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kinem
2013-01-05, 04:08 PM
edit: see post #12 for latest version

Fire Master Base Class
Fire Masters (sometimes called Fire Sorcerers) incorporate arcane fire magic into their fighting styles, training both mind and body.

Hit Die: d8
Skill Points: 4 + Intelligence Modifier
Class Skills: Appraise, Balance, Climb, Concentration, Intimidate, Jump, Knowledge (Arcana), Listen, Spellcraft, Spot, Survival, Swim, Use Magic Device
Weapon Proficiencies: All Simple and Martial weapons
Armor Proficiencies: All armor and all shields

{table=head]Level|BAB|Fort|Ref|Will|Special |
Fire Blast

1st|+0|+2|+2|+2|Endure Elements 4/day, Detect magic at will, Spark (http://www.d20pfsrd.com/magic/all-spells/s/spark) (PF APG) at will, Flaming weapon, Fire mage|
1d6

2nd|+1|+3|+3|+3|Fire resistance 5|
2d6

3rd|+2|+3|+3|+3|Cold resistance 5|
2d6

4th|+3|+4|+4|+4|Quench at will|
3d6

5th|+3|+4|+4|+4|Line blast|
3d6

6th|+4|+5|+5|+5|Fire resistance 10|
4d6

7th|+5|+5|+5|+5|Cold resistance 10|
4d6

8th|+6/+1|+6|+6|+6|Fiery full attack|
5d6

9th|+6/+1|+6|+6|+6|Cone blast|
5d6

10th|+7/+2|+7|+7|+7|Dispelling blast|
6d6

11th|+8/+3|+7|+7|+7|Fire shield 2/day|
6d6

12th|+9/+4|+8|+8|+8|Plasma blast|
7d6

13th|+9/+4|+8|+8|+8|Cold blast|
7d6

14th|+10/+5|+9|+9|+9|Pyrotechnics at will|
8d6

15th|+11/+6/+1|+9|+9|+9|Wall of fire 2/day|
8d6

16th|+12/+7/+2|+10|+10|+10|Fire shield at will|
9d6

17th|+12/+7/+2|+10|+10|+10|Fire resistance 20|
9d6

18th|+13/+8/+3|+11|+11|+11|Cold resistance 20|
10d6

19th|+14/+9/+4|+11|+11|+11|Fire immunity|
10d6

20th|+15/+10/+5|+12|+12|+12|Cold immunity|
11d6
[/table]

Spell-like Abilities: The Fire Master learns to use the listed spell-like abilities given in the above table. If a saving throw is allowed, the DC is 10 + spell level + Int modifier.

Fire Blast (Su): The Fire Master can shoot a ray of fiery energy as a standard action at will, doing the listed amount + his Intelligence modifier of fire damage if he succeeds at a ranged touch attack. It has a range of 10’ / Fire Master level. This doesn’t draw an attack of opportunity and doesn’t require a free hand since it can be projected from his open mouth.

Alternatively, the Fire Master can channel his Fire Blast into his melee attack or unarmed strike. Surrounding his weapon with a fiery aura he makes one melee attack as a standard action, and the Fire Blast damage is added to the normal damage on a hit. Damage from a channeled Fire Blast is not multiplied on a critical hit. If making an unarmed strike using this ability he is considered armed. This fire damage does not stack with the extra damage from a Flaming or Frost weapon; use only the Fire Blast damage.

Flaming weapon: As a swift action the Fire Master can give the Flaming weapon quality to one weapon he’s holding or to a limb he can use for a natural attack or unarmed strike. The weapon causes an extra 1d6 points of fire damage and casts light like a torch. If the weapon shoots projectiles, it bestows the Flaming quality on the ammunition it shoots. If it is an unarmed strike, he is considered armed when using it. If he lets go of the weapon, it loses the Flaming quality. Only one weapon at a time can be given this ability.

Fire mage: If the Fire Master can cast Fire spells or use Fire-related spell-like abilities due to having levels in other classes or from other sources, the caster level for those spells or abilities is increased by his Fire Master level.

Line Blast: At 5th level, the Fire Blast can be cast as a line instead of a ray, with the same range, or less if desired. No attack roll is needed, but a Reflex save is allowed for half damage (DC 10 + ½ Fire Master’s level + Fire Master’s Intelligence modifier).

Fiery full attack: At 8th level, when making a full attack, although he can’t use his Fire Blast when making more than one attack in a round, the Fire Master can add fire damage to each of his attacks equal to half of his Fire Master level. This damage stacks with the extra damage from a Flaming (though not a Frost) weapon.

Cone Blast: At 9th level, the Fire Blast can be cast as 30’ cone. A Reflex save is allowed for half damage (DC 10 + ½ Fire Master’s level + Fire Master’s Intelligence modifier).

Dispelling Blast: At 10th level, if the target is protected by magic that provides protection against fire damage, then the Fire Blast (in whatever form) also acts as a targeted greater dispel magic against that spell at the Fire Master’s caster level. If the magic is dispelled, then the target takes fire damage from the blast normally. Only one such spell can be potentially dispelled by a given blast; check the highest-level spell only.

Plasma Blast: At 12th level, using superheated plasma, the Fire Master can choose for a Fire Blast to cause half fire damage and half electrical damage.

Cold Blast: At 13th level, drawing on his increasing mastery of heat magic, the Fire Master can now use a Cold Blast in place of his fire Blast, causing cold damage. This can be used as a ray, channeled through a melee attack, or used as a Line Blast or Cone Blast, but is not a Dispelling Blast. The damage doesn’t stack with the extra damage from a Flaming or Frost weapon.

Zman
2013-01-05, 04:51 PM
Interesting, but I see some potential problems and have a few suggested solutions.

Main concerns are Fire Immune enemies and low damage output.

Firstly, 3 good saves? I'd drop one to Poor.

I'd give him the ability to draw heat out of a target instead, effectively cold damage at a much earlier level with all of the same effects and modifications. Possibly as a Fire Mage of 3 levels lower to keep Fire his primary element.

At around 10th level I'd give him the ability to Pierce Fire Resistence and even Fire Immunity. Allow him to ignore most fire Resistence and deal half damage to Fire/Cold immunity.

His damage output seems low, let him make iterative blasts as a Full Attack.

AttilaTheGeek
2013-01-05, 05:25 PM
This looks cool! I enjoy playing the pyro myself :smallbiggrin:

Mechanics-wise, this seems similar to a Warlock (http://dndtools.eu/classes/warlock/) in that you get a whole bunch of at-will SLAs. Fire Blast is very similar to Eldritch Blast. Is this intentional? It also falls prey to one of the same problems as the Warlock in that you have only a very limited number of options at any given time, so you're never going to be Tier 1 or Tier 2, and you might not even make it to Tier 3. This may or may not be a bad thing, depending on the game you run.

However, I worry there's not enough player option in this class. What makes this here Fire Master different from the next one, or the Fire Master down the block? This class doesn't give a single feature that isn't pre-chosen for the player, which really shuts down a lot of creativity as well as forcing the players to only play one way. For contrast, the Sorcerer (for example) has so many different ways to play (blast, control, buff, and more) because its class features are almost entirely spells known and chosen by the player.

You can address the problem of player choice as well as give more versatility to the class by letting each player choose the SLAs they get. One way you could do that is by giving them a choice at each level without letting them go back for ones they've missed (A, B, or C at 3, then D, E, or F at 6, and X, Y, or Z at 9). Alternatively, you could also give a pool of "class points" representing knowledge (You get this many points at that level, learning A costs X, learning B costs Y, and so on). You could also have feats to learn SLAs and give a bunch of extra feats, allowing players to either spend feats on combat or on learning more SLAs, but not both. Or you could just use a standard progression for spells known, like the Bard or Warlock.

A couple more small things, in no particular order:
-Why so much focus on cold? I'd think that a pure master of fire would be especially weak to cold damage, not immune to it.
-Line Blast is insane. Do I want to do 3d6 to one person, or in a 50' line? Cone Blast would be even more powerful, except for that the range doesn't scale at all. Why is that?
-There's no reason for Fire Blast not to get an attack of opportunity. As a Supernatural ability, it gets all the benefits of being like an SLA with none of the downsides. It seems more in line with being an SLA instead anyway.

kinem
2013-01-06, 11:46 PM
Thanks, and thanks for the comments.

Edit: I have now modified it to be in line with the requirements for this game (http://www.giantitp.com/forums/showthread.php?t=266821) for which I'm submitting a PC proposal. The higher level Blast damage is not as the DM there said, but as that's a 6th level game that doesn't matter.

It is based somewhat on the Warlock, which I want to keep it fairly balanced with; maybe a little weaker since most NPCs won't have a homebrew class and there should be an IC reason for that.

Taking into account your advice I revised the class, though this version may be a little too strong.

I am keeping Fire Blast as a supernatural ability because I see it as being something the Fire Master can do without much concentration, but also because that's the tradeoff for doing mainly fire damage: A lot of monsters have fire resistance, but a lot also have spell resistance, which the Fire Master need not worry about.

Fire Master Base Class
Fire Masters (sometimes called Fire Sorcerers) incorporate arcane fire magic into their fighting styles, training both mind and body.

Hit Die: d8
Skill Points: 4 + Intelligence Modifier
Class Skills: Appraise, Balance, Climb, Concentration, Intimidate, Jump, Knowledge (Arcana), Listen, Spellcraft, Spot, Survival, Swim, Use Magic Device
Weapon Proficiencies: All Simple and One Martial weapon
Armor Proficiencies: Light armor and all Shields (Except tower shields)

{table=head]Level|BAB|Fort|Ref|Will|Special |
Fire Blast

1st|+0|+2|+0|+2|Endure Elements 4/day, Detect magic at will, Spark (http://www.d20pfsrd.com/magic/all-spells/s/spark) (PF APG) at will, Flaming weapon, Fire Resistance, Fire mage|
1d6

2nd|+1|+3|+0|+3|SLA 1|
1d6

3rd|+2|+3|+1|+3|Plasma blast|
2d6

4th|+3|+4|+1|+4|SLA 2|
2d6

5th|+3|+4|+1|+4|Quench at will|
3d6

6th|+4|+5|+2|+5|SLA 3, Tar Blast|
3d6

7th|+5|+5|+2|+5|Line blast|
4d6

8th|+6/+1|+2|+6|+6|SLA 4|
4d6

9th|+6/+1|+6|+3|+6|Fiery full attack|
5d6

10th|+7/+2|+7|+3|+7|SLA 5|
5d6+1

11th|+8/+3|+7|+3|+7|Cold blast|
6d6+1

12th|+9/+4|+8|+4|+8|SLA 6|
6d6+2

13th|+9/+4|+8|+4|+8|Cone blast|
7d6+2

14th|+10/+5|+9|+4|+9|SLA 7|
8d6+3

15th|+11/+6/+1|+9|+5|+9|Cold resistance 10|
9d6+4

16th|+12/+7/+2|+10|+5|+10|SLA 8|
10d6+5

17th|+12/+7/+2|+10|+5|+10|Greater dispel magic at will|
10d6+9

18th|+13/+8/+3|+11|+6|+11|SLA 9|
10d6+13

19th|+14/+9/+4|+11|+6|+11|Fire immunity|
10d6+17

20th|+15/+10/+5|+12|+6|+12|SLA 10|
10d6+21
[/table]

Spell-like Abilities: The Fire Master learns to use the spell-like abilities named in the above table.

Fire Blast (Su): The Fire Master can shoot a ray of fiery energy as a standard action at will, doing the listed amount of fire damage if he succeeds at a ranged touch attack. It has a range of 10’ / Fire Master level. This doesn’t draw an attack of opportunity and doesn’t require a free hand since it can be projected from his open mouth.

Alternatively, the Fire Master can channel his Fire Blast into his melee attack or unarmed strike. Surrounding his weapon with a fiery aura he makes one melee attack as a standard action, and the Fire Blast damage is added to the normal damage. Damage from a channeled Blast is not multiplied on a critical hit. If making an unarmed strike using this ability he is considered armed. This fire damage does not stack with the extra damage from a Flaming or Frost weapon; use only the Fire Blast damage.

Flaming weapon: As a swift action the Fire Master can give the Flaming weapon quality to one weapon he’s holding or to a limb he can use for a natural attack or unarmed strike. The weapon causes an extra 1d6 points of fire damage and casts light like a torch. If the weapon shoots projectiles, it bestows the Flaming quality on the ammunition it shoots. If it is an unarmed strike, he is considered armed when using it. If he lets go of the weapon, it loses the Flaming quality. Only one weapon at a time can be given this ability.

Fire Resistance: The Fire Master gains Fire Resistance equal to 2 x his Fire Master level.

Fire mage: If the Fire Master can cast Fire spells or use Fire-related spell-like abilities due to having levels in other classes or from other sources, the caster level for those spells or abilities is increased by his Fire Master level.

SLA #: At each even level, the Fire Master learns how to use a new spell-like ability. He can choose any Fire spell with a spell level of the given number or lower (max 9) from the Wizard or Druid spell lists. If the spell level equals the given number, he can use it 1/day. For every spell level 2 below that, he can use it one additional time per day. He can choose the same spell more than once as he gains levels, gaining additional uses per day. He must have a minimum Intelligence of 10 + spell level to use such a spell-like ability. The saving throw DC is 10 + his Int bonus + spell level.

Plasma Blast: At 3rd level, using superheated plasma, the Fire Master can choose for a Fire Blast to cause half fire damage and half electrical damage.

Tar Blast: At 6th level, any creature struck by a Blast ray must make a Reflex save (DC 10 + ½ Fire Master’s level + Fire Master’s Intelligence modifier) or catch on fire and take another 1d6 fire damage the next round unless the flames are first extinguished. Creatures can attempt to extinguish the flames by taking a full round action and making a DC 15 Reflex save. Rolling on the ground adds a +2 bonus to the save. The flames die out in any case after 1 round per 4 Fire Master levels.

Line Blast: At 7th level, the Fire Blast can be cast as a line instead of a ray, with a range of up to 5’ per caster level, or less if desired. No attack roll is needed, but a Reflex save is allowed for half damage (DC 10 + ½ Fire Master’s level + Fire Master’s Intelligence modifier).

Fiery full attack: At 9th level, when making a full attack, although he can’t use his Fire Blast when making more than one attack in a round, the Fire Master can add fire damage to each of his attacks equal to half of his Fire Master level. This damage stacks with the extra damage from a Flaming (though not a Frost) weapon.

Cold Blast: At 11th level, drawing on his increasing mastery of heat magic, the Fire Master can now use a Cold Blast in place of his Fire Blast, causing cold damage. It is less potent than his Fire Blast, causing 3 fewer d6 of damage. This can be used as a ray, channeled through a melee attack, or used as a Line Blast. It doesn’t stack with extra damage from a Flaming or Frost weapon.

Cone Blast: At 13th level, the Fire Blast or Cold Blast can be cast as cone with a range of 5’ per 2 caster levels, or less if desired. A Reflex save is allowed for half damage (DC 10 + ½ Fire Master’s level + Fire Master’s Intelligence modifier).

Cold Resistance: At 15th level, drawing on his internal fire to protect himself from cold, the Fire Master gains Cold Resistance 10.

vasharanpaladin
2013-01-07, 12:43 AM
You call this a master of fire, and give it an ability to put them out. Blasphemy.

You call this a master of fire, and fail to give it an ability to ignore resistance/immunity. Pathetic.

kinem
2013-01-07, 09:50 AM
It's a pyromancer, not a pyromaniac. Of course he would find putting out fires highly useful and right up his alley of study.

It's a new class, not an old pizza. The last thing it needs is spoiled stinky cheese like fire damage that ignores fire resistance.

bobthe6th
2013-01-07, 05:27 PM
It's a new class, not an old pizza. The last thing it needs is spoiled stinky cheese like fire damage that ignores fire resistance.

the problem is that a lot of creatures get fire resistance... and fire immunity at higher levels. I do like plasma blast though... as it nearly does this.

the damage scales nicely, though I fear it should be better then linear. Monsters HP per HD and number of HD tend to increase better then linear, and energy resistance becomes more and more common as you level. So while 1d6+2 is amazing at level 2, at level 10 5d6+10(or average 27.5 damage), when single targets have like 200 HP...
Also it lacks any real rider effects that can make up for low damage, or being able to cast more often then once a round.

Why not let them full attack with rays, with the option of AoE damage as a standard action.

I do find trouble calling this a base class though. it is very narrowly focused, which tends to be more the niche of prestige classes. Giving it a invocation progression, with some normal and some unique invocations. Then different damage types/shapes could be a essence/shape invocations(which should be in a separate progression).

So something like the warlock 12 invocation progression, with a shape/essence every even level?

This would clean up your table a bit, and make the class more of a choice based base class.

vasharanpaladin
2013-01-07, 06:24 PM
It's a pyromancer, not a pyromanic. Of course he would find putting out fires highly useful and right up his alley of study.


"Pyromaniac."



It's a new class, not an old pizza. The last thing it needs is spoiled stinky cheese like fire damage that ignores fire resistance.

Anything focused on a single damage type needs to have ways of getting around resistance to that damage type, especially when that damage type is the one most commonly resisted. Dragonfire adepts do not exclusively deal in fire damage. Searing Spell exists for true spellcasters. Nothing exists for this.

kinem
2013-01-07, 08:10 PM
Here are a few feats that may add flexibility to the class:

Extra Fire SLA
prerequisite: Fire Master 2
benefit: Gain another SLA as the highest # given by your Fire Master level.

Hotter Fire Blast
prerequisite: Fire Master 6
benefit: Add +1d6 to your Fire Blast damage.
special: This feat can be taken multiple times, and its effects stack.

Improved Tar Blast
prerequisite: Fire Master 6
benefit: Creatures damaged by your Fire Blast in any form catch fire (no save) and take another 1d6 fire damage the next round unless the flames are first extinguished. Creatures can attempt to extinguish the flames by taking a full round action and making a DC 15 Reflex save. Rolling on the ground adds a +2 bonus to the save. The flames die out in any case after 1 round per 4 Fire Master levels.
Normal: At 6th level, only those struck by the ray Blast might catch fire, and get a Reflex save to avoid it.

Smoke Cone Blast
prerequisite: Fire Master 13
benefit: In addition to the fire, 4/day you can choose to make the cone version of your Fire Blast fill the area with smoke, which dissipates quickly. Creatures within the Blast cone must make a Fort save (at your Blast DC) or be nauseated for 1 round.

kinem
2013-01-09, 12:13 AM
Note that the above posts have been edited.

This is a 6th level PC I'm submitting for a game, using 3.5 with Spell Compendium. Even with the DM requested revisions, it actually turned out a bit stronger than I expected. The PC for the game starts with no equipment.

Drake Jutma, male human Fire Master 6, LE
HD 6d8+18, hp ? (avg 48.5)
AC 13 (+3 dex), touch 13, flat-footed 10
BAB +4, grapple +6
saves Fort +7, Reflex +5, Will +5

attack Fire Blast +7 ranged touch (4d6) (60' range; Point Blank Shot: +1 attack and damage within 30') (catch on fire Reflex DC 15, 1 round, 1d6)
or unarmed strike +6 melee (1d3+2(nonlethal) + 4d6 Fire Blast OR + 1d6 fire)

Str 14/+2 (6 pt)
Dex 16/+3 (10 pt)
Con 14/+2 (6 pt)
Int 17/+3 (13 pt, +1 level)
Wis 10/+0 (2 pt)
Cha 10/+0 (2 pt)

Class features:
Fire Blast 3d6 (ray or melee channel), 4d6 with Hotter Fire Blast feat, 60' range
Plasma Blast: can choose half fire, electric damage
flaming weapon as swift action
Fire resistance 12
Endure Elements 4/day, Detect magic at will, Spark (PF APG) at will, Quench at will
Tar Blast: Any creature struck by a Blast ray must make a Reflex save (DC 16) or catch on fire and take another 1d6 fire damage the next round unless the flames are first extinguished. Creatures can attempt to extinguish the flames by taking a full round action and making a DC 15 Reflex save. Rolling on the ground adds a +2 bonus to the save. The flames die out in any case after 1 round.

SLA 1: raging flame 1/day (SpC p. 164; 30' radius; 10 rounds; fire light doubles range; double damage (2d6) from catching on fire & nonmagical fire; +1 damage/die from magical fire)
SLA 2: combust 1/day (SpC p. 50; 6d8 fire by touch (no save) + Reflex DC 15 or target catches on fire until put out)
SLA 3: fireball 1/day (6d6, 640' range, 20' radius burst, Reflex half DC 16)

Weapon Proficiencies: All Simple weapons, longsword
Armor Proficiencies: Light armor and all Shields (Except tower shields)

Feats: Improved Toughness, Point Blank Shot, Combat Casting, Hotter Fire Blast

Class Skills: Appraise, Balance, Climb, Concentration, Intimidate, Jump, Knowledge (Arcana), Listen, Spellcraft, Spot, Survival, Swim, Use Magic Device

Skills (8*8+9=73 pts) (ranks/tot): Appraise 1/5, Climb 9/11, Concentration 9/11 (15 combat casting), Knowledge (Arcana) 9/13, Spellcraft 9/13, Use Magic Device 9/9, Spot 9/9, Listen 9/9, Intimidate 9/9, Hide 0/3, Move Silently 0/3, Bluff 0/0

Description: 23 years old human male, light brown skin, black hair, about 6' tall and 180 lbs

Drake Jutma grew up on the mean streets. His mother was a streetwalker; his father unknown. He was quick and clever, which did not go unnoticed by the local gang. Usually this would result in his quick recruitment into petty thievery, but the local gang leader Joren Ali was himself a Fire Master, running an arson protection racket, and recognized the potential in Drake to continue that work. Joren trained Drake in the pyromantic arts. Drake often wondered if Joren was his father.

Eventually Drake felt the need to get out from the shadow of the hot-tempered Joren, and traveled to another part of Fairstien, where his talents were soon put to work for illicit profit. Recently, he was recruited into 'the Web'.

Drake's primary motivation at this point in his life is greed; not just for money or even power, but also for new (and hopefully enjoyable) experiences and for the respect of other criminals. He has vague plans to leads his own gang in the future.

When on a job, he does not hesitate to use violence, whether by means of his fire magic or otherwise. However, he does not use more violence than he feels is necessary, considering that the mark of an amateur and liable to create enemies who interfere with profitable business. Quote: "Kill a man and you can rob him once; teach a man to fear but not hate you, and you can rob him for the rest of his life."

kinem
2013-01-09, 11:01 PM
I do find trouble calling this a base class though. it is very narrowly focused, which tends to be more the niche of prestige classes.

I've been exploring the idea of very narrowly focused base classes. Many fantasy characters have very narrowly focused powers. It's flavorful. Maybe there should be a more general mechanic for it, though.

The Fire Master is not suitable for a core class, but it's most definitely NOT ever going to be a prestige class. That would defeat the whole purpose of making a class that only focuses on one thing.

The first such base class I came up with was the Skeleton Master, whose only powers (other than medium fighting ability) are animating and controlling skeletons. They have no power whatsoever over zombies, just skeletons, and no other magic. There's also a variant, the Zombie Master, with the obvious switch.

Of course, it's easy enough to make variants of the Fire Master for other damage types. I'll make a general framework for that.

I also don't want to play a system where narrowly focused classes are the only option. I like the traditional wizard. I just want other options.

kinem
2013-09-18, 07:24 PM
Fire Master Base Class
Fire Masters (sometimes called Fire Sorcerers) incorporate arcane fire magic into their fighting styles, training both mind and body.

Hit Die: d8
Skill Points: 4 + Intelligence Modifier
Class Skills: Appraise, Balance, Climb, Concentration, Intimidate, Jump, Knowledge (Arcana), Listen, Spellcraft, Spot, Survival, Swim, Use Magic Device
Weapon Proficiencies: All Simple and One Martial weapon
Armor Proficiencies: Light armor and all Shields (Except tower shields)

{table=head]Level|BAB|Fort|Ref|Will|Special |
Fire Blast

1st|+0|+2|+0|+2|Endure Elements 4/day, Detect magic at will, Spark (http://www.d20pfsrd.com/magic/all-spells/s/spark) (PF APG) at will, Flaming weapon, Fire Resistance, Fire mage|
1d6

2nd|+1|+3|+0|+3|SLA 1|
1d6+2

3rd|+2|+3|+1|+3|Plasma blast|
2d6+2

4th|+3|+4|+1|+4|SLA 2|
2d6+4

5th|+3|+4|+1|+4|Quench at will|
3d6+4

6th|+4|+5|+2|+5|SLA 3, Tar Blast|
3d6+6

7th|+5|+5|+2|+5|Line blast|
4d6+6

8th|+6/+1|+2|+6|+6|SLA 4|
4d6+8

9th|+6/+1|+6|+3|+6|Fiery full attack|
5d6+8

10th|+7/+2|+7|+3|+7|SLA 5|
5d6+10

11th|+8/+3|+7|+3|+7|Cold blast|
6d6+10

12th|+9/+4|+8|+4|+8|SLA 6|
6d6+12

13th|+9/+4|+8|+4|+8|Cone blast|
7d6+12

14th|+10/+5|+9|+4|+9|SLA 7|
7d6+14

15th|+11/+6/+1|+9|+5|+9|Cold resistance 10|
8d6+14

16th|+12/+7/+2|+10|+5|+10|SLA 8|
8d6+16

17th|+12/+7/+2|+10|+5|+10|Greater dispel magic at will|
9d6+16

18th|+13/+8/+3|+11|+6|+11|SLA 9|
9d6+18

19th|+14/+9/+4|+11|+6|+11|Fire immunity|
10d6+18

20th|+15/+10/+5|+12|+6|+12|SLA 10|
10d6+20
[/table]

Spell-like Abilities: The Fire Master learns to use the spell-like abilities named in the above table.

Fire Blast (Su): The Fire Master can shoot a ray of fiery energy as a standard action at will, doing the listed amount of fire damage if he succeeds at a ranged touch attack. It has a range of 10’ / Fire Master level. This doesn’t draw an attack of opportunity and doesn’t require a free hand since it can be projected from his open mouth.

Alternatively, the Fire Master can channel his Fire Blast into his melee attack or unarmed strike. Surrounding his weapon with a fiery aura he makes one melee attack as a standard action, and the Fire Blast damage is added to the normal damage. Damage from a channeled Blast is not multiplied on a critical hit. If making an unarmed strike using this ability he is considered armed. This fire damage does not stack with the extra damage from a Flaming or Frost weapon; use only the Fire Blast damage.

Flaming weapon: As a swift action the Fire Master can give the Flaming weapon quality to one weapon he’s holding or to a limb he can use for a natural attack or unarmed strike. The weapon causes an extra 1d6 points of fire damage and casts light like a torch. If the weapon shoots projectiles, it bestows the Flaming quality on the ammunition it shoots. If it is an unarmed strike, he is considered armed when using it. If he lets go of the weapon, it loses the Flaming quality. Only one weapon at a time can be given this ability.

Fire Resistance: The Fire Master gains Fire Resistance equal to 2 x his Fire Master level.

Fire mage: If the Fire Master can cast Fire spells or use Fire-related spell-like abilities due to having levels in other classes or from other sources, the caster level for those spells or abilities is increased by his Fire Master level. For the purpose of using magic items, treat all spells with the Fire descriptor as if they were on the Fire Master’s spell list.

SLA #: At each even level, the Fire Master learns how to use a new spell-like ability. He can choose any Fire spell with a spell level of the given number or lower (max 9) from the Wizard, Wu Jen, or Druid spell lists. If the spell level equals the given number, he can use it 1/day. For every 2 spell levels below that, he can use it one additional time per day. He can choose the same spell more than once as he gains levels, gaining additional uses per day. He must have a minimum Intelligence of 10 + spell level to use such a spell-like ability. The saving throw DC is 10 + his Int bonus + spell level.

He can use also use a SLA that he gained at a lower level in place of a given SLA #. For example, if he knows SLA 1 (Burning Hands) and SLA 2 (Flaming Sphere), he could cast Burning Hands using his SLA 2 slot in place of a Flaming Sphere. Such substitution does not allow him to get multiple uses per day out of a given SLA #, regardless of the difference in spell levels.

Plasma Blast: At 3rd level, using superheated plasma, the Fire Master can choose for a Fire Blast to cause half fire damage and half electrical damage.

Tar Blast: At 6th level, any creature struck by a Blast ray must make a Reflex save (DC 10 + ½ Fire Master’s level + Fire Master’s Intelligence modifier) or catch on fire and take another 1d6 fire damage the next round unless the flames are first extinguished. Creatures can attempt to extinguish the flames by taking a full round action and making a DC 15 Reflex save. Rolling on the ground adds a +2 bonus to the save. The flames die out in any case after 1 round per 4 Fire Master levels.

Line Blast: At 7th level, the Fire Blast can be cast as a line instead of a ray, with a range of up to 5’ per caster level, or less if desired. No attack roll is needed, but a Reflex save is allowed for half damage (DC 10 + ½ Fire Master’s level + Fire Master’s Intelligence modifier).

Fiery full attack: At 9th level, when making a full attack, although he can’t use his Fire Blast when making more than one attack in a round, the Fire Master can add fire damage to each of his attacks equal to half of his Fire Master level. This damage stacks with the extra damage from a Flaming (though not a Frost) weapon.

Cold Blast: At 11th level, drawing on his increasing mastery of heat magic, the Fire Master can now use a Cold Blast in place of his Fire Blast, causing cold damage. It is less potent than his Fire Blast, causing 3 fewer d6 of damage. This can be used as a ray, channeled through a melee attack, or used as a Line Blast. It doesn’t stack with extra damage from a Flaming or Frost weapon.

Cone Blast: At 13th level, the Fire Blast or Cold Blast can be cast as cone with a range of 5’ per 2 caster levels, or less if desired. A Reflex save is allowed for half damage (DC 10 + ½ Fire Master’s level + Fire Master’s Intelligence modifier).

Cold Resistance: At 15th level, drawing on his internal fire to protect himself from cold, the Fire Master gains Cold Resistance 10.

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Associated feats:

Extra Fire SLA
prerequisite: Fire Master 2
benefit: Gain another SLA as the highest # given by your Fire Master level.

Explosive Blast
prerequisite: Fire Master 5
benefit: You can choose to produce an explosive Fire Blast, which causes half fire damage and half bludgeoning damage along with a loud blast noise. The bludgeoning damage is subject to damage reduction but not to fire resistance. Those damaged by the Blast must make a Fortitude save (DC 10 + ½ Fire Master’s level + Fire Master’s Intelligence modifier) or be deafened for 2d6 rounds; the deafening is a Sonic effect. An Explosive Blast cannot be further modified except in terms of blast shape; i.e. it might be a Line Blast but cannot be a Plasma or Tar Blast.

Improved Tar Blast
prerequisite: Fire Master 6
benefit: Creatures damaged by your Fire Blast in any form catch fire (no save) and take another 1d6 fire damage the next round unless the flames are first extinguished. Creatures can attempt to extinguish the flames by taking a full round action and making a DC 15 Reflex save. Rolling on the ground adds a +2 bonus to the save. The flames die out in any case after 1 round per 4 Fire Master levels.
Normal: At 6th level, only those struck by the ray Blast might catch fire, and get a Reflex save to avoid it.

Smoke Cone Blast
prerequisite: Fire Master 13
benefit: In addition to the fire, 4/day you can choose to make the cone version of your Fire Blast fill the area with smoke, which dissipates quickly. Creatures within the Blast cone must make a Fort save (at your Blast DC) or be nauseated for 1 round.