07 agosto, 2012

Prestige Class: Flame Lord


The Flame Lord is a 3.5 D&D prestige class designed for sorcerers who want to focus on the fire element. It can be easily adapted to other elements such as ice or electricity. Since there are many people with the desire to play a pyromaniac sorcerer (including me), I decided to make one that I think it fits better this role and its more balanced. Some official classes that could also fulfill the role of the pyromancer (although not all are indicated for sorcerers) are: Academy sorcerer (Age of Mortals), Elemental Savant (Complete arcane), Elemental Archon (Faiths  Pantheons).




The members of the royal family from the crimson empire, the Ogons, are well know by the implacable ruthless with their enemies and by their outstanding mastery over the fire element.
Whichever is the origin of this legacy, with rare exceptions, all the members of the Ogon family are born with a natural instinct to command people and fire.
The more the individual use his inner fire, the stronger it gets. However, many cases are know in which flame lords, as they are called, get consumed by their fire.
Babies generated from the weaken of the royal blood with commoners are born deformed and powerless or burn to death as soon as they breathe. Along with the political ones, that is one of the reasons for the ruling marriage with relatives.

Hit dice: d4

REQUIREMENTS
To qualify to become a Flame Lord, a character must fulfill all the following criteria:
Feats: bloodline of fire, fire focus
Skills: Spellcraft 8 ranks
Spells: Able to spontaneously cast at least three spells that have the fire descriptor, one of which must be at least 3rd level.
Special: Descendant of the Ogon family


 CLASS SKILLS
The Flame Lord class skills (and the key ability for each skill) are  Bluff (Cha), Concentration (Con), Craft (Int), Intimidate (Cha), Knoweldge (arcane) (Int), Knoweldge (nobility and royalty) (Int), Profession (Wis), Search (Int) and Spellcraft (Int)
Skill points at each level: 2+ Int modifier





CLASS FEATURES

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spells per Day
1st
+0
+0
+0
+2
Fiery fire
+1 level of existing class
2nd
+1
+0
+0
+3
Unburnable body (10)
+1 level of existing class
3rd
+1
+1
+1
+3
Flaming blood
+1 level of existing class
4th
+2
+1
+1
+4
Searing fire
+1 level of existing class
5th
+2
+1
+1
+4
Pyromancy
+1 level of existing class
6th
+3
+2
+2
+5
Flaming blood
+1 level of existing class
7th
+3
+2
+2
+5
Unburnable body (20)
+1 level of existing class
8th
+4
+2
+2
+6
Consume the soul
+1 level of existing class
9th
+4
+3
+3
+6
Flaming blood
+1 level of existing class
10th
+5
+3
+3
+7
One with the fire
+1 level of existing class


Weapon and arm features: Flame Lord gain no proficiency  with any weapons, armor or shields.

Spells per day/spells known: At each level the Flame Lord gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a flame sorcerer, you must decide which class gains each level for the purpose of determining spells per day, caster level, and spells known.

Fiery fire: at 1st level, the Flame Lord gains the fiery spell as a bonus metamagic feat.

Unburnable body (Ex): The skin of the Flame Lord grows warmer as he progress his lineage. At level 2 he gains resistance to fire 10 and a slight increase in his body temperature. At level 7 he gains fire resistance 20 and his birthmarks get strong red and permanently hot. Other minor physical changes varies among the Flame Lords, culminating at level 10.

Flaming blood (Ex): Beginning at the third level, the fire heritage start to get stronger. At level 3, 6 and 9, add a spell with the fire descriptor to the list of known spells of the sorcerer.

Searing fire: at 4th level, the Flame Lord gains the searing spell  as a bonus metamagic feat. In addition to the normal benefits of the feat, the flame mage bypass all resistances and immunities to fire granted by spells and spell-like effects of magic items (for example, a ring of minor energy resistance [fire])

Pyromancy: the progressive practice and understanding of the arcane fire start to show fruit, granting  the Flame Lord +2 competence bonus against fire spells and spell like abilities, +1 for saving throw and to caster level checks to overcome spell resistance with any fire based spell that the character casts. Additionally, any spell with the fire descriptor modified by a metamagic feat has his final increase reduced by 1. A fiery and searing fireball, for example, would be a 4th level spell.

Consume the soul (Su): Reaching the 8th level, the Flame Lord learns how to use his own life energy as the combustible for his fire spells. He can improve his spells with the fire descriptor at the cost of his constitution. For each point of constitution sacrificed he gains +1 on saving throw and 2d6 extra damage. The ability damage is temporary and regenerate, as any other, at the rate of 1 point per day.

One with the fire (Ex): at 10th level, the Flame Lord body has become perfectly adapted to fire energy. He gains the fire subtype, granting him immunity to fire. His oneness with the fire, however, make him more susceptible to cold damage. Just like any other creature with the fire subtype, he gains vulnerability to cold, which means he takes half again as much (50%) damage as normal from cold, regardless of whether or not a saving throw is allowed, or if the save is a success or failure. Additionally, he gains fast healing 2 when in contact to flames. If the fire is magical, improve this amount by half the Flame Lord caster level. 

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Feats not in core books:

Fiery spell
Searing Spell
Cold Focus (analogy to fire focus)
Bloodline of fire

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