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View Full Version : White Flame Wielder PrC (Pathfinder, 3.x) UPDATED



Grelna the Blue
2010-12-09, 08:10 PM
Playing a neutral (with strong good tendencies) necromancer who doesn't create, summon, or consort with the undead, I've been a bit dismayed at the lack of playable PrCs out there for me. Paragnostic Apostle and Sacred Exorcist are just about the only ones that play to my strengths.

So I came up with a concept and I'd appreciate any feedback people might have.

[Note: I've attempted to incorporate a version of Divine Metamagic that isn't broken or breakable. I'd appreciate feedback on this.]


WHITE FLAME WIELDER
White Flame Wielders specialize in using positive energy against the forces of unlife. Clerics qualify most easily for this class, but the occasional druid/Master of Radiance or (in Pathfinder) non-evil necromancer could also find it attractive. Paladins can also easily qualify, but are seldom interested in trading increased combat ability for increased spellcasting expertise.

Requirements:To qualify to become a White Flame Wielder, a character must fulfill all the following criteria.

Race: Any
Alignment: Levels 1-5: any non-evil; Levels 6-10: any good
Skills: Knowledge (religion) 6 ranks, Knowledge (planes) 6 ranks
Feats: Turn Undead

Class Features:
Class Skills: as Cleric
Skill Points/Level: 2 + Int modifier
Hit Die: d8

{table=head]Class Level|BAB|Fort|Ref|Will|Special|Spells/Day
1st|+0|+1|+0|+1|Channel Energy; Channel +1x/day|+1 lvl existing class
2nd|+1|+1|+1|+1|Endurance, Enduring Life|+1 lvl existing class
3rd|+2|+2|+1|+2|Cleansing Fire; Channel +1x/day|+1 lvl existing class
4th|+3|+2|+1|+2|Touched by White Flame; Channel +1x/day|+1 lvl existing class
5th|+3|+3|+2|+3|Lore of the White Flame; Channel +1x/day|+1 lvl existing class
6th|+4|+3|+2|+3|Radiant Soul; Turning Mastery|+1 lvl existing class
7th|+5|+4|+2|+4|Lore of the White Flame; Channel +1x/day|+1 lvl existing class
8th|+6/+1|+4|+3|+4|Touched by White Flame; Channel +1x/day|+1 lvl existing class
9th|+6/+1|+5|+3|+5|Lore of the White Flame; Channel +1x/day|+1 lvl existing class
10th|+7/+2|+5|+3|+5|Eternal Flame; Positive Reinforcement|+1 lvl existing class
[/table]


Weapon and Armor Proficiency: A White Flame Wielder gains no additional proficiency in any weapon or armor.

Spells per Day: When a new White Flame Wielder level is gained, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain all the benefits a character of that class would have gained (e.g., free metamagic or item creation feats, hit points beyond those she receives from the prestige class, etc.). She does still gain effective levels for the purpose of casting spells. If a character had more than one spellcasting class before becoming a White Flame Wielder, she must decide to which class she adds the new level for purposes of determining spells per day.

SPECIAL
Channel Energy: Levels of White Flame Wielder stack with any levels previously gained that grant the ability to channel positive energy. However, they stack differently for divine and arcane channelers.

For divine casters, they stack normally for all purposes.

For arcane casters, they stack for purposes of turning undead but do not stack for any other purposes.

Channel +1x/day: At every level taken in this class except 2nd, 6th, and 10th, the WFW gains an additional use of Channel Energy (positive) per day.

Endurance: At 2nd level, the White Flame Wielder’s increased affinity with positive energy gives her the benefit of the feat Endurance so long as she has unused channeling attempts. If she should expend all her channeling attempts for the day, she loses the benefit of this feat until they are regained.

Enduring Life: At 2nd level, the White Flame Wielder gains the Enduring Life feat (Libris Mortis, p.26) so long as she has at least one unused turning attempt in reserve. Enduring Life grants the ability to ignore effects of negative levels for a number of minutes equal to Con bonus and also grants a +4 bonus to Fort saves to remove negative levels.

Cleansing Fire: At 3rd level, the White Flame Wielder channels positive energy through her spells, causing all damage-dealing spells to deal an extra 2d6 points of damage vs. undead. This is exactly equivalent to the feat Bane Magic (undead) in Heroes of Horror, and does not stack with that feat.

Touched by White Flame: At 4th level, a White Flame Wielder gains the ability to spontaneously utilize one or more of the following feats on spells cast vs. undead or other creatures that take damage from positive energy (creatures with Tomb-Tainted Soul feat): Ectoplasmic Spell, Empower Spell, and Sickening Spell.

She does this by lacing them with the White Flame, expending as many channeling/turning attempts as the total level adjustment of the feat(s) listed above that are added to the spell (this is a modified version of the feat Divine Metamagic). Unless the caster has the feat Quickened Turning [or Channeling], this expenditure changes a spell that is a standard action to a full round action and cannot be used on a Quickened Spell. Example: a Fireball that had been made Ectoplasmic, Empowered, and Sickening would require the immediate expenditure of 5 channeling/turning attempts (+1 for Ectoplasmic, +2 for Empowered, +2 for Sickening) and casting it would be a full round action. Spells modified by these feats in this fashion have their normal unmodified effect vs. targets that are unharmed by positive energy, so a mixed group of undead and mortal creatures will probably suffer different effects.

At 8th level, a White Flame Wielder gains the ability to utilize these additional feats on spells cast vs. undead: Dazing Spell, Explosive Spell, and Maximize Spell.

She does this in the same way listed above. Example: a Fireball that had been made Explosive and Maximized would require the immediate expenditure of 5 channeling/turning attempts (+2 for Explosive, +3 for Maximized) and casting it would be a full round action.

Any spell modified by Touched by White Flame with one or more of the six feats listed above gains +1 to its save DC vs. undead (or any other creature damaged by positive energy), plus another +1 for every two turning attempts expended after the first (i.e., +1 for 1-2 turning attempt expenditures, +2 for 3-4 turning attempt expenditures, +3 for 5-6 turning attempt expenditures, etc.).

[Note: Although spells modified using this ability may also be normally modified by other feats possessed by the caster (that is, without the expenditure of positive energy and with a level adjustment), no feat or ability that normally reduces metamagic cost has any effect on the number of channeling/turning attempts required to apply the feats listed above using this ability.]

Lore of the White Flame: At 5th level, 7th level, and 9th level, an arcane WFW may select a single spell of a level no higher than one level less than the highest level she can cast from the clerical domain spell lists of Good, Healing, and Sun and add it to her caster list as an arcane spell.

At 5th level, 7th level, and 9th level, a divine WFW may EITHER choose a spell of a level no higher than one level less than the highest level she can cast from one of those domain spell lists and add it as a normal divine spell (not restricted to a domain slot) OR may choose to gain a single extra domain slot of a level no higher than she can cast.

A WFW who is both an arcane and divine caster chooses one of the benefits above at each relevant level, not both.

Radiant Soul: Starting at 6th level, White Flame Wielders receive a bonus equal to their White Flame Wielder level to resist/recover from negative energy effects.

Turning Mastery: When using the Turn Undead feat, the White Flame Wielder adds ½ their class level to the DC for undead to resist the turning attempt in addition to the ½ class level already counted in. Example: an 11th level necromancer/8th level WFW with a Charisma of 14 would have a Turning Save DC of 10 + 5 (1/2 necromancer level) + 2 (Charisma bonus) + 8 (full WFW level) = 25.

Eternal Flame: At 10th level, the White Flame Wielder is no longer required to have a turning attempt in reserve for the purposes of qualifying for the Endurance and Enduring Life benefits and also gains the Lasting Life feat (Libris Mortis, p.28). Lasting Life grants the ability to shed negative levels with an act of will—once per round as a standard action, the subject may attempt to remove a single negative level from herself by making a Will save (DC 10 + ½ attacker’s HD + attacker’s Cha modifier). If the save fails, she retains the negative level but may attempt a new save on the next round to remove it.

Positive Reinforcement: At 10th level, the White Flame Wielder casts spells that draw upon the Positive Energy plane as if their caster level were 2 levels higher. Spells cast by a White Flame Wielder that draw on the Positive Energy plane receive a +2 bonus and add +2 points per die of damage/healing (this does not apply to normal spells that have been modified by Touch of White Flame)