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The New NEW Flame Freak...
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<blockquote data-quote="Technik4" data-source="post: 962672" data-attributes="member: 7211"><p><strong>Re Skill Help</strong></p><p></p><p>Checking Monsters of Faerun:</p><p></p><p>Skills: Bluff +2, Hide +2, Intimidate +2</p><p></p><p>Those seem like interesting suggestions for class skills.</p><p></p><p>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.</p><p></p><p>An interesting thing to give would be something like:</p><p></p><p>"A Flame Freak heals the first 5 points of damage from a fire source per round."</p><p></p><p>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.</p><p></p><p>Hmm, actually my ideas seem to be drifting from your concept. I will put down my take on your idea, use what you like <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Elder Fire Genasi</p><p></p><p>Game Rule Information:</p><p>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.</p><p>Alignment: Any</p><p>Hit Die: d8</p><p></p><p>Requirements:</p><p>Race: Fire Genasi</p><p>BAB: 4+</p><p>Feats: Improved Initiative</p><p></p><p>[Improved Initiative is a feat common to fire genasi as per Monsters of Faerun]</p><p></p><p>Class Skills:</p><p>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).</p><p></p><p>[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.]</p><p></p><p>Skill Points at Each Additional Level: 4 + Int modifier.</p><p></p><p>[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.]</p><p></p><p>Racial Features:</p><p>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.</p><p> </p><p>Abilities:</p><p></p><p>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.</p><p></p><p>[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.]</p><p></p><p>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. </p><p></p><p>[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.]</p><p></p><p>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.</p><p></p><p>[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.]</p><p></p><p>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.</p><p></p><p>[Nice bonus feat for this race, allows them to heal in flames.]</p><p></p><p>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).</p><p></p><p>[As per the ability of an efreet, with an eventual link to the fire genasi's CHA.]</p><p></p><p>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.</p><p></p><p>[Again increasing a base racial power.]</p><p></p><p>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).</p><p></p><p>[Maybe I've got Johnny Flame on the brain, but it seems like a handy ability for any campaign.]</p><p></p><p>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.</p><p></p><p>[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.]</p><p></p><p>code:</p><p>--------------------------------------------------------------------------------</p><p>Class Base Fort Ref Will</p><p>Level Attack Save Save Save Special</p><p>1 +1 +2 +0 +0 Fire Skin +1, Warmth and Spark (at will)</p><p>2 +2 +3 +0 +0 Healing Flames </p><p>3 +3 +3 +1 +1 —</p><p>4 +4 +4 +1 +1 Fire Skin +2, Heat +1d6</p><p>5 +5 +4 +1 +1 Improved Blaze</p><p>6 +6 +5 +2 +2 —</p><p>7 +7 +5 +2 +2 Fire Skin +CON mod</p><p>8 +8 +6 +2 +2 Firefly</p><p>9 +9 +6 +3 +3 —</p><p>10 +10 +7 +3 +3 Living Flame, Heat +1d6+CHA mod</p><p>--------------------------------------------------------------------------------</p><p></p><p>Anyway, thats my take.</p><p></p><p>Technik</p></blockquote><p></p>
[QUOTE="Technik4, post: 962672, member: 7211"] [b]Re Skill Help[/b] 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 [/QUOTE]
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