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View Full Version : "The Most Powerful Weapon is the Soul on Fire" [3.5 Base Class]



Temotei
2013-02-04, 12:27 AM
Flamewaker

You smell like...burning!

--Maria Valo, evil flamewaker

"I fell into a ring of burning fire
I went down, down, down
And the flames went higher
And it burns, burns, burns
The ring of fire
The ring of fire." - Johnny Cash sings his last song with surprising composure after meeting Maria Valo

Adventures: Flamewakers adventure in the name of nature and the spirit. They might venture into the wilderness to protect nature's creatures, plants, or even the fey, or they might set out to end a plague besetting the land. Of course, a flamewaker can adventure for individual reasons, just as any other can.

Characteristics: Flamewakers are able to draw the fires from spirits, allowing them to burn enemies, rally allies, and provide utility. They can turn into pure fire, create fire storms, and even burn anyone attempting to invade their minds. Flamewakers are truly masters of fire and flame.

Alignment: Flamewakers release their spirit constantly in the form of fire. Due to this, they tend to be free-spirited like fey and elves. At the same time, they tend toward neutrality because of their connection with nature. However, good, evil, and lawful flamewakers are not out of the question, coming around quite often. Good flamewakers might be protectors and destroyers of evil, while evil flamewakers might go burning some loggers and carpenters. Lawful flamewakers are usually more conservative with their abilities, while chaotic flamewakers are less so, sending off storms of fire as soon as they encounter danger.

Religion: Flamewakers often worship Obad-Hai (god of nature), Joramy (god of volcanoes), or Pyremius (god of fire). Some flamewakers will tend toward more warrior-like deities while others will turn to gods and goddesses that fit their views on life rather than follow any fire or nature gods.

Background: Most flamewakers come from spiritual backgrounds, such as priesthood, monastic education, or superstitions, as these bring the flamewaker closer to her spirit, thereby unlocking her true potential as waker of flames and pyromaniac.

Races: Elves, by far, are the most common flamewakers, followed by gnomes. Both races have free-spirited natures that fit well into the class, while elves have a tie to nature that lends to an even stronger flamewaker. Plenty of humans and half-elves have been flamewakers, but half-orcs, halflings, and dwarves rarely become one of the fiery nature defenders. Humans have a strength of spirit unseen in other races, making it easy for them to pick up the class. Half-elves, being part elf and part human, make great flamewakers, having the spirit of the humans while being free and nature-tied as the elves are.

Other Classes: Flamewakers tend to get along well with druids and nature clerics, due to their connection to nature. They might disagree on what the best method is for protecting nature, or they might agree that nature treats all of their methods as equally acceptable. A flamewaker may also enjoy a wizard's or sorcerer's company, simply because they can use fire to great effect. If they work in favor of nature, all the better. Most classes have no problems with flamewakers.

Role: Flamewakers are versatile individuals, capable of filling almost any role, be it a party face, talking the party through situations, a combatant, burning enemies to crisps, a supporter, protecting allies and providing them with additional abilities and bonuses, or even a wilderness expert, using their skills and abilities for utility.

GAME RULE INFORMATION
Flamewakers have the following game statistics.
Abilities: Charisma is most important to flamewakers, as it fuels several class features, much of their damage, and boosts their potential role as party face. Otherwise, flamewakers benefit from Strength for weapon damage and attack bonuses, Dexterity to shore up their defenses and for ranged attacks, and Constitution to stay alive.
Alignment: Any.
Hit Die: d8.
Starting Age: As druid.
Starting Gold: 3d4x10 gp.

Class Skills
The flamewaker's class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (nature) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Spot (Wis), and Survival (Wis).

Skill Points at 1st Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

FLAMEWAKER


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st
+0
+0
+0
+2
Kindle, spirit flame


2nd
+1
+0
+0
+3
Awaken flame


3rd
+2
+1
+1
+3
Fire talent


4th
+3
+1
+1
+4
Ignite, spirit fuel


5th
+3
+1
+1
+4
Heat wave (concealment), resist nature's lure


6th
+4
+2
+2
+5
Pyromania


7th
+5
+2
+2
+5
Feverish, fire talent


8th
+6/+1
+2
+2
+6
Flaming body 1/day, spirit pass +5


9th
+6/+1
+3
+3
+6
Burning stride, heat wave (damage)


10th
+7/+2
+3
+3
+7
Charring step, continuous burning


11th
+8/+3
+3
+3
+7
Fire talent


12th
+9/+4
+4
+4
+8
Flaming mind


13th
+9/+4
+4
+4
+8
Flaming body 2/day, heat wave (swift action)


14th
+10/+5
+4
+4
+9
Snuff flame 1/day, spirit pass +10


15th
+11/+6/+1
+5
+5
+9
Fire talent


16th
+12/+7/+2
+5
+5
+10
-


17th
+12/+7/+2
+5
+5
+10
Fiery discorporation, heat wave (total concealment)


18th
+13/+8/+3
+6
+6
+11
Flaming body 3/day, snuff flame 2/day


19th
+14/+9/+4
+6
+6
+11
Fire talent


20th
+15/+10/+5
+6
+6
+12
Primalfire doom, spirit pass +20



Class Features
All of the following are class features of the flamewaker.

Weapon and Armor Proficiency: Flamewakers are proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Bonus Language: A flamewaker's bonus language options include Ignan, the language of fire-based creatures. This choice is in addition to the bonus languages available to the character because of her race.

Kindle (Su): The most rudimentary fiery skill of the flamewaker allows her to ignite a single weapon she wields as a swift action. In doing so, the weapon deals an additional amount of fire damage equal to the flamewaker's Cha modifier (minimum 1) for 1 round.

Spirit Flame: Every flamewaker is able to call upon her spirit flame, which comes from her very core, as a standard action. A spirit flame is about the size of a human fist, but the exact appearance is up to the flamewaker. It is a physical projection of the flamewaker's spirit, and so often changes based on emotion and thought, as well. Usually, it appears as a ball of fire not unlike that of a fireball spell. The statistics for a spirit flame are as follows:

Spirit Flame
Diminutive Elemental (Fire)
Hit Dice As flamewaker's HD (hp 1/2 flamewaker's)
Speed Fly 40 ft. (8 squares)
Initiative: +2
Armor Class 16 (+4 size, +2 Dex, +0 natural), touch 16, flat-footed 14
Base Attack/Grapple +0/-12
Attack —
Full-Attack —
Space 1 ft.; Reach 0 ft.
Special Attacks —
Special Qualities Elemental traits, immunity to fire, spirit flame granted abilities (alertness, improved evasion, return, sighted, telepathic link, torchlight), vulnerability to cold
Saves As flamewaker's saves
Abilities Str Ø, Dex 15, Con 10, Int 8, Wis 10, Cha 10
Skills Listen +6, Search +4, Spot +6
Feats Alertness
Environment Any
Organization Solitary
Challenge Rating 1/10 or included with flamewaker
Treasure None
Alignment As flamewaker
Advancement —
Level Adjustment —

The spirit flame described here is that of a 1st-level flamewaker.

Combat

A spirit flame's characteristics depend on the flamewaker. Its Hit Dice are equal to the flamewaker's Hit Dice, its hit points are equal to half the flamewaker's, and its saving throw bonuses are the same as the flamewaker's. A spirit flame has the same skill ranks as its owner, except that it has a minimum of 4 ranks each in Listen, Search, and Spot. A spirit flame uses its own ability modifiers on skill checks. A spirit flame can move up to 40 feet in a round, as long as it stays within 1 mile of the flamewaker. Upon passing this limit, the spirit flame winks out, returning to the flamewaker, ready to be called again as normal. If the spirit flame "dies," it's snuffed out and cannot be called again for 8 hours.

Spirit Flame Granted Abilities
The spirit flame described here has the special abilities of alertness, improved evasion, return, sighted, telepathic link, and torchlight.


SPIRIT FLAME SPECIAL ABILITIES


Flamewaker Level
Natural Armor Adj.
Int Adj.
Cha Adj.
Special


1st
+0
+0
+0
Alertness, improved evasion, return, sighted, telepathic link, torchlight


2nd-3rd
+0
+0
+1
Endure cold


4th
+1
+1
+1
Ignite


5th
+2
+1
+2
Burning speech


6th
+2
+2
+2
Pyromania


7th-8th
+3
+2
+3
Fire talent


9th-10th
+4
+3
+3
-


11th-12th
+5
+3
+4
Spirit speech


13th-14th
+6
+4
+4
-


15th-16th
+7
+4
+5
Fire talent


17th-18th
+8
+5
+5
-


19th-20th
+9
+5
+5
-



Spirit Flame Ability Descriptions: All spirit flames have special abilities (or impart abilities to their corresponding flamewaker) depending on the level of the flamewaker, as shown on the table above. The abilities on the table are cumulative.

Natural Armor Adj. (Ex): This number noted here is an improvement to the spirit flame's natural armor bonus (normally 0). It represents a spirit flame's preternatural durability.

Intelligence Adj. (Ex): Add this value to the spirit flame's Intelligence score. Spirit flames are as smart as people (though not necessarily as smart as smart people).

Charisma Adj. (Ex): Add this value to the spirit flame's Charisma score. Spirit flames are as charismatic as people (though not necessarily as charismatic as charismatic people).

Alertness (Ex): The presence of a spirit flame sharpens a flamewaker's senses. While a spirit flame is within arm's reach (adjacent to or in the same square as the flamewaker), the flamewaker gains the Alertness feat.

Improved Evasion (Ex): If a spirit flame is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Return (Ex): As the spirit flame is part of the flamewaker, it can be returned to the flamewaker's spirit. Calling a spirit flame back to a flamewaker's spirit core is a standard action.

Sighted (Ex): Although it has no physical sensory organs, a spirit flame can telepathically sense its environment as well as a creature with normal vision and hearing. Darkness (even supernatural darkness) is irrelevant, as are areas of supernatural silence, though a spirit flame still can't discern invisible or ethereal beings. A spirit flame's sighted range is out to its torchlight's shadowy illumination range.

Telepathic Link (Su): The flamewaker has a telepathic link with her spirit flame out to a distance of up to 1 mile. The flamewaker cannot see through the spirit flame's senses, but the two of them can communicate telepathically. For instance, a spirit flame placed in a distant room could relay the activities occurring in that room.

Because of the telepathic link between a spirit flame and the flamewaker, the flamewaker has the same connection to an item or place that the spirit flame does. For instance, if her spirit flame has seen a room, the flamewaker can teleport into that room as if he has seen it too.

Torchlight (Ex): The spirit flame sheds light as a torch. This effect can be suppressed as a standard action on the part of the spirit flame. The suppression lasts as long as the spirit flame concentrates, spending a standard action every round.

Endure Cold (Su): If the flamewaker is 2nd level or higher, anyone within a spirit flame's light is treated as if under the effects of an endure elements spell, except they are protected only from cold environments.

Ignite (Su): If the flamewaker is 4th level or higher, the spirit flame can use the flamewaker's ignite ability as a flamewaker of three levels lower than the flamewaker herself. The spirit flame uses its own actions to do this, allowing the flamewaker to act normally in the same round a spirit flame uses ignite.

Burning Speech (Ex): If the flamewaker is 5th level or higher, the spirit flame can communicate with any creature that has a language and is within 30 feet of the spirit flame by spitting flames, as long as the spirit flame is also within 1 mile of the flamewaker. If the creature the spirit flame is spitting fire to cannot read the language it speaks, the spirit flame and the creature cannot communicate.

Pyromania: If the flamewaker is 6th level or higher, the spirit flame gains the flamewaker's pyromania class feature. However, it only does 1 additional point of damage instead of 2 for the spirit flame.

Fire Talents: If the flamewaker is 7th level or higher, the spirit flame gains fire talents just like the flamewaker, but separately. It can only gain defiant flame (functions once per day and deals 1d6 fire damage per 2 class levels), fire baton (works only on flames of Small size or smaller), flare-up (as long as additional targets are within 15 feet of the original target), and nature's scourge.

Spirit Speech (Ex): If the flamewaker is 11th level or higher, the spirit flame can speak directly to a creature's spirit. This yields some information about the creature to the spirit flame (and therefore the flamewaker): the creature's approximate strength (using descriptive words such as pathetic, strong, godlike, etc.); the creature's general abilities (using terms such as warrior, spellcaster, manifester, etc.); the creature's nature (using words like evil, approachable, lazy, lawful, crazy, etc.). Attaining this information takes a standard action on the spirit flame's part and spitting flames as if using burning speech, except in a language only a creature's spirit can understand. Not even the flamewaker can understand the language, as it defies every other language's rules, concepts, and influences.

Awaken Flame (Su): At 2nd level, the flamewaker is capable of awakening spirits and the flames that fuel them. As a standard action, the flamewaker may awaken her own spirit's flames or an ally's flames, granting a +2 insight bonus to Charisma for Cha modifier minutes (minimum 1, using the flamewaker's new Charisma if used on herself). In addition, the affected creature's spirit burns so brightly that enemies who look upon the creature must succeed on a Fortitude save of DC 10 + 1/2 class levels + the flamewaker's Cha modifier or be blinded for 1 round. A single creature need only save against this blinding effect once per minute. Awaken flame can be used a number of times per day equal to the flamewaker's Cha modifier (minimum 1).

At 9th level, the insight bonus to Charisma rises to +4. As well, a number of creatures up to the flamewaker's Cha modifier can be affected at once.

At 16th level, the insight bonus to Charisma rises to +6. Affected creatures also gain the ability to limn a single target in fire as a swift action. Targets are affected by faerie fire, as the spell, are shaken, and take 2d6 fire damage per round for 1 minute. A successful Will saving throw of DC 10 + 1/2 class levels + Cha modifier allows the creature to avoid being shaken, while a successful Reflex save of the same DC allows it to put out the fire more quickly, based on the following table:



Result - DC
Duration of Fire


0
5 rounds


1-2
4 rounds


3-4
3 rounds


5-6
2 rounds


7 or higher
1 round



If the creature making the Reflex save rolls a natural 20, it simply avoids the fire altogether.

Fire Talents: Upon attaining 3rd level, and at every four levels thereafter (7th, 11th, 15th, 19th), a flamewaker gains a fire talent of her choice from among the following options.


Arcane Firewall (Su): This fire talent allows the flamewaker to make Spellcraft checks with her Knowledge (arcana) or Knowledge (nature) (chosen upon taking this talent) skill modifier for the purpose of identifying fire-based spells and effects. In addition, if the flamewaker identifies such a spell or effect as it is being cast, she can attempt to counter it as if she was counterspelling, except as an immediate action. However, instead of expending spell energy, she can spend either a daily use of any of her fire abilities (awaken flame, flaming body, snuff flame, primalfire doom) or she can send her flame spirit to counter it. Using a daily use of one of her abilities expends that use for the day. Using her flame spirit prevents the flamewaker from calling it back for 24 hours. If she has two flame spirits because of the spirit flame split fire talent, she need only counterspell with one. If she possesses the defiant flame fire talent, she may use a daily use of it in place of one of her other fire abilities.

Defiant Flame (Su): A flamewaker doesn't surrender to death easily. Upon being reduced to 0 or less hit points, blinded, dazed, deafened, nauseated, paralyzed, petrified, sickened, or stunned, the flamewaker releases a massive burst of flame, igniting all enemies within 60 feet, dealing 1d6 fire damage per class level, with a successful Reflex save of DC 10 + 1/2 class levels + Cha modifier reducing damage by half. This can only happen once per day per fire talent possessed (including bonus feats and choosing flame block twice).

Fire Baton (Su): The flamewaker can form a baton from flames and use it to control fire more readily. As a standard action, the flamewaker can move fire around by waving the baton at a single source of flame within 60 feet and then waving it where she wills the flame to go, as long as the desired area is within 60 feet as well. Flames above Medium size cannot be moved with the fire baton. If the flame is moved to an inhospitable location, such as a cold stone floor, the flames die out after 1 round per size category above Fine. Fine flames instantly extinguish in this case. If used in combat, the fire baton is considered an improvised weapon that deals 1d4 fire damage for Medium flamewakers. No other creature can handle a fire baton without catching on fire (http://www.d20srd.org/srd/environment.htm#catchingOnFire). Creatures holding the fire baton get no Reflex save to avoid catching on fire, though after letting it go, they can make Reflex saves as normal. Creating or destroying a fire baton is a full-round action that provokes attacks of opportunity. A flamewaker can only possess one fire baton. Creating another instantly destroys the first.

Flame Block (Ex): The flamewaker gains fire resistance 10. If the flamewaker chooses this talent a second time, she gains fire immunity.

Flare-Up: Whenever the flamewaker uses her ignite ability against a target, she may ignite Cha modifier targets as long as all additional targets are within 30 feet of the original target. Whenever she uses kindle to ignite her weapon, she can ignite Cha modifier weapons (including hers), as well. This fire talent only affects kindle if taken at 3rd level, but begins to affect ignite upon reaching 7th level.

Hungry Flame (Ex): Any time the flamewaker is subject to fire damage, she can use it to fuel her next fire-based attack. The next time the flamewaker deals damage within 1 minute of being subject to magical fire damage, her next attack that deals fire damage does an additional amount of fire damage equal to half the damage dealt to her (or would be dealt to her, if she's resistant or immune). If the flamewaker is subject to multiple sources of fire damage, only the highest damage source is used to determine the additional fire damage from this fire talent.

Invincible Spirit (Ex): A flamewaker's spirit is infinitely tough and powerful. This manifests in two ways: first, the flamewaker's spirit flame has the same amount of hit points as the flamewaker and uses any defenses she has that are better than its own (AC, saves, miss chance). Second, the flamewaker becomes immune to effects that would destroy, capture, or otherwise affect her soul or spirit.

Nature's Scourge (Ex): The flamewaker is an agent of nature, using fire and brimstone to carry out its will. Whenever the flamewaker deals fire damage against unnatural creatures, she deals an additional amount of fire damage equal to her Cha modifier. Aberrations, constructs, and undead are considered inherently unnatural. Additionally, any creature that actively opposes nature (such as by starting forest fires regularly, attacking druids, or killing animals for no reason) is subject to nature's scourge. Actively opposing creatures are determined at DM discretion.

Spirit Flame Split: Upon taking this fire talent, the flamewaker's spirit flame splits into two, effectively creating another spirit flame under the same rules as the first, except that when split, the spirit flames have statistics and abilities as if the flamewaker was two levels lower. The flamewaker can call back one or both flames in the same action and need not split the flames if she does not desire it (allowing the spirit flame to have statistics and abilities based on the flamewaker's actual level). Both spirit flames use their own actions separately from each other and the flamewaker. If the flamewaker possesses the invincible spirit fire talent, the second spirit flame is affected by it, too.

Utility Flame: The flamewaker becomes more versatile upon taking this fire talent, gaining bonuses to and new uses for several skills due to practice with her flames. The flamewaker gains a +2 bonus to Climb (burning finger holes into walls and so on), Craft (when crafting anything that requires fire to be made properly, such as weapons), Intimidate, and Perform. When the flamewaker makes a Forgery check, the reader is always considered unfamiliar with the handwriting, as the flamewaker burns the edges of the text to make it unique. When the flamewaker makes a Handle Animal check to push an animal, the DC is reduced by 5 and the animal ignores any nonlethal damage and ability score damage it has suffered for the purposes of this check. When the flamewaker makes a Heal check to perform first aid or to treat a wound, it takes only a swift action, but the subject takes 1d4 nonlethal damage. When the flamewaker makes a Jump check, she can use flames to propel herself in the air for one quick burst, allowing her to make a second Jump check after her first as if she is standing still. When the flamewaker makes a Use Rope check to bind a creature, the DC to escape is increased by 5 and an escaping creature takes 5 fire damage unless it beats the DC by 5 or more.

Feat: A flamewaker may choose a bonus feat instead of taking a fire talent.

Spirit Fuel (Su): At 4th level, the flamewaker learns how to channel her spirit into her flames to fuel them and make them burn higher at a cost to her spirit's vitality. Whenever the flamewaker uses an ability that requires an enemy to make a saving throw, she can take any amount of Charisma burn (http://www.d20srd.org/srd/psionic/psionicPowersOverview.htm#abilityBurn). For every point of Charisma burn taken, the DC of the saving throw increases by 3. This exchange can be done as much as the flamewaker wishes, though she cannot reduce her Charisma to 0 in this manner. The new save DC uses her Charisma modifier before the Charisma burn (if it would change).

Ignite (Su): The flamewaker may ignite a single creature or object within 30 feet as a standard action, dealing 1d6 + 1/2 class levels + Cha modifier fire damage. Used on objects, this may just cause a fire.

Heat Wave (Su): Upon reaching 5th level, a flamewaker can make the air appear hazy with waves of heat emanating from her. As a move action, the flamewaker can grant herself and any adjacent allies concealment for 1 round.

At 9th level, the flamewaker can release the waves as a standard action in the same round, effectively removing her concealment (though not that of her allies). This sends the waves forward into a 20-foot cone, dealing 1d6 fire damage per two levels to all creatures in the cone. A successful Reflex save of DC 10 + 1/2 class levels + Cha modifier halves the damage.

At 13th level, heat wave requires a swift action or a move action (chosen upon use).

At 17th level, heat wave grants total concealment if the flamewaker uses a move action to activate it.

Resist Nature's Lure (Ex): A flamewaker gains a +4 bonus on saving throws against the spell-like abilities of fey.

Pyromania: At 6th level, a flamewaker revels in the glory of the flame. Whenever she deals fire damage to a creature, the next time she deals fire damage within 1 minute, she deals 2 additional fire damage. This bonus continues to rise as the flamewaker continues to deal fire damage. After gaining this bonus damage three times (+6 damage), the flamewaker also gains a +2 morale bonus to Charisma until the bonus damage disappears after not dealing fire damage for 1 minute.

Feverish (Ex): At 7th level, the flamewaker's physiology changes so that her body temperature is so high that it burns out foreign mutagens easily, yet keeps her feeling normal. The flamewaker gains a +4 bonus on saving throws against natural poisons and diseases.

At 11th level, this bonus applies to magical poisons and diseases.

At 15th level, the flamewaker becomes immune to all poisons and diseases as her body temperature constantly remains too high for any foreign danger to cause damage.

Flaming Body (Su): At 8th level, the flamewaker gains the ability to become fire once per day for 3 + Cha modifier rounds as a swift action. Whenever a creature within 60 feet deals damage to the flamewaker, it takes 1d6 fire damage per 4 class levels. Weapons and unarmed strikes deal an additional 2d6 fire damage, as well.

At 13th level, and at every five levels after (18th), additional fire damage dealt with weapons and unarmed strikes increases by 2d6. The flamewaker gains an additional daily use of flaming body at these levels, as well.

Spirit Pass (Su): A flamewaker is able to punish those who would attempt to resist nature's spirit. Against creatures with fire resistance, the flamewaker is able to automatically bypass the defense and deal +5 damage with all fire damage.

This improves to +10 at 14th level and in addition, the flamewaker can bypass fire immunity, treating it as though the creature has fire resistance 10 (which isn't affected by spirit pass). If this resistance blocks all of the fire damage the creature would take, the bonus damage from spirit pass does not apply.

At 20th level, the bonus damage improves to +20.

Burning Stride (Su): At 9th level, the flamewaker can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment by burning such obstacles away. After 1 minute, the undergrowth is restored, undamaged.

Charring Step (Su): At 10th level, a flamewaker leaves no trail and cannot be tracked, her fiery steps burning away any tracks left behind. She may choose to leave a trail if she so desires. In fact, she may leave a trail easier to follow than most by leaving ashes and black tracks, granting a +10 bonus on any Survival checks made to track the flamewaker. The tracks don't truly damage the path the flamewaker takes--they only mark it.

Continuous Burning: Whenever a flamewaker deals fire damage to a creature, the wounds continue to burn even after exposure has long ended. Healing effects are only half as effective as normal and the creature suffers a -2 penalty to Strength, Dexterity, and Constitution for 1 day. This effect can be removed with a Heal check of DC 15 + 1/2 class levels + Cha modifier. It takes an hour to use Heal in this way. Alternatively, powerful restorative magic can remove this condition: restoration, heal, and regenerate can all rid the creature of these penalties, though any healing from these spells is still halved until the condition is removed. Fire damage dealt to objects also leaves them scarred, raising the DC to repair the damage by 5.

Flaming Mind (Su): At 12th level, the flamewaker's spirit constantly burns, protecting her from foreign control. Any creature attempting to control the flamewaker with mind-affecting spells or effects takes fire damage equal to the flamewaker's level, whether the attempt succeeds or not. This damage forces a Concentration check of DC 10 + twice the damage dealt.

Snuff Flame (Su): Attaining 14th level allows the flamewaker to snuff out a creature's spirit flames, making its Charisma Ø. This effectively makes the creature an object. Snuffing a creature's spirit flames is a full-round action and forces a Will saving throw of DC 10 + 1/2 class levels + Cha modifier. On a failed save, the creature's Charisma becomes Ø. On a successful save, the creature takes 4 Charisma burn instead. Only a miracle or wish spell can return a creature to its previous state after losing its Charisma score in this manner. A flamewaker can do this once per day at 14th level and twice per day at 18th level.

Fiery Discorporation (Ps): At 17th level, the flamewaker is constantly affected by fiery discorporation (http://www.d20srd.org/srd/psionic/powers/fieryDiscorporation.htm). If no open flame is nearby when she is reduced to below 0 hit points, her spirit becomes the flame, allowing her to effectively always be near an open flame. Every time she is affected by this (even if she fails the saving throw), she takes 4 Charisma burn. The day spent in discorporation does not contribute to healing this ability burn.

Primalfire Doom (Su): Upon reaching 20th level, a flamewaker is capable of unleashing the pure fury of fire upon her foes. As a free action, once per day, the flamewaker empowers herself with primal fire, gaining a +8 bonus on attack rolls, damage rolls, AC, saving throws, and immunity to fire for Cha modifier rounds (minimum 1). If the flamewaker is already immune to fire, she heals 2d8 + Cha modifier points whenever she would take fire damage. Any time a creature damages or touches the flamewaker during this time, it takes 3d6 fire damage. All the while, flames swirl around the flamewaker, dealing 5d6 fire damage to all enemies within 30 feet of her every round. Finally, she gains a frightful presence (http://www.d20srd.org/srd/specialAbilities.htm#frightfulPresence) that takes effect as soon as the flamewaker deals fire damage to any creature while primalfire doom is active. Affected creatures who fail the Will saving throw of DC 10 + 1/2 class levels + Cha modifier cower for 4d6 rounds if they possess half or less than half of the number of Hit Dice the flamewaker possesses. Any creature above this threshold is shaken for the same duration on a failed save.

Deviston
2013-02-04, 08:05 PM
I love the concept of this, but the first thing that pops into my mind is a suit made of force that sits about an inch away from the skin and is filled with lava. The bearer has selected the flame block talent twice to gain immunity, and the hungry flame talent. Other such silly tactics are available.

I love fire, its destructive nature, and its potential for D&D goodness, but when one gains ANY positive benefit from receiving damage from fire troubles can arise. The other elements aren't as much a problem due to their lack of easy availability in nature.

Fortuna
2013-02-04, 08:10 PM
Wow. Lots to take in. I may do a more complete evaluation at a later time, but for the time being I'll note that Kindle is extremely powerful at first level. You're looking at more damage than a warlock without needing any of that attack roll nonsense.

EDIT: And Awaken Flame simply turns off hiding and invisibility as viable sneaking tactics, reducing them to combat modifiers. This strikes me as a bad thing.

Temotei
2013-02-05, 01:12 AM
I love the concept of this, but the first thing that pops into my mind is a suit made of force that sits about an inch away from the skin and is filled with lava. The bearer has selected the flame block talent twice to gain immunity, and the hungry flame talent. Other such silly tactics are available.

That was an intended tactic. I don't really see how it's silly since you have to spend three of your five talents to get there anyway.


Wow. Lots to take in. I may do a more complete evaluation at a later time, but for the time being I'll note that Kindle is extremely powerful at first level. You're looking at more damage than a warlock without needing any of that attack roll nonsense.

Good point. I'll see if I can lower the early-level damage.


EDIT: And Awaken Flame simply turns off hiding and invisibility as viable sneaking tactics, reducing them to combat modifiers. This strikes me as a bad thing.

Hmm. Agreed. I think I'll just find a better benefit. If you have any ideas when you come back, let me know. :smallsmile:

Deviston
2013-02-05, 03:12 AM
Just to clarify, a bonus (1/2) 20d6 to all fire based attacks is intended?

I can say without doubt that such a mechanic is not, in fact, balanced.

Temotei
2013-02-05, 03:29 AM
Just to clarify, a bonus (1/2) 20d6 to all fire based attacks is intended?

Where's that number coming from?

EDIT: Ah, never mind. I see what you were saying in your first post. I thought you were describing your visualization of the class's abilities.

Let me get back to you on this.

Turns out lava doesn't do fire damage, technically. :smalltongue:

Also, I lowered the range on kindle to 30 feet and changed awaken flame so that creatures are blinded for 1 round if they fail a saving throw.

Deviston
2013-02-08, 06:52 AM
"Lava Effects
Lava or magma deals 2d6 points of fire damage per round of exposure, except in the case of total immersion (such as when a character falls into the crater of an active volcano), which deals 20d6 points of fire damage per round."

Pathfinder PRD. Very bottom of the environment page.

Linky. (http://paizo.com/pathfinderRPG/prd/environment.html)

I would have done -_- face and argued logic, but I figured actual RAW would be better.

Oh... 3.5. Well then, I take my leave of you, don't know why but I thought this was 3.75 for some reason. That being said however, I haven't read 3.5 since Pathfinder came out, but I'm willing to bet the same RAW/RAI arguement can be made for the lava thing. I mean... you dip a four year old in lava, the kid next to him will tell you his brother burned to a crisp. Logic, it's a tool at every homebrewer's disposal.

Edit: easy fix would be "magical fire effects" versus all fire.

Temotei
2013-02-08, 06:29 PM
Oh... 3.5. Well then, I take my leave of you, don't know why but I thought this was 3.75 for some reason. That being said however, I haven't read 3.5 since Pathfinder came out, but I'm willing to bet the same RAW/RAI arguement can be made for the lava thing. I mean... you dip a four year old in lava, the kid next to him will tell you his brother burned to a crisp. Logic, it's a tool at every homebrewer's disposal.

Yeah, 3.5 is dumb. :smalltongue:


Edit: easy fix would be "magical fire effects" versus all fire.

Sure, might as well. Prevents being on fire all the time for a bonus 3.5 average damage, though that would be sweet. :smallamused:

Besides, it'll prevent the misconception of RAW that is lava doing fire damage. Gosh, 3.5 is dumb. :smallbiggrin:

Thanks for the suggestion.

Fortuna
2013-02-08, 10:27 PM
Okay, I owe you one, so.



Flamewaker

You smell like...burning!

--Maria Valo, evil flamewaker

"I fell into a ring of burning fire
I went down, down, down
And the flames went higher
And it burns, burns, burns
The ring of fire
The ring of fire." - Johnny Cash sings his last song with surprising composure after meeting Maria Valo

Adventures: Flamewakers adventure in the name of nature and the spirit. They might venture into the wilderness to protect nature's creatures, plants, or even the fey, or they might set out to end a plague besetting the land. Of course, a flamewaker can adventure for individual reasons, just as any other can.

Characteristics: Flamewakers are able to draw the fires from spirits, allowing them to burn enemies, rally allies, and provide utility. They can turn into pure fire, create fire storms, and even burn anyone attempting to invade their minds. Flamewakers are truly masters of fire and flame.

Alignment: Flamewakers release their spirit constantly in the form of fire. Due to this, they tend to be free-spirited like fey and elves. At the same time, they tend toward neutrality because of their connection with nature. However, good, evil, and lawful flamewakers are not out of the question, coming around quite often. Good flamewakers might be protectors and destroyers of evil, while evil flamewakers might go burning some loggers and carpenters. Lawful flamewakers are usually more conservative with their abilities, while chaotic flamewakers are less so, sending off storms of fire as soon as they encounter danger.

Religion: Flamewakers often worship Obad-Hai (god of nature), Joramy (god of volcanoes), or Pyremius (god of fire). Some flamewakers will tend toward more warrior-like deities while others will turn to gods and goddesses that fit their views on life rather than follow any fire or nature gods.

Background: Most flamewakers come from spiritual backgrounds, such as priesthood, monastic education, or superstitions, as these bring the flamewaker closer to her spirit, thereby unlocking her true potential as waker of flames and pyromaniac.

Races: Elves, by far, are the most common flamewakers, followed by gnomes. Both races have free-spirited natures that fit well into the class, while elves have a tie to nature that lends to an even stronger flamewaker. Plenty of humans and half-elves have been flamewakers, but half-orcs, halflings, and dwarves rarely become one of the fiery nature defenders. Humans have a strength of spirit unseen in other races, making it easy for them to pick up the class. Half-elves, being part elf and part human, make great flamewakers, having the spirit of the humans while being free and nature-tied as the elves are.

Other Classes: Flamewakers tend to get along well with druids and nature clerics, due to their connection to nature. They might disagree on what the best method is for protecting nature, or they might agree that nature treats all of their methods as equally acceptable. A flamewaker may also enjoy a wizard's or sorcerer's company, simply because they can use fire to great effect. If they work in favor of nature, all the better. Most classes have no problems with flamewakers.

Role: Flamewakers are versatile individuals, capable of filling almost any role, be it a party face, talking the party through situations, a combatant, burning enemies to crisps, a supporter, protecting allies and providing them with additional abilities and bonuses, or even a wilderness expert, using their skills and abilities for utility.

Sounds like a pyromaniac druid, to be honest. Rather than making this an entire class its own, you might consider building it as a Druid ACF.


GAME RULE INFORMATION
Flamewakers have the following game statistics.
Abilities: Charisma is most important to flamewakers, as it fuels several class features, much of their damage, and boosts their potential role as party face. Otherwise, flamewakers benefit from Strength for weapon damage and attack bonuses, Dexterity to shore up their defenses and for ranged attacks, and Constitution to stay alive.
Alignment: Any.
Hit Die: d8.
Starting Age: As druid.
Starting Gold: 3d4x10 gp.

All fine.


Class Skills
The flamewaker's class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (nature) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Spot (Wis), and Survival (Wis).

Skill Points at 1st Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Reasonable. Looking more and more like a fire-druid.


FLAMEWAKER
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+0|+0|+0|+2|Kindle, spirit flame
2nd|+1|+0|+0|+3|Awaken flame
3rd|+2|+1|+1|+3|Fire talent
4th|+3|+1|+1|+4|Spirit fuel
5th|+3|+1|+1|+4|Heat wave (concealment), resist nature's lure
6th|+4|+2|+2|+5|Pyromania
7th|+5|+2|+2|+5|Feverish, fire talent
8th|+6/+1|+2|+2|+6|Flaming body 1/day, spirit pass +5
9th|+6/+1|+3|+3|+6|Burning stride, heat wave (damage)
10th|+7/+2|+3|+3|+7|Charring step, continuous burning
11th|+8/+3|+3|+3|+7|Fire talent
12th|+9/+4|+4|+4|+8|Flaming mind
13th|+9/+4|+4|+4|+8|Flaming body 2/day, heat wave (swift action)
14th|+10/+5|+4|+4|+9|Snuff flame 1/day, spirit pass +10
15th|+11/+6/+1|+5|+5|+9|Fire talent
16th|+12/+7/+2|+5|+5|+10|-
17th|+12/+7/+2|+5|+5|+10|Fiery discorporation, heat wave (total concealment)
18th|+13/+8/+3|+6|+6|+11|Flaming body 3/day, snuff flame 2/day
19th|+14/+9/+4|+6|+6|+11|Fire talent
20th|+15/+10/+5|+6|+6|+12|Sacredfire/hellfire doom, spirit pass +20[/table]

Still looks like a pyromaniac druid, albeit without spellcasting.


Class Features
All of the following are class features of the flamewaker.

Weapon and Armor Proficiency: Flamewakers are proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Okay, sure.


Bonus Language: A flamewaker's bonus language options include Ignan, the language of fire-based creatures. This choice is in addition to the bonus languages available to the character because of her race.

Flavourful - good call.


Kindle (Su): The most rudimentary fiery skill of the flamewaker allows her to ignite a single weapon she wields as a swift action. In doing so, the weapon deals an additional amount of fire damage equal to the flamewaker's Cha modifier (minimum 1) for 1 round. Alternatively, the flamewaker may ignite a single creature or object within 30 feet as a standard action, dealing 1d4 + 1/2 class levels + Cha modifier fire damage. Used on objects, this may just cause a fire.

With the reduced range this is prooobably okay... but it's still an all-day blast at first level that does more damage than the warlock's. I think I'd be more comfortable if it just set them on fire, rather than being a flashy explosion.


Spirit Flame: Every flamewaker is able to call upon her spirit flame, which comes from her very core, as a standard action. A spirit flame is about the size of a human fist, but the exact appearance is up to the flamewaker. It is a physical projection of the flamewaker's spirit, and so often changes based on emotion and thought, as well. Usually, it appears as a ball of fire not unlike that of a fireball spell. The statistics for a spirit flame are as follows:

Spirit Flame
Diminutive Elemental (Fire)
Hit Dice As flamewaker's HD (hp 1/2 flamewaker's)
Speed Fly 40 ft. (8 squares)
Initiative: +2
Armor Class 16 (+4 size, +2 Dex, +0 natural), touch 16, flat-footed 14
Base Attack/Grapple +0/-12
Attack —
Full-Attack —
Space 1 ft.; Reach 0 ft.
Special Attacks —
Special Qualities Elemental traits, immunity to fire, spirit flame granted abilities (alertness, improved evasion, return, sighted, telepathic link, torchlight), vulnerability to cold
Saves As flamewaker's saves
Abilities Str Ø, Dex 15, Con 10, Int 8, Wis 10, Cha 10
Skills Listen +6, Search +4, Spot +6
Feats Alertness
Environment Any
Organization Solitary
Challenge Rating Included with flamewaker
Treasure None
Alignment As flamewaker
Advancement —
Level Adjustment —

The spirit flame described here is that of a 1st-level flamewaker.

Seems reasonable, but you might like to provide them with a CR apart from 'included with the flamewaker', in case one of these gets encountered on its own.

Combat

A spirit flame's characteristics depend on the flamewaker. Its Hit Dice are equal to the flamewaker's Hit Dice, its hit points are equal to half the flamewaker's, and its saving throw bonuses are the same as the flamewaker's. A spirit flame has the same skill ranks as its owner, except that it has a minimum of 4 ranks each in Listen, Search, and Spot. A spirit flame uses its own ability modifiers on skill checks. A spirit flame can move up to 40 feet in a round, as long as it stays within 1 mile of the flamewaker. Upon passing this limit, the spirit flame winks out, returning to the flamewaker, ready to be called again as normal. If the spirit flame "dies," it's snuffed out and cannot be called again for 8 hours.

Hokay.

Spirit Flame Granted Abilities
The spirit flame described here has the special abilities of alertness, improved evasion, return, sighted, telepathic link, and torchlight.


SPIRIT FLAME SPECIAL ABILITIES
{table=head]Flamewaker Level|Natural Armor Adj.|Int Adj.|Cha Adj.|Special
1st|+0|+0|+0|Alertness, improved evasion, return, sighted, telepathic link, torchlight
2nd-3rd|+0|+0|+1|Endure cold
4th|+1|+1|+1|Kindle
5th|+2|+1|+2|Burning speech
6th|+2|+2|+2|Pyromania
7th-8th|+3|+2|+3|Fire talent
9th-10th|+4|+3|+3|-
11th-12th|+5|+3|+4|Spirit speech
13th-14th|+6|+4|+4|-
15th-16th|+7|+4|+5|Fire talent
17th-18th|+8|+5|+5|-
19th-20th|+9|+5|+5|-[/table]

Spirit Flame Ability Descriptions: All spirit flames have special abilities (or impart abilities to their corresponding flamewaker) depending on the level of the flamewaker, as shown on the table above. The abilities on the table are cumulative.

Natural Armor Adj. (Ex): This number noted here is an improvement to the spirit flame's natural armor bonus (normally 0). It represents a spirit flame's preternatural durability.

Intelligence Adj. (Ex): Add this value to the spirit flame's Intelligence score. Spirit flames are as smart as people (though not necessarily as smart as smart people).

Charisma Adj. (Ex): Add this value to the spirit flame's Charisma score. Spirit flames are as charismatic as people (though not necessarily as charismatic as charismatic people).

Alertness (Ex): The presence of a spirit flame sharpens a flamewaker's senses. While a spirit flame is within arm's reach (adjacent to or in the same square as the flamewaker), the flamewaker gains the Alertness feat.

Improved Evasion (Ex): If a spirit flame is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Return (Ex): As the spirit flame is part of the flamewaker, it can be returned to the flamewaker's spirit. Calling a spirit flame back to a flamewaker's spirit core is a standard action.

Sighted (Ex): Although it has no physical sensory organs, a spirit flame can telepathically sense its environment as well as a creature with normal vision and hearing. Darkness (even supernatural darkness) is irrelevant, as are areas of supernatural silence, though a spirit flame still can't discern invisible or ethereal beings. A spirit flame's sighted range is out to its torchlight's shadowy illumination range.

This... seems bizarre. In a pitch-black room this thing can see a motionless golem? :smallconfused: I'd suggest giving it some form of mindsight, and perhaps allowing it to share the flamewaker's senses.

Telepathic Link (Su): The flamewaker has a telepathic link with her spirit flame out to a distance of up to 1 mile. The flamewaker cannot see through the spirit flame's senses, but the two of them can communicate telepathically. For instance, a spirit flame placed in a distant room could relay the activities occurring in that room.

Because of the telepathic link between a spirit flame and the flamewaker, the flamewaker has the same connection to an item or place that the spirit flame does. For instance, if her spirit flame has seen a room, the flamewaker can teleport into that room as if he has seen it too.

Torchlight (Ex): The spirit flame sheds light as a torch. This effect can be suppressed as a standard action on the part of the spirit flame. The suppression lasts as long as the spirit flame concentrates, spending a standard action every round.

Endure Cold (Su): If the flamewaker is 2nd level or higher, anyone within a spirit flame's light is treated as if under the effects of an endure elements spell, except they are protected only from cold environments.

Kindle (Su): If the flamewaker is 4th level or higher, the spirit flame can use the flamewaker's kindle ability as a flamewaker of three levels lower than the flamewaker herself. The spirit flame uses its own actions to do this, allowing the flamewaker to act normally in the same round a spirit flame uses kindle.

Burning Speech (Ex): If the flamewaker is 5th level or higher, the spirit flame can communicate with any creature that has a language and is within 30 feet of the spirit flame by spitting flames, as long as the spirit flame is also within 1 mile of the flamewaker. If the creature the spirit flame is spitting fire to cannot read the language it speaks, the spirit flame and the creature cannot communicate.

Pyromania: If the flamewaker is 6th level or higher, the spirit flame gains the flamewaker's pyromania class feature. However, it only does 1 additional point of damage instead of 2 for the spirit flame.

Fire Talents: If the flamewaker is 7th level or higher, the spirit flame gains fire talents just like the flamewaker, but separately. It can only gain defiant flame (functions once per day and deals 1d6 fire damage per 2 class levels), fire baton (works only on flames of Small size or smaller), flare-up (as long as additional targets are within 15 feet of the original target), and nature's scourge.

Spirit Speech (Ex): If the flamewaker is 11th level or higher, the spirit flame can speak directly to a creature's spirit. This yields some information about the creature to the spirit flame (and therefore the flamewaker): the creature's approximate strength (using descriptive words such as pathetic, strong, godlike, etc.); the creature's general abilities (using terms such as warrior, spellcaster, manifester, etc.); the creature's nature (using words like evil, approachable, lazy, lawful, crazy, etc.). Attaining this information takes a standard action on the spirit flame's part and spitting flames as if using burning speech, except in a language only a creature's spirit can understand. Not even the flamewaker can understand the language, as it defies every other language's rules, concepts, and influences.

...did I mention how much this class is looking like a druid? You even get the companion! Comments are in Bold in the quote to keep things separate.


Awaken Flame (Su): At 2nd level, the flamewaker is capable of awakening spirits and the flames that fuel them. As a standard action, the flamewaker may awaken her own spirit's flames or an ally's flames, granting a +2 insight bonus to Charisma for Cha modifier minutes (minimum 1). In addition, the affected creature's spirit burns so brightly that enemies who look upon the creature must succeed on a Fortitude save of DC 10 + 1/2 class levels + the flamewaker's Cha modifier or be blinded for 1 round. A single creature can only be subject to this effect once. Awaken flame can be used a number of times per day equal to the flamewaker's Cha modifier (minimum 1).

At 9th level, the insight bonus to Charisma rises to +4. As well, a number of creatures up to the flamewaker's Cha modifier can be affected at once.

At 16th level, the insight bonus to Charisma rises to +6. Affected creatures also gain the ability to limn a single target in fire as a swift action. Targets are affected by faerie fire, as the spell, are shaken, and take 2d6 fire damage per round for 1 minute. A successful Will saving throw of DC 10 + 1/2 class levels + Cha modifier allows the creature to avoid being shaken, while a successful Reflex save of the same DC allows it to put out the fire more quickly, based on the following table:

{table=head]Result - DC|Duration of Fire
0|5 rounds
1-2|4 rounds
3-4|3 rounds
5-6|2 rounds
7 or higher|1 round[/table]

Is the duration calculated based on the new Charisma or the old Charisma if the flamewaker uses the ability on themselves? Otherwise seems fine for the most part, though I question giving that last ability as a swift action - a swarm of summoned monsters or zombies would make very good use of it, for example. Additionally, your scaling save result doesn't take into account auto-success/failure rules, and really should.


Fire Talents: Upon attaining 3rd level, and at every four levels thereafter (7th, 11th, 15th, 19th), a flamewaker gains a fire talent of her choice from among the following options.


Arcane Firewall (Su): This fire talent allows the flamewaker to make Spellcraft checks with her Knowledge (arcana) or Knowledge (nature) (chosen upon taking this talent) skill modifier for the purpose of identifying fire-based spells and effects. In addition, if the flamewaker identifies such a spell as it is being cast, she can attempt to counter it as if she was counterspelling, except as an immediate action. However, instead of expending spell energy, she can spend either a daily use of any of her fire abilities (awaken flame, flaming body, snuff flame, sacredfire/hellfire doom) or she can send her flame spirit to counter it. Using a daily use of one of her abilities expends that use for the day. Using her flame spirit prevents the flamewaker from calling it back for 24 hours. If she has two flame spirits because of the spirit flame split fire talent, she need only counterspell with one. If she possesses the defiant flame fire talent, she may use a daily use of it in place of one of her other fire abilities.

A curious ability, and very tightly focused. Given that you only get five of these talents altogether, I don't think they should be so narrow in effect as 'fire-using spellcasters who don't have an alternative'.



Defiant Flame (Su): A flamewaker doesn't surrender to death easily. Upon being reduced to 0 or less hit points, the flamewaker releases a massive burst of flame, igniting all surrounding enemies within 60 feet, dealing 1d6 fire damage per class level, with a successful Reflex save of DC 10 + 1/2 class levels + Cha modifier reducing damage by half. This can only happen once per day per fire talent possessed (including bonus feats and choosing flame block twice).

The word 'surrounding' is redundant, and perhaps even misleading. Otherwise, this ability is again very niche - falling below 0 should not be happening often.


Fire Baton (Su): The flamewaker can form a baton from flames and use it to control fire more readily. As a standard action, the flamewaker can move fire around by waving the baton at a single source of flame within 60 feet and then waving it where she wills the flame to go, as long as the desired area is within 60 feet as well. Flames above Medium size cannot be moved with the fire baton. If used in combat, the fire baton is considered an improvised weapon that deals 1d4 fire damage for Medium flamewakers. No other creature can handle a fire baton without catching on fire (http://www.d20srd.org/srd/environment.htm#catchingOnFire). Creatures holding the fire baton get no Reflex save to avoid catching on fire, though after letting it go, they can make Reflex saves as normal. Creating a fire baton is a full-round action that provokes attacks of opportunity. A flamewaker can only possess one fire baton. Creating another instantly destroys the first.

I suggest that a fire baton can also be destroyed as a free action, or by quenching it. How long does a moved flame last if moved to something inhospitable, like a stone floor?



Flame Block (Ex): The flamewaker gains fire resistance 10. If the flamewaker chooses this talent a second time, she gains fire immunity.

Sure.


Flare-Up: Whenever the flamewaker uses her kindle ability against a target, she may ignite Cha modifier targets as long as all additional targets are within 30 feet of the original target. Whenever she uses kindle to ignite her weapon, she can ignite Cha modifier weapons (including hers), as well.

...hmmm. Coming online at third level, this strikes me as dangerously powerful. Dragonfire Inspiration is considered reasonably powerful, and adds 1d6 fire damage to the party's weapons as a standard action - this would be adding 3 or 4 fire damage as repeated swift actions, which is almost as strong with much less action cost. I suggest that you limit this ability to seventh level or above.


Hungry Flame (Ex): Any time the flamewaker is subject to fire damage, she can use it to fuel her next fire-based attack. The next time the flamewaker deals damage within 1 minute of being subject to magical fire damage, her next attack that deals fire damage does an additional amount of fire damage equal to half the damage dealt to her (or would be dealt to her, if she's resistant or immune).

Hmm. Seems reasonable, but you should not allow it to apply more than once to an attack - otherwise you could have a friendly sorcerer pile burning hands and scorching ray on you and hurl out a couple of dozen d6s of bonus damage.


Invincible Spirit (Ex): A flamewaker's spirit is infinitely tough and powerful. This manifests in two ways: first, the flamewaker's spirit flame has the same amount of hit points as the flamewaker and uses any defenses she has that are better than its own (such as higher AC). Second, the flamewaker becomes immune to effects that would destroy, capture, or otherwise affect her soul or spirit.

Specify that defences means AC, saves, and maybe miss chance - otherwise it requires a bit too much interpretation. The rest seems fine.


Nature's Scourge (Ex): The flamewaker is an agent of nature, using fire and brimstone to carry out its will. Whenever the flamewaker deals fire damage against unnatural creatures, she deals an additional amount of fire damage equal to her Cha modifier. Aberrations, constructs, and undead are considered inherently unnatural to nature, as are some magical beasts, such as owlbears. Additionally, any creature that actively opposes nature (such as by starting forest fires regularly, attacking druids, or killing animals for no reason) is subject to nature's scourge.

'Unnatural' creatures requires too much interpretation and depends on campaign - are griffons natural? Hippogriffs? Half-dragons? I would limit it to aberrations, constructs and undead, although at that point I once again worry about it being too strong. Specify DM's discretion on creatures actively opposing nature because otherwise there will be no end of arguments. Finally... druid much? :smalltongue:


Spirit Flame Split: Upon taking this fire talent, the flamewaker's spirit flame splits into two, effectively creating another spirit flame under the same rules as the first. Both spirit flames use their own actions separately from each other and the flamewaker. If the flamewaker possesses the invincible spirit fire talent, the second spirit flame is affected by it, too.
...hmm. Combining this and invincible spirit I feel like might be too strong... maybe penalize the effective flamewaker level for the split? Say, level-2?


Utility Flame: The flamewaker becomes more versatile upon taking this fire talent, gaining bonuses to and new uses for several skills due to practice with her flames. The flamewaker gains a +2 bonus to Climb, Craft (when crafting anything that requires fire to be made properly, such as weapons), Intimidate, and Perform. When the flamewaker makes a Forgery check, the reader is always considered unfamiliar with the handwriting, as the flamewaker burns the edges of the text to make it unique. When the flamewaker makes a Handle Animal check to push an animal, the DC is reduced by 5 and the animal ignores any nonlethal damage and ability score damage it has suffered for the purposes of this check. When the flamewaker makes a Heal check to perform first aid or to treat a wound, it takes only a swift action, but the subject takes 1d4 nonlethal damage. When the flamewaker makes a Jump check, she can use flames to propel herself in the air for one quick burst, allowing her to make a second Jump check after her first as if she is standing still. When the flamewaker makes a Use Rope check to bind a creature, the DC to escape is increased by 5 and an escaping creature takes 5 fire damage unless it beats the DC by 5 or more.

Wow. This is a bit of a hodgepodge. The bonus to Climb is an oddity. The rocket jump is a bit silly. I can't say that this is overpowered... but it does all seem pretty odd.


Feat: A flamewaker may choose a bonus feat instead of taking a fire talent.

Okay, I suppose.


Spirit Fuel (Su): At 4th level, the flamewaker learns how to channel her spirit into her flames to fuel them and make them burn higher at a cost to her spirit's vitality. Whenever the flamewaker uses an ability that requires an enemy to make a saving throw, she can raise the DC of the saving throw by taking Charisma damage equal to the desired increase. This exchange can be done as much as the flamewaker wishes, though she cannot reduce her Charisma to 0 in this manner. The new save DC uses her Charisma modifier before the Charisma damage (if it would change).

This strikes me as being very weak - I'd almost never make that trade. The exchange rate needs to be higher. You should also consider changing it to Charisma burn, to prevent a high-level party spamming this and restoration to get unreasonably high save DCs as a matter of course.


Heat Wave (Su): Upon reaching 5th level, a flamewaker can make the air appear hazy with waves of heat emanating from her. As a move action, the flamewaker can grant herself and any adjacent allies concealment for 1 round.

At 9th level, the flamewaker can release the waves as a standard action in the same round, effectively removing her concealment (though not that of her allies). This sends the waves forward into a 20-foot cone, dealing 1d6 fire damage per two levels to all creatures in the cone. A successful Reflex save of DC 10 + 1/2 class levels + Cha modifier halves the damage.

At 13th level, heat wave requires a swift action or a move action (chosen upon use).

At 17th level, heat wave grants total concealment.

All good except the 17th level ability - in combination with the 13th level ability it boils down to 'me and my buddies have total concealment all the time', which seems somewhat overpowered.


Resist Nature's Lure (Ex): A flamewaker gains a +4 bonus on saving throws against the spell-like abilities of fey.

Dru-id. :smalltongue:


Pyromania: At 6th level, a flamewaker revels in the glory of the flame. Whenever she deals fire damage, the next time she deals fire damage within 1 minute, she deals 2 additional fire damage. This bonus continues to rise as the flamewaker continues to deal fire damage. After gaining this bonus damage three times (+6 damage), the flamewaker also gains a +2 morale bonus to Charisma until the bonus damage disappears.

Hmm. 'Until the bonus damage disappears' is ambiguous.


Feverish (Ex): At 7th level, the flamewaker's physiology changes so that her body temperature is so high that it burns out foreign mutagens easily, yet keeps her feeling normal. The flamewaker gains a +4 bonus on saving throws against natural poisons and diseases.

At 11th level, this bonus applies to magical poisons and diseases.

At 15th level, the flamewaker becomes immune to all poisons and diseases as her body temperature constantly remains too high for any foreign danger to cause damage.[/quote]

Fair enough.


Flaming Body (Su): At 8th level, the flamewaker gains the ability to become fire once per day, gaining immunity to fire damage for 3 + Cha modifier (using the flamewaker's new Charisma) rounds. Weapons and unarmed strikes deal an additional 2d6 fire damage, as well.

At 13th level, and at every five levels after (18th), additional fire damage dealt with weapons and unarmed strikes increases by 2d6. The flamewaker gains an additional daily use of flaming body at these levels, as well.

Hmm. Rather than immunity to fire damage, I would suggest dealing retributive damage - not least because by this level it is possible to already be immune to fire damage through fire talents.


Spirit Pass (Su): A flamewaker is able to punish those who would attempt to resist nature's spirit. Against creatures with fire resistance or immunity to fire, the flamewaker is able to automatically bypass the defense and deal +5 damage with all fire damage.

This improves to +10 at 14th level and to +20 at 20th level.

...gosh. I would suggest not allowing the flamewaker to bypass immunity until later, and even then not it should provide some defence, simply from a flavourwise perspective - it is harder to burn a fire elemental than a bear.


Burning Stride (Su): At 9th level, the flamewaker can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment by burning such obstacles away. After 1 minute, the undergrowth is restored, undamaged.

Druuuuiiiiiid.


Charring Step (Su): At 10th level, a flamewaker leaves no trail and cannot be tracked, her fiery steps burning away any tracks left behind. She may choose to leave a trail if she so desires. In fact, she may leave a trail easier to follow than most by leaving ashes and black tracks, granting a +10 bonus on any Survival checks made to track the flamewaker. The tracks don't truly damage the path the flamewaker takes--they only mark it.

Curious, but reasonable enough. Druuuuuuuuuiiiiiiiiiiiiiiiid.


Continuous Burning: Whenever a flamewaker deals fire damage to a creature, the wounds continue to burn even after exposure has long ended. Healing effects are only half as effective as normal and the creature suffers a -2 penalty to Strength, Dexterity, and Constitution for 1 day. This effect can be removed with a Heal check of DC 15 + 1/2 class levels + Cha modifier. It takes an hour to use Heal in this way. Fire damage dealt to objects also leaves them scarred, raising the DC to repair the damage by 5.

That's a significant penalty, particularly when you consider that you can smack Cha mod targets with it in the first round of combat with the right fire talent. I would allow powerful healing magic to fix it up - definitely regeneration, and probably heal and restoration as well.


Flaming Mind (Su): At 12th level, the flamewaker's spirit constantly burns, protecting her from foreign control. Any creature attempting to control the flamewaker with mind-affecting spells or effects takes fire damage equal to the flamewaker's level, whether the attempt succeeds or not. This damage forces a Concentration check of DC 10 + twice the damage dealt.

Hmm. Okay.


Snuff Flame (Su): Attaining 14th level allows the flamewaker to snuff out a creature's spirit flames, making its Charisma Ø. This effectively makes the creature an object. Snuffing a creature's spirit flames is a full-round action and forces a Will saving throw of DC 10 + 1/2 class levels + Cha modifier. On a failed save, the creature's Charisma becomes Ø. On a successful save, the creature takes 4 Charisma burn (http://www.d20srd.org/srd/psionic/psionicPowersOverview.htm#abilityBurn) instead. A flamewaker can do this once per day at 14th level and twice per day at 18th level.

...um. This strikes me as an extremely bad idea. An entity with no Charisma score is an object - even skeletons have a Charisma score of 1. Reducing the Charisma score to 0 is more reasonable, only inflicting a coma.


Fiery Discorporation (Ps): At 17th level, the flamewaker can use fiery discorporation (http://www.d20srd.org/srd/psionic/powers/fieryDiscorporation.htm) at will. Every time she does this (even if she fails the saving throw), she takes 4 Charisma burn. The day spent in discorporation does not contribute to healing this ability burn.

To be honest, I wouldn't make this deal Charisma burn - at this level death is a speed bump anyway, and being out of commission for a day is penalty enough in my view.


Sacredfire/Hellfire Doom (Su): Upon reaching 20th level, a flamewaker is capable of unleashing the pure fury of fire upon her foes. As a full-round action, once per day, the flamewaker empowers herself with sacredfire (if she's good) or hellfire (if she's evil), gaining a +8 sacred or profane bonus (respectively) on attack rolls, damage rolls, AC, saving throws, and immunity to fire for Cha modifier rounds (minimum 1). Any time a creature damages or touches the flamewaker during this time, it takes 3d6 fire damage. All the while, flames swirl around the flamewaker, dealing 5d6 fire damage to all enemies within 30 feet of her every round. Finally, she gains a frightful presence (http://www.d20srd.org/srd/specialAbilities.htm#frightfulPresence) that takes effect as soon as the flamewaker deals fire damage to any creature while sacredfire or hellfire doom is active. Affected creatures who fail the Will saving throw of DC 10 + 1/2 class levels + Cha modifier cower for 4d6 rounds if they possess half or less than half of the number of Hit Dice the flamewaker possesses. Any creature above this threshold is shaken for the same duration on a failed save. Neutral flamewakers may choose between sacredfire and hellfire each time they use this ability.

...and out of the blue we get alignment-based effects as our capstone, however minor. I would rename this to 'Primal Flame' or some such, and retype those bonuses to untyped (the odds that a level 20 flamewalker would be getting sacred or profane bonuses from somewhere are very low indeed, so balance-wise there's not much difference). Powering up also takes long enough that I'm doubtful that this will see much high-level play - I would make it a free action instead.

Overall a reasonable class... but I think it's too close to the druid as-is. I would make this a druid ACF exchanging wild shape and some spellcasting power for some firey abilities, swapping the animal companion for a spirit flame, and maybe adding some suitably firey spells to the spell list.

Magikeeper
2013-02-08, 11:27 PM
Well, a few things come to mind immediately: I agree that Kindle is too strong at level 1. Since it is one of the first things anyone reading the class will see, this will also greatly reduces the chances of a DM allowing it in a game. Adding flare-up at level 3 results in an attack that is again too strong for its level outside of high-op.

I think Kindle should be split into two powers - the weapon damage one is fine at level one (it's strong, but it is less likely to freak DMs out) while the no-save ranged ignition should be ... maybe level 4? The current level 4 ability is not a bad ability to double-up on. Flare-Up should then be restricted to being at least level 6.

Awakening has some wording issues. Right now I believe you can only use it on any given creature once ever which I don't think is the intent? Also, is the save made every round?

Temotei
2013-02-09, 05:19 PM
Okay, I owe you one, so.

Darn right. :smalltongue:


With the reduced range this is prooobably okay... but it's still an all-day blast at first level that does more damage than the warlock's. I think I'd be more comfortable if it just set them on fire, rather than being a flashy explosion.

I took Magikeeper's suggestion on this, so that should solve that problem.


Comments are in Bold in the quote to keep things separate.

Changed the CR to 1/10 since it's a level 1 spirit flame. It's very unlikely you'll ever encounter a spirit flame apart from its flamewaker since they're created from the flamewaker's spirit. However, perhaps others are inadvertently unlocking their spirit flames and releasing them without knowing it. That could be a plot hook or something, with the goal being to keep the dying people separated from part of their spirit alive or safe.


Is the duration calculated based on the new Charisma or the old Charisma if the flamewaker uses the ability on themselves? Otherwise seems fine for the most part, though I question giving that last ability as a swift action - a swarm of summoned monsters or zombies would make very good use of it, for example. Additionally, your scaling save result doesn't take into account auto-success/failure rules, and really should.

Auto-failure is subject to the flames as usual. Auto-success now allows the creature to entirely avoid the fire. Added in a bit about using the flamewaker's new Charisma for the duration when used on herself.

Not sure how the ability is any stronger on monsters than PCs. Care to elaborate?


A curious ability, and very tightly focused. Given that you only get five of these talents altogether, I don't think they should be so narrow in effect as 'fire-using spellcasters who don't have an alternative'.

I changed it so it can be used against any fire effect, though I'm not sure about it, still.


The word 'surrounding' is redundant, and perhaps even misleading. Otherwise, this ability is again very niche - falling below 0 should not be happening often.

You're right on that. Took out surrounding and added some status conditions that trigger it as well.


I suggest that a fire baton can also be destroyed as a free action, or by quenching it. How long does a moved flame last if moved to something inhospitable, like a stone floor?

Added a bit about destroying it taking the same action as creating it and flames dying based on their size.


...hmmm. Coming online at third level, this strikes me as dangerously powerful. Dragonfire Inspiration is considered reasonably powerful, and adds 1d6 fire damage to the party's weapons as a standard action - this would be adding 3 or 4 fire damage as repeated swift actions, which is almost as strong with much less action cost. I suggest that you limit this ability to seventh level or above.

Changed so the ignite portion comes in at 7th level even if you take it at 3rd level, while the kindle portion remains the same.


Hmm. Seems reasonable, but you should not allow it to apply more than once to an attack - otherwise you could have a friendly sorcerer pile burning hands and scorching ray on you and hurl out a couple of dozen d6s of bonus damage.

Good suggestion. Added a bit at the end to say as much.


Specify that defences means AC, saves, and maybe miss chance - otherwise it requires a bit too much interpretation. The rest seems fine.

A'ight. Done.


'Unnatural' creatures requires too much interpretation and depends on campaign - are griffons natural? Hippogriffs? Half-dragons? I would limit it to aberrations, constructs and undead, although at that point I once again worry about it being too strong. Specify DM's discretion on creatures actively opposing nature because otherwise there will be no end of arguments. Finally... druid much? :smalltongue:

Took out the magical beasts portion and added a "DM discretion" bit.


...hmm. Combining this and invincible spirit I feel like might be too strong... maybe penalize the effective flamewaker level for the split? Say, level-2?

Good idea.


Wow. This is a bit of a hodgepodge. The bonus to Climb is an oddity. The rocket jump is a bit silly. I can't say that this is overpowered... but it does all seem pretty odd.

I have the same feeling, but I kind of like the effects. Agreed that it's odd. If you have any suggestions for making it less...weird, that'd be cool.


This strikes me as being very weak - I'd almost never make that trade. The exchange rate needs to be higher. You should also consider changing it to Charisma burn, to prevent a high-level party spamming this and restoration to get unreasonably high save DCs as a matter of course.

The exchange rate is 3:1 Cha burn. That might be a tad high, though. Is 2:1 enough, or is the burn enough of a penalty to consider it? I would have done 2.5:1 if decimals were my thing.


All good except the 17th level ability - in combination with the 13th level ability it boils down to 'me and my buddies have total concealment all the time', which seems somewhat overpowered.

Total concealment now requires a move action.


Hmm. 'Until the bonus damage disappears' is ambiguous.

Changed for clarity.


Hmm. Rather than immunity to fire damage, I would suggest dealing retributive damage - not least because by this level it is possible to already be immune to fire damage through fire talents.

Good idea. Changed.


...gosh. I would suggest not allowing the flamewaker to bypass immunity until later, and even then not it should provide some defence, simply from a flavourwise perspective - it is harder to burn a fire elemental than a bear.

Alright. I was worried most about this and nobody mentioned it until you, so I thought maybe it was okay. :smalltongue:

Still, 14th level is a long way off and kind of annoying to wait for. Right now it's at fire resistance ignoring at 8th level plus bonus damage, fire immunity treated as fire resistance 10 (not ignored by spirit pass) at 14th level, with fire damage not bypassing the resistance unable to deal the bonus damage. Maybe I could make it so at 8th level, you can do half damage against fire-immune creatures, then upgrade later?


That's a significant penalty, particularly when you consider that you can smack Cha mod targets with it in the first round of combat with the right fire talent. I would allow powerful healing magic to fix it up - definitely regeneration, and probably heal and restoration as well.

Added a few spell effects able to cure it.


...um. This strikes me as an extremely bad idea. An entity with no Charisma score is an object - even skeletons have a Charisma score of 1. Reducing the Charisma score to 0 is more reasonable, only inflicting a coma.

That was the point, though I added miracle and wish being able to deal with it.


To be honest, I wouldn't make this deal Charisma burn - at this level death is a speed bump anyway, and being out of commission for a day is penalty enough in my view.

Changed it some, though the Cha burn remains.


...and out of the blue we get alignment-based effects as our capstone, however minor. I would rename this to 'Primal Flame' or some such, and retype those bonuses to untyped (the odds that a level 20 flamewalker would be getting sacred or profane bonuses from somewhere are very low indeed, so balance-wise there's not much difference). Powering up also takes long enough that I'm doubtful that this will see much high-level play - I would make it a free action instead.

Yeah, I had "Hellfire doom" at first (with just an untyped bonus), but then I was like, well, if the flamewaker is good, she's getting the shaft on flavor, so I changed it. I like the idea of primal fire, though, so it's changed now.


*druid junk*

Honestly not seeing many similarities other than in their affiliation with nature. This would be a bunch of substituted levels (basically amounting to a new base class anyway), so, yeah.


Well, a few things come to mind immediately: I agree that Kindle is too strong at level 1. Since it is one of the first things anyone reading the class will see, this will also greatly reduces the chances of a DM allowing it in a game. Adding flare-up at level 3 results in an attack that is again too strong for its level outside of high-op.

I think Kindle should be split into two powers - the weapon damage one is fine at level one (it's strong, but it is less likely to freak DMs out) while the no-save ranged ignition should be ... maybe level 4? The current level 4 ability is not a bad ability to double-up on. Flare-Up should then be restricted to being at least level 6.

I like it. It's changed, with flare-up affecting kindle as usual, but not affecting ignite until 7th level.


Awakening has some wording issues. Right now I believe you can only use it on any given creature once ever which I don't think is the intent? Also, is the save made every round?

Clarified wording. I meant for the blinding effect to only affect a creature once for a while, which was the saving throw and everything, so that's dealt with.

Thanks much, both of you. :smallsmile: