jiriku
2010-06-29, 06:33 PM
EMBERHAUNT
"Some men just want to watch the world burn."
-- Alfred Pennyworth, Batman: The Dark Knight
"If the world is cold, make it your business to build fires."
-- Horace Traubel
http://i846.photobucket.com/albums/ab24/gallopinggiraffes/Emberhaunt/Fire_Mage_by_alexiuss.jpg
Do you like setting things on fire? I mean, do you really, really like setting things on fire? Monsters, dungeons, people, horses, party members, buildings, treasure, even yourself? Then this class is for you! Play an emberhaunt and embrace the flame! The emberhaunt is an arcane elemental specialist focused on fire. An emberhaunt focuses on intelligence, quickness of reaction time, the "hot" emotions of courage, anger and madness, and of course, burnin' down the house! Less broadly capable than a sorcerer or wizard, the emberhaunt sacrifices versatility for raw destructive prowess. Even fire-resistant or immune monsters are not safe from your burning power.
Change Log:
1.0 Original version.
1.01Relabeled Dance of Flames into Ritual of Flame, to better convey that the ability is learned through study. Slightly reflavored several abilities to better establish a theme of study, mastery, and control, as opposed to intuitive understanding.
1.1 Added Charisma-based adaptation.
1.2 Added some additional spells related to creating and repairing items and resisting or ignoring hampering spells. These spells explore the creative and chaotic aspects of fire. Subtracted a couple of direct-damage fire spells that were really too similar to available alternates to be worth including.
1.3 Improved Cloak of flame's embrace to also grant concealment in addition to other benefits.
1.4 Moved the Searing Spell bonus feat from 1st level to 4th level.
1.5 Reduced caster level and gp value of the minor emberheart to be more appropriate to a 4th-level ability. Rewrote Ashen Skin to be available sooner and to scale throughout the progression; however, the conditional half of the bonus is now an enhancement bonus, so it will impossible to stack the bonus with other natural armor-enhancing effects. Combined Ashen Skin, Resist Fire, and Fire Immunity under a single class feature heading. Move the first +1d6 of Emberstrike from 10th to 8th level. Moved Constant Searing Spell from 11th to 10th level.
1.51 Ashen Skin is now correctly marked as an (Ex) ability, rather than (Su).
1.6 Enhanced scaling of Emberstrike from a maximum of +2d6 to a maximum of +5d6 (and made it available sooner). Removed Elemental Lore and Flame Friend, as the abilities don't seem to see use in actual play. Moved some abilities up or down a level or two to even out the power progression. Readjusted the minor emberheart item again. Removed evergreen from the spell list. Moved incite and shock and awe from 1st to 0th level.
1.61 Removed the Ritual of Flame class feature and replaced it with a spell by the same name.
1.62 Moved Constant Searing Spell from 10th to 9th level.
1.63 Eliminated incendiary surge, dessicating bubble, and scorch from the spell list, as they were found to be too similar to other, better spells on the list.
2.0 Gutted the spell list of almost all direct offensive spells and replaced them with the flame control ability. Reduced spells per day.
2.01 Repaired tables.
2.1 Save DCs for flame control effects that allow a save are 10 + spell-level-equivalent + Intelligence modifier (not Charisma).
2.11 Corrected an error in text to clarify that Emberstrike is first gained at 3rd level. Nerfed the Improved Flame Control feat.
2.2 Nerfed the Ashen Skin armor bonus and reduced the progression of the flame control and emberstrike abilities. Moved ray of light from 6th level to 3rd level. Increased the costs of using various flame control effects.
Adaptations:
Charisma-based emberhaunt: Since the emberhaunt casts spontaneously, has a forceful personality, and could easily be extroverted in nature, some might see him as Charisma-based caster. To convert the emberhaunt to Charisma-based casting, base all spell benefits and variables off Charisma and grant an additional two skill points per level.
GAME RULE INFORMATION
Emberhaunts have the following game statistics.
Abilities: Intelligence is the most important ability for an emberhaunt, as it determines how powerful a spell he can cast, how many spells he can cast per day, and how hard those spells are to resist. Dexterity determines the effectiveness of some of the emberhaunt’s secondary abilities, and an emberhaunt benefits from a high Constitution score much as a sorcerer or wizard would.
Alignment: Any
Hit Die: d6
Level
Base Attack
Fort
Ref
Will
Special
Flame Control
-0-
-1-
-2-
-3-
-4-
-5-
-6-
-7-
-8-
-9-
1st
+0
+0
+2
+2
Armored mage, flame control, heat endurance
Any attack
3
1
-
-
-
-
-
-
-
-
2nd
+1
+0
+3
+3
Flame companion, searing spell
searing
4
2
-
-
-
-
-
-
-
-
3rd
+1
+1
+3
+3
Ashen skin (5/+1), emberstrike +1d6
5
3
-
-
-
-
-
-
-
-
4th
+2
+1
+4
+4
Any one
5
4
1
-
-
-
-
-
-
-
5th
+2
+1
+4
+4
Minor emberheart
5
4
2
-
-
-
-
-
-
-
6th
+3
+2
+5
+5
Cloak of flame's embrace
5
4
3
1
-
-
-
-
-
-
7th
+3
+2
+5
+5
Ashen skin (10/+2)
Any one
5
4
4
2
-
-
-
-
-
-
8th
+4
+2
+6
+6
5
4
4
3
1
-
-
-
-
-
9th
+4
+3
+6
+6
Constant searing spell
5
4
4
4
2
-
-
-
-
-
10th
+5
+3
+7
+7
Any one
5
4
4
4
3
1
-
-
-
-
11th
+5
+3
+7
+7
Ashen skin (20/+3), emberstrike +2d6
5
4
4
4
4
2
-
-
-
-
12th
+6/+1
+4
+8
+8
5
4
4
4
4
3
1
-
-
-
13th
+6/+1
+4
+8
+8
Any one
5
4
4
4
4
4
2
-
-
-
14th
+7/+2
+4
+9
+9
Fire elemental wild shape 1/day (large), major emberheart
5
4
4
4
4
4
3
1
-
-
15th
+7/+2
+5
+9
+9
Ashen skin (30/+4)
5
4
4
4
4
4
4
2
-
-
16th
+8/+3
+5
+10
+10
Any one
5
4
4
4
4
4
4
3
1
-
17th
+8/+3
+5
+10
+10
Fire elemental wild shape 2/day
5
4
4
4
4
4
4
4
2
-
18th
+9/+4
+6
+11
+11
5
4
4
4
4
4
4
4
3
1
19th
+9/+4
+6
+11
+11
Ashen skin (immunity/+5), emberstrike +3d6
Any one
5
4
4
4
4
4
4
4
4
2
20th
+10/+5
+6
+12
+12
Fire elemental wild shape 3/day (huge)
5
4
4
4
4
4
4
4
4
3
CLASS SKILLS (2 + Int mod per level, x4 at 1st level)
An emberhaunt’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (any) (Int), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Tumble (Dex).
"Arson, after all, is an artificial crime...A large number of houses deserve to be burnt."
-- H. G. Wells
CLASS FEATURES
Your spells and class features make you more focused than other elemental casters. You're most effective when solving problems in an immediate and direct manner, preferably with fire. In battle you can obliterate your enemies with magical flames, or act more indirectly by inspiring hope, courage, and battle frenzy. However, you have few defenses, so if you're threatened, you'd best destroy your enemies quickly.
Weapon and Armor Proficiency: The emberhaunt gains proficiency with all simple weapons, and with the scimitar, great scimitar (SS 97) and khopesh sword (SS 97). He gains proficiency with light armor, but not with shields.
Spells: An emberhaunt casts arcane spells, which are drawn from the emberhaunt spell list (below). When you gain access to a new level of spells, you automatically gain access to all the spells for that level on the emberhaunt’s spell list. You can cast any spell you know without preparing it ahead of time. Essentially, your spell list is the same as your spells known list.
To cast an emberhaunt spell, you must have an Intelligence score of 10 + the spell's level. The Difficulty Class for a saving throw against an emberhaunt’s spell is 10 + the spell's level + the emberhaunt’s Int mod. Like other spellcasters, an emberhaunt can cast only a certain number of spells of each spell level per day. The base daily spell allotment is given in the table above. In addition, you receive bonus spells for a high Intelligence score.
An emberhaunt need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that level.
Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster's gestures, causing an arcane spell failure chance. However, an emberhaunt’s limited focus and specialized training allow you to ignore the arcane spell failure chance for light armor. This training does not extend to shields, other forms of armor, or spells gained from other spellcasting classes.
Flame control (Sp): The emberhaunt learns to conjure fire and shape it to use as a weapon. Select any one of the [attack] powers from the list of emberhaunt flame control abilities below. You can cast it as an at-will spell-like ability. Flame control is the equivalent of a spell whose level is equal to one-half your emberhaunt level, with a minimum spell level of 1st and a maximum of 9th when the emberhaunt reaches 18th level or higher. Use your emberhaunt caster level when determining level-dependent variables such as range and damage, and for any caster level checks required. Save DCs for flame control effects that allow a save are 10 + spell-level-equivalent + Intelligence modifier (not Charisma). Unless otherwise noted, casting flame control is a standard action that provokes attacks of opportunity. You suffer an arcane spell failure chance when using flame control if you wear any armor heavier than light armor or if you are wielding a shield.
Upon reaching 2nd level, your ability to control flame improves and you learn your first [effect] power, sear. At 4th level, and every three emberhaunt level thereafter, you learn an additional emberhaunt spell-like ability of your choice.
You can add one or more [effects] to an [attack] power by expending an available emberhaunt spell slot when you invoke the ability. The level of the spell slot expended must be equal to or greater than the combined Effect Cost of all the [effects] chosen. Each flame control power includes one or more [effect] options; you can also learn more [effects] as you advance in level.
Heat Endurance: Your constant experimentation with fire has inured you to extreme heat. You gain Heat Endurance (SS 50) as a bonus feat, even if you do not meet the prerequisites for it.
Flame Companion: An emberhaunt of 2nd level or higher may perform a special incantation to call a small fire elemental as a familiar. The ritual requires rare dusts and pigments costing 100gp, and requires 24 hours of uninterrupted meditation. The elemental progresses as a familiar, as described in the Player's Handbook (pp. 52-53), except that the emberhaunt does not lose experience if his companion is killed, and he may replace a slain or dismissed familiar after waiting seven days.
Searing Spell: Upon reaching 2nd level, an emberhaunt gains Searing Spell (SS 53) as a bonus feat.
Ashen Skin (Ex): At 3rd level, an emberhaunt masters the mystery of binding the spirits of fire within his own flesh. His skin becomes as hard (and hot) as fire-hardened coals, while retaining its flexibility. His skin appears to be coated with a fine layer of ash, and burning cinders seem to float from his flesh at times. He gains resist fire 5 and a +1 enhancement to his natural armor bonus to Armor Class. While his smoldering heat can scorch cloth or set paper alight (much as a candle would), he can choose to restrain his inner fires in order to avoid damaging his equipment.
The emberhaunt binds more and more powerful fire spirits into his body as he advances in mastery. At 7th level, the benefit improves to resist fire 10 and +2 enhancement to natural armor. At 11th level, it improves to resist fire 20 and +3 enhancement to natural armor. At 15th level, it improves to resist fire 30 and +4 enhancement to natural armor. At 19th level, he gains total immunity to fire and +5 enhancement to natural armor.
Emberstrike (Su): Starting at 3rd level, the emberhaunt can use his deep understanding of the mysteries of fire to deal more damage with fire effects. Every time an emberhaunt deals fire damage with a spell, spell-like ability, or supernatural ability, he deals an additional 1d6 points of fire damage. Magic weapons that deal fire damage don’t trigger this ability, since the source of the damage is the weapon, not the emberhaunt.
The emberhaunts’s emberstrike damage increases by an additional 1d6 points of fire damage for each eight additional levels he obtains beyond 3rd.
Minor Emberheart (Su): Upon reaching 5th level, you gain the ability to craft a minor emberheart, a new magical item described below. The minor emberheart is created following all the rules for crafting wondrous items, except that you do not need to meet any prerequisites.
If you wish, you may create a bound minor emberheart without spending the usual XP or gold costs (this does not reduce its crafting time), but if you do so, it functions only for you. If you wish to create a minor emberheart that others can use, you must expend gold and XP as normal during the crafting process. You may not use more than one bound minor emberheart in any 24-hour period.
Your emberheart, once created, serves as a token for propitiating the fire spirits. If it is lost or destroyed, you must replace it with a new one within a week. Failure to do so results in the loss of all supernatural abilities granted by this class (except the ability to create a minor emberheart). Regaining these abilities is possible only if you obtain a new emberheart.
Cloak of Flame’s Embrace (Su): As a free action, an emberhaunt of 6th level of higher can command the spirits of fire to surround him in a sphere of heat a number of times per day equal to 3 + his Dexterity modifier. This cloak of flame’s embrace casts light as a torch would, and lasts for five minutes. It cannot be extinguished by wind, even magical winds, but it is extinguished by total immersion in any non-flammable liquid or by any effect which could extinguish a magical fire. While cloaked in this fiery aura, the emberhaunt channels the essence of flame to become agile and unpredictable. He gains a +2 bonus on Reflex saving throws and all Dexterity-based checks, including Initiative checks, and does not incur attacks of opportunity for movement or spellcasting. He also gains concealment, although this concealment cannot be used to hide, since the smoke and light give away his general position. At 14th level, the bonus increases to +4.
When his cloak of fire’s embrace is active, he adds an additional 1d6 points of damage with his emberstrike ability (for example, a total of +3d6 fire damage at 8th level and +4d6 at 12th level).
Constant Searing Spell (Su): At 9th level, the emberhaunt binds even the most powerful spirits of fire with practiced ease. Any [fire] spell cast by the emberhaunt is automatically enhanced with the Searing Spell feat, with no change to the spell’s actual level. Additionally, the searing effect is applied automatically to all flame control spell-like abilities that the emberhaunt knows, at no cost.
Fire Elemental Wild Shape (Su): At 14th level, an emberhaunt gains the ability to assume the form of a Small, Medium, or Large fire elemental once per day. This works just like a druid's wild shape, except as stated herein. The emberhaunt gains the elemental's racial bonuses to Strength, Dexterity, Constitution and natural armor, and gains Burn and Darkvision as per the fire elemental description. He also gains the elemental's feats. He retains his own type and racial attributes, but gains the [fire] subtype. The effect lasts one hour per emberhaunt level, or until the emberhaunt changes back. Changing form is a standard action and doesn't provoke an attack of opportunity.
Upon changing to fire elemental form, the emberhaunt regains hit points (but nothing else) as if he had rested for the night. If slain in fire elemental form, he reverts to his normal shape (but remains dead).
The emberhaunt gains an additional use per day of this ability at 17th and 20th level. At 20th level, he may use this wild shape ability to assume the form of a huge fire elemental.
Major Emberheart (Su): Upon reaching 14th level, you gain the ability to craft a major emberheart, a new magical item described below. The major emberheart is created following all the rules for crafting wondrous items, except that you do not need to meet any prerequisites.
If you wish, you may create a bound major emberheart without spending the usual XP or gold costs (this does not reduce its crafting time), but if you do so, it functions only for you. If you wish to create a major emberheart that others can use, you must expend gold and XP as normal during the crafting process. You may not use more than one bound major emberheart in any 24-hour period.
A major emberheart can serve as a token with which you propitiate the fire spirits and access your supernatural class features. See the Minor Emberheart class feature for details.
http://i846.photobucket.com/albums/ab24/gallopinggiraffes/Emberhaunt/dark_phoenix-1.png
"Come on baby, light my fire."
-- Jim Morrison, "Light My Fire"
EMBERHAUNT SPELL LIST
The emberhaunt spell list appears below. All spells are notated with the name and page number of the sourcebook in which they appear.
0 Level: dawn (SC 59), detect magic (PH 219), incite (SC 121), light (PH 248), mending (PH 253), read magic (PH 269), shock and awe (SC 189).
1st Level: animate fire (SC 12), beastland ferocity (SC 25), burning rage (PH2 105), endure elements (PH 226), faerie fire (PH 229), identify (PH 243), insightful feint (SC 124), nerveskitter (SC 146), parching touch (Sand 118), raging flame (SC 164), resurgence (SC 174), slow burn (SC 191), smoke ladder (CArc 122), sunstroke (Sand 123), wall of smoke (SC 235).
2nd Level: ashstar (Sand 111), boiling blood (CM 97), continual flame (PH 213), darkfire (SC 59), desiccate (Sand 114), fire trap (PH 231), heartfire (SC 112), heroics (SC 113), make whole (PH 252), mindless rage (SC 142), primal form (fire only) (SC 161), pyrotechnics (PH 267), ritual of flame, updraft (SC 228).
3rd Level: arcane sight (PH 201), bottle of smoke (SC 37), celerity, lesser (PH2 105), daylight (PH 216), dehydrate (SC 62), dispel magic (PH 223), energy vulnerability (fire only) (PH2 112), ferocity of sanguine rage (DrM 67), fire wings (SC 93), flashburst (SC 95), heatstroke (SC 113), heroism (PH 240), mesmerizing glare (SC 140), quench (PH 267), rage (PH 268), ray of light (SC 167), resurgence, mass (SC 175), shape of the hellspawned stalker (CM 117).
4th Level: blistering radiance (SC 33), burning blood (SC 40), dispel water (Sand 114), fire stride (SC 93), firestride exhalation (DrM 67), flame whips (SC 95), freedom of movement (PH 233), good hope (PH 237), minor creation (PH 253), mystic surge (PH2 120), parboil (Sand 188), searing exposure (Sand 120).
5th Level: battlecry (CM 96), celerity (PH2 105), desiccate, mass (Sand 114), dispel cold (Frost 93), fireward (SC 94), heart of fire (CM 107), major creation (PH 252), righteous wrath of the faithful (SC 177), shroud of flame (SC 189), unearthly heat (Sand 125).
6th Level: anger of the noonday sun (SC 11), anti-cold sphere (SC 13), dispel magic, greater (PH 223), dragonshape, lesser (DrM 66), fire seeds (PH 230), fire spiders (SC 92), mephit mob (fire subtype only) (Sand 118), mummify (Sand 118), summon greater elemental (fire only) (SC 214).
7th Level: arcane sight, greater (PH 201), elemental body (fire only) (SC 78), heroism, greater (PH 240), radiant assault (SC 164), rejuvenating light (CC 126), smoky confinement (CM 117), sunbeam (PH 289).
8th Level: aura of vitality (SC 18), elemental swarm (fire elementals only) (PH 226), heat drain (SC 112), high summer (see below), insanity (SC 244), maddening whispers (SC 135), mantle of the fiery spirit (Sand 118), sunburst (PH 289).
9th Level: celerity, greater (PH2 105), deadly sunstroke (CM 101), dragonshape (PH2 111), genius loci (fire only) (PH2 105), internal fire (CArc 112), summon elemental monolith (fire only) (SC 214), true creation (SC 224).
"Some men just want to watch the world burn."
-- Alfred Pennyworth, Batman: The Dark Knight
"If the world is cold, make it your business to build fires."
-- Horace Traubel
http://i846.photobucket.com/albums/ab24/gallopinggiraffes/Emberhaunt/Fire_Mage_by_alexiuss.jpg
Do you like setting things on fire? I mean, do you really, really like setting things on fire? Monsters, dungeons, people, horses, party members, buildings, treasure, even yourself? Then this class is for you! Play an emberhaunt and embrace the flame! The emberhaunt is an arcane elemental specialist focused on fire. An emberhaunt focuses on intelligence, quickness of reaction time, the "hot" emotions of courage, anger and madness, and of course, burnin' down the house! Less broadly capable than a sorcerer or wizard, the emberhaunt sacrifices versatility for raw destructive prowess. Even fire-resistant or immune monsters are not safe from your burning power.
Change Log:
1.0 Original version.
1.01Relabeled Dance of Flames into Ritual of Flame, to better convey that the ability is learned through study. Slightly reflavored several abilities to better establish a theme of study, mastery, and control, as opposed to intuitive understanding.
1.1 Added Charisma-based adaptation.
1.2 Added some additional spells related to creating and repairing items and resisting or ignoring hampering spells. These spells explore the creative and chaotic aspects of fire. Subtracted a couple of direct-damage fire spells that were really too similar to available alternates to be worth including.
1.3 Improved Cloak of flame's embrace to also grant concealment in addition to other benefits.
1.4 Moved the Searing Spell bonus feat from 1st level to 4th level.
1.5 Reduced caster level and gp value of the minor emberheart to be more appropriate to a 4th-level ability. Rewrote Ashen Skin to be available sooner and to scale throughout the progression; however, the conditional half of the bonus is now an enhancement bonus, so it will impossible to stack the bonus with other natural armor-enhancing effects. Combined Ashen Skin, Resist Fire, and Fire Immunity under a single class feature heading. Move the first +1d6 of Emberstrike from 10th to 8th level. Moved Constant Searing Spell from 11th to 10th level.
1.51 Ashen Skin is now correctly marked as an (Ex) ability, rather than (Su).
1.6 Enhanced scaling of Emberstrike from a maximum of +2d6 to a maximum of +5d6 (and made it available sooner). Removed Elemental Lore and Flame Friend, as the abilities don't seem to see use in actual play. Moved some abilities up or down a level or two to even out the power progression. Readjusted the minor emberheart item again. Removed evergreen from the spell list. Moved incite and shock and awe from 1st to 0th level.
1.61 Removed the Ritual of Flame class feature and replaced it with a spell by the same name.
1.62 Moved Constant Searing Spell from 10th to 9th level.
1.63 Eliminated incendiary surge, dessicating bubble, and scorch from the spell list, as they were found to be too similar to other, better spells on the list.
2.0 Gutted the spell list of almost all direct offensive spells and replaced them with the flame control ability. Reduced spells per day.
2.01 Repaired tables.
2.1 Save DCs for flame control effects that allow a save are 10 + spell-level-equivalent + Intelligence modifier (not Charisma).
2.11 Corrected an error in text to clarify that Emberstrike is first gained at 3rd level. Nerfed the Improved Flame Control feat.
2.2 Nerfed the Ashen Skin armor bonus and reduced the progression of the flame control and emberstrike abilities. Moved ray of light from 6th level to 3rd level. Increased the costs of using various flame control effects.
Adaptations:
Charisma-based emberhaunt: Since the emberhaunt casts spontaneously, has a forceful personality, and could easily be extroverted in nature, some might see him as Charisma-based caster. To convert the emberhaunt to Charisma-based casting, base all spell benefits and variables off Charisma and grant an additional two skill points per level.
GAME RULE INFORMATION
Emberhaunts have the following game statistics.
Abilities: Intelligence is the most important ability for an emberhaunt, as it determines how powerful a spell he can cast, how many spells he can cast per day, and how hard those spells are to resist. Dexterity determines the effectiveness of some of the emberhaunt’s secondary abilities, and an emberhaunt benefits from a high Constitution score much as a sorcerer or wizard would.
Alignment: Any
Hit Die: d6
Level
Base Attack
Fort
Ref
Will
Special
Flame Control
-0-
-1-
-2-
-3-
-4-
-5-
-6-
-7-
-8-
-9-
1st
+0
+0
+2
+2
Armored mage, flame control, heat endurance
Any attack
3
1
-
-
-
-
-
-
-
-
2nd
+1
+0
+3
+3
Flame companion, searing spell
searing
4
2
-
-
-
-
-
-
-
-
3rd
+1
+1
+3
+3
Ashen skin (5/+1), emberstrike +1d6
5
3
-
-
-
-
-
-
-
-
4th
+2
+1
+4
+4
Any one
5
4
1
-
-
-
-
-
-
-
5th
+2
+1
+4
+4
Minor emberheart
5
4
2
-
-
-
-
-
-
-
6th
+3
+2
+5
+5
Cloak of flame's embrace
5
4
3
1
-
-
-
-
-
-
7th
+3
+2
+5
+5
Ashen skin (10/+2)
Any one
5
4
4
2
-
-
-
-
-
-
8th
+4
+2
+6
+6
5
4
4
3
1
-
-
-
-
-
9th
+4
+3
+6
+6
Constant searing spell
5
4
4
4
2
-
-
-
-
-
10th
+5
+3
+7
+7
Any one
5
4
4
4
3
1
-
-
-
-
11th
+5
+3
+7
+7
Ashen skin (20/+3), emberstrike +2d6
5
4
4
4
4
2
-
-
-
-
12th
+6/+1
+4
+8
+8
5
4
4
4
4
3
1
-
-
-
13th
+6/+1
+4
+8
+8
Any one
5
4
4
4
4
4
2
-
-
-
14th
+7/+2
+4
+9
+9
Fire elemental wild shape 1/day (large), major emberheart
5
4
4
4
4
4
3
1
-
-
15th
+7/+2
+5
+9
+9
Ashen skin (30/+4)
5
4
4
4
4
4
4
2
-
-
16th
+8/+3
+5
+10
+10
Any one
5
4
4
4
4
4
4
3
1
-
17th
+8/+3
+5
+10
+10
Fire elemental wild shape 2/day
5
4
4
4
4
4
4
4
2
-
18th
+9/+4
+6
+11
+11
5
4
4
4
4
4
4
4
3
1
19th
+9/+4
+6
+11
+11
Ashen skin (immunity/+5), emberstrike +3d6
Any one
5
4
4
4
4
4
4
4
4
2
20th
+10/+5
+6
+12
+12
Fire elemental wild shape 3/day (huge)
5
4
4
4
4
4
4
4
4
3
CLASS SKILLS (2 + Int mod per level, x4 at 1st level)
An emberhaunt’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (any) (Int), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Tumble (Dex).
"Arson, after all, is an artificial crime...A large number of houses deserve to be burnt."
-- H. G. Wells
CLASS FEATURES
Your spells and class features make you more focused than other elemental casters. You're most effective when solving problems in an immediate and direct manner, preferably with fire. In battle you can obliterate your enemies with magical flames, or act more indirectly by inspiring hope, courage, and battle frenzy. However, you have few defenses, so if you're threatened, you'd best destroy your enemies quickly.
Weapon and Armor Proficiency: The emberhaunt gains proficiency with all simple weapons, and with the scimitar, great scimitar (SS 97) and khopesh sword (SS 97). He gains proficiency with light armor, but not with shields.
Spells: An emberhaunt casts arcane spells, which are drawn from the emberhaunt spell list (below). When you gain access to a new level of spells, you automatically gain access to all the spells for that level on the emberhaunt’s spell list. You can cast any spell you know without preparing it ahead of time. Essentially, your spell list is the same as your spells known list.
To cast an emberhaunt spell, you must have an Intelligence score of 10 + the spell's level. The Difficulty Class for a saving throw against an emberhaunt’s spell is 10 + the spell's level + the emberhaunt’s Int mod. Like other spellcasters, an emberhaunt can cast only a certain number of spells of each spell level per day. The base daily spell allotment is given in the table above. In addition, you receive bonus spells for a high Intelligence score.
An emberhaunt need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that level.
Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster's gestures, causing an arcane spell failure chance. However, an emberhaunt’s limited focus and specialized training allow you to ignore the arcane spell failure chance for light armor. This training does not extend to shields, other forms of armor, or spells gained from other spellcasting classes.
Flame control (Sp): The emberhaunt learns to conjure fire and shape it to use as a weapon. Select any one of the [attack] powers from the list of emberhaunt flame control abilities below. You can cast it as an at-will spell-like ability. Flame control is the equivalent of a spell whose level is equal to one-half your emberhaunt level, with a minimum spell level of 1st and a maximum of 9th when the emberhaunt reaches 18th level or higher. Use your emberhaunt caster level when determining level-dependent variables such as range and damage, and for any caster level checks required. Save DCs for flame control effects that allow a save are 10 + spell-level-equivalent + Intelligence modifier (not Charisma). Unless otherwise noted, casting flame control is a standard action that provokes attacks of opportunity. You suffer an arcane spell failure chance when using flame control if you wear any armor heavier than light armor or if you are wielding a shield.
Upon reaching 2nd level, your ability to control flame improves and you learn your first [effect] power, sear. At 4th level, and every three emberhaunt level thereafter, you learn an additional emberhaunt spell-like ability of your choice.
You can add one or more [effects] to an [attack] power by expending an available emberhaunt spell slot when you invoke the ability. The level of the spell slot expended must be equal to or greater than the combined Effect Cost of all the [effects] chosen. Each flame control power includes one or more [effect] options; you can also learn more [effects] as you advance in level.
Heat Endurance: Your constant experimentation with fire has inured you to extreme heat. You gain Heat Endurance (SS 50) as a bonus feat, even if you do not meet the prerequisites for it.
Flame Companion: An emberhaunt of 2nd level or higher may perform a special incantation to call a small fire elemental as a familiar. The ritual requires rare dusts and pigments costing 100gp, and requires 24 hours of uninterrupted meditation. The elemental progresses as a familiar, as described in the Player's Handbook (pp. 52-53), except that the emberhaunt does not lose experience if his companion is killed, and he may replace a slain or dismissed familiar after waiting seven days.
Searing Spell: Upon reaching 2nd level, an emberhaunt gains Searing Spell (SS 53) as a bonus feat.
Ashen Skin (Ex): At 3rd level, an emberhaunt masters the mystery of binding the spirits of fire within his own flesh. His skin becomes as hard (and hot) as fire-hardened coals, while retaining its flexibility. His skin appears to be coated with a fine layer of ash, and burning cinders seem to float from his flesh at times. He gains resist fire 5 and a +1 enhancement to his natural armor bonus to Armor Class. While his smoldering heat can scorch cloth or set paper alight (much as a candle would), he can choose to restrain his inner fires in order to avoid damaging his equipment.
The emberhaunt binds more and more powerful fire spirits into his body as he advances in mastery. At 7th level, the benefit improves to resist fire 10 and +2 enhancement to natural armor. At 11th level, it improves to resist fire 20 and +3 enhancement to natural armor. At 15th level, it improves to resist fire 30 and +4 enhancement to natural armor. At 19th level, he gains total immunity to fire and +5 enhancement to natural armor.
Emberstrike (Su): Starting at 3rd level, the emberhaunt can use his deep understanding of the mysteries of fire to deal more damage with fire effects. Every time an emberhaunt deals fire damage with a spell, spell-like ability, or supernatural ability, he deals an additional 1d6 points of fire damage. Magic weapons that deal fire damage don’t trigger this ability, since the source of the damage is the weapon, not the emberhaunt.
The emberhaunts’s emberstrike damage increases by an additional 1d6 points of fire damage for each eight additional levels he obtains beyond 3rd.
Minor Emberheart (Su): Upon reaching 5th level, you gain the ability to craft a minor emberheart, a new magical item described below. The minor emberheart is created following all the rules for crafting wondrous items, except that you do not need to meet any prerequisites.
If you wish, you may create a bound minor emberheart without spending the usual XP or gold costs (this does not reduce its crafting time), but if you do so, it functions only for you. If you wish to create a minor emberheart that others can use, you must expend gold and XP as normal during the crafting process. You may not use more than one bound minor emberheart in any 24-hour period.
Your emberheart, once created, serves as a token for propitiating the fire spirits. If it is lost or destroyed, you must replace it with a new one within a week. Failure to do so results in the loss of all supernatural abilities granted by this class (except the ability to create a minor emberheart). Regaining these abilities is possible only if you obtain a new emberheart.
Cloak of Flame’s Embrace (Su): As a free action, an emberhaunt of 6th level of higher can command the spirits of fire to surround him in a sphere of heat a number of times per day equal to 3 + his Dexterity modifier. This cloak of flame’s embrace casts light as a torch would, and lasts for five minutes. It cannot be extinguished by wind, even magical winds, but it is extinguished by total immersion in any non-flammable liquid or by any effect which could extinguish a magical fire. While cloaked in this fiery aura, the emberhaunt channels the essence of flame to become agile and unpredictable. He gains a +2 bonus on Reflex saving throws and all Dexterity-based checks, including Initiative checks, and does not incur attacks of opportunity for movement or spellcasting. He also gains concealment, although this concealment cannot be used to hide, since the smoke and light give away his general position. At 14th level, the bonus increases to +4.
When his cloak of fire’s embrace is active, he adds an additional 1d6 points of damage with his emberstrike ability (for example, a total of +3d6 fire damage at 8th level and +4d6 at 12th level).
Constant Searing Spell (Su): At 9th level, the emberhaunt binds even the most powerful spirits of fire with practiced ease. Any [fire] spell cast by the emberhaunt is automatically enhanced with the Searing Spell feat, with no change to the spell’s actual level. Additionally, the searing effect is applied automatically to all flame control spell-like abilities that the emberhaunt knows, at no cost.
Fire Elemental Wild Shape (Su): At 14th level, an emberhaunt gains the ability to assume the form of a Small, Medium, or Large fire elemental once per day. This works just like a druid's wild shape, except as stated herein. The emberhaunt gains the elemental's racial bonuses to Strength, Dexterity, Constitution and natural armor, and gains Burn and Darkvision as per the fire elemental description. He also gains the elemental's feats. He retains his own type and racial attributes, but gains the [fire] subtype. The effect lasts one hour per emberhaunt level, or until the emberhaunt changes back. Changing form is a standard action and doesn't provoke an attack of opportunity.
Upon changing to fire elemental form, the emberhaunt regains hit points (but nothing else) as if he had rested for the night. If slain in fire elemental form, he reverts to his normal shape (but remains dead).
The emberhaunt gains an additional use per day of this ability at 17th and 20th level. At 20th level, he may use this wild shape ability to assume the form of a huge fire elemental.
Major Emberheart (Su): Upon reaching 14th level, you gain the ability to craft a major emberheart, a new magical item described below. The major emberheart is created following all the rules for crafting wondrous items, except that you do not need to meet any prerequisites.
If you wish, you may create a bound major emberheart without spending the usual XP or gold costs (this does not reduce its crafting time), but if you do so, it functions only for you. If you wish to create a major emberheart that others can use, you must expend gold and XP as normal during the crafting process. You may not use more than one bound major emberheart in any 24-hour period.
A major emberheart can serve as a token with which you propitiate the fire spirits and access your supernatural class features. See the Minor Emberheart class feature for details.
http://i846.photobucket.com/albums/ab24/gallopinggiraffes/Emberhaunt/dark_phoenix-1.png
"Come on baby, light my fire."
-- Jim Morrison, "Light My Fire"
EMBERHAUNT SPELL LIST
The emberhaunt spell list appears below. All spells are notated with the name and page number of the sourcebook in which they appear.
0 Level: dawn (SC 59), detect magic (PH 219), incite (SC 121), light (PH 248), mending (PH 253), read magic (PH 269), shock and awe (SC 189).
1st Level: animate fire (SC 12), beastland ferocity (SC 25), burning rage (PH2 105), endure elements (PH 226), faerie fire (PH 229), identify (PH 243), insightful feint (SC 124), nerveskitter (SC 146), parching touch (Sand 118), raging flame (SC 164), resurgence (SC 174), slow burn (SC 191), smoke ladder (CArc 122), sunstroke (Sand 123), wall of smoke (SC 235).
2nd Level: ashstar (Sand 111), boiling blood (CM 97), continual flame (PH 213), darkfire (SC 59), desiccate (Sand 114), fire trap (PH 231), heartfire (SC 112), heroics (SC 113), make whole (PH 252), mindless rage (SC 142), primal form (fire only) (SC 161), pyrotechnics (PH 267), ritual of flame, updraft (SC 228).
3rd Level: arcane sight (PH 201), bottle of smoke (SC 37), celerity, lesser (PH2 105), daylight (PH 216), dehydrate (SC 62), dispel magic (PH 223), energy vulnerability (fire only) (PH2 112), ferocity of sanguine rage (DrM 67), fire wings (SC 93), flashburst (SC 95), heatstroke (SC 113), heroism (PH 240), mesmerizing glare (SC 140), quench (PH 267), rage (PH 268), ray of light (SC 167), resurgence, mass (SC 175), shape of the hellspawned stalker (CM 117).
4th Level: blistering radiance (SC 33), burning blood (SC 40), dispel water (Sand 114), fire stride (SC 93), firestride exhalation (DrM 67), flame whips (SC 95), freedom of movement (PH 233), good hope (PH 237), minor creation (PH 253), mystic surge (PH2 120), parboil (Sand 188), searing exposure (Sand 120).
5th Level: battlecry (CM 96), celerity (PH2 105), desiccate, mass (Sand 114), dispel cold (Frost 93), fireward (SC 94), heart of fire (CM 107), major creation (PH 252), righteous wrath of the faithful (SC 177), shroud of flame (SC 189), unearthly heat (Sand 125).
6th Level: anger of the noonday sun (SC 11), anti-cold sphere (SC 13), dispel magic, greater (PH 223), dragonshape, lesser (DrM 66), fire seeds (PH 230), fire spiders (SC 92), mephit mob (fire subtype only) (Sand 118), mummify (Sand 118), summon greater elemental (fire only) (SC 214).
7th Level: arcane sight, greater (PH 201), elemental body (fire only) (SC 78), heroism, greater (PH 240), radiant assault (SC 164), rejuvenating light (CC 126), smoky confinement (CM 117), sunbeam (PH 289).
8th Level: aura of vitality (SC 18), elemental swarm (fire elementals only) (PH 226), heat drain (SC 112), high summer (see below), insanity (SC 244), maddening whispers (SC 135), mantle of the fiery spirit (Sand 118), sunburst (PH 289).
9th Level: celerity, greater (PH2 105), deadly sunstroke (CM 101), dragonshape (PH2 111), genius loci (fire only) (PH2 105), internal fire (CArc 112), summon elemental monolith (fire only) (SC 214), true creation (SC 224).