (no save) as long as they maintain contact. When contact is broken, they are entitled to the same Reflex save above to avoid catching fire. 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.

What do ya'll think?
 

My view on the Flame Freak

I belive you need skills more speed related, like tumble, jump, etc. It just seems to fit the flame archetype. It would also make sense for Ref saves.

And for the most part natural magical abilities have a DC based on charisma, it represents force of personality.

Overall, I like this idea, I've always liked elemental type characters.
 

Re: My view on the Flame Freak

dekrass said:
I belive you need skills more speed related, like tumble, jump, etc. It just seems to fit the flame archetype. It would also make sense for Ref saves.

Originaly, the good save was indeed Reflex, like fire elementals, but the theme of the prestige race changed from "becoming an elemental" into "harnessing your elemental nature". Basically, it supplements what you already are, and it is themed towards warrior classes. You can tell by looking at the base attack bonus. Elemental's BAB is like a cleric's. This uses a fighter's.

dekrass said:
And for the most part natural magical abilities have a DC based on charisma...

Spell-like abilities, yes. Supernatural abilities, sometimes. Supernatural abilities can be based on Constitution. The ability itself determines which to use. For example, a medusa's gaze attack is based on Charisma (DC 10; 10 + half hit die + Cha mod), while other's like breath weapons, are based on Con. Aside from the spell-like abilities, it didn't make sense to base them off of Charisma, since none of them have anything to do with force of personality.

dekrass said:
Overall, I like this idea, I've always liked elemental type characters.

Thanks! :)
 

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