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Orzel
2007-02-12, 03:32 PM
'Jon: That spell is great. Can you teach it to me.
Markus: It takes years of hard study to learn how to bend the lines of reality with arcane knowledge.
'Jon: I don't want to learn how to do that. I just want to burn goblins.


The Fireballer

Grrr... stupid tables

Requirements
Race: Any nondragon, nonfey, and nonelemental
Skills Spellcraft 4 ranks, Knowledge (arcana) 4 ranks
Base attack bonus: +5
Language: Must know Ignan
Base Fortitude save: +4


The Fireballer
HP: d10 + Con modifier
BAB: Good as Fighter
Saves: Fortitude Good. Reflex Poor. Will Poor
Skill Points: 2+ Int Modifier

The fireballer's class skills are as follows: Climb(Str), Concentration (Con), Craft (Int), Decipher Script (Int),Intimidate(cha), Jump (Str), Knowledge (arcana) (Int), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Swim (Str).

FIREBALLER
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+0|Fireball 1/day
2nd|
+2|
+3|
+0|
+0|Fireball 2/day, Charred skin (5)
3rd|
+3|
+3|
+1|
+1|Fireball 3/day, Empower the Fireball
4th|
+4|
+4|
+1|
+1|Fireball 4/day, Hot blooded
5th|
+5|
+4|
+1|
+1|Fireball 5/day, Charred skin (10)
6th|
+6|
+5|
+2|
+2|Fireball 6/day, Overheat
7th|
+7|
+5|
+2|
+2|Fireball 7/day
8th|
+8|
+6|
+2|
+2|Fireball 8/day, Charred skin (20)
9th|
+9|
+6|
+3|
+3|Fireball 8/day, Maximize the Fireball
10th|
+10|
+7|
+3|
+3|Fireball 10/day, Perfect Fireball[/table]


1) Fireball 1/day
2) Fireball 2/day, Charred skin (5)
3) Fireball 3/day, Empower the Fireball
4) Fireball 4/day, Hot blooded
5) Fireball 5/day, Heated, Charred skin (10)
6) Fireball 6/day, Overheat
7) Fireball 7/day, Maximize the Fireball
8) Fireball 8/day, Charred skin (20)
9) Fireball 9/day, Fire Knowledge
10) Fireball 10/day, Perfect Fireball


Class Features

All of the following are features of the fireballer prestige class.

Weapon and Armor Proficiency
Fireballers gain no profiency with any weapons or armor

Fireball (Sp)
You gain the spell-like ability to use fireball (as the spell cast at your character level). The DC for the ability is equal to 13 plus your Intelligence modifier (if any). You may use this ability once per day at 1st level and gain one additional usage each level thereafter.

Charred skin (Ex)
Constant contact to five provides you with resistance to fire 5 at the 2nd level. This ability increases to 10 at the 5th level and 20 at the 8th level.

Empower the Fireball (Su)
At the 3rd level, when you use your Fireball class feature, you may treat it as an empowered spell as if you used the Empower Spell feat.

Hot blooded (Su)
At the 4th level, you may add 1/2 you Fireballer levels to your Fireball feature DC.

Heated (Ex)
At the 5th level, you gain a +4 bonus on initiative checks.

Overheat (Ex)
At the 6th level, you can increase the heat of your fireball. You can make your fireball so hot that it deals an additional fire damage equal to your Intelligence score, ignores the resistance to fire of creatures affected by the ability, and affected creatures with immunity to fire take half damage.

Evertime you use this abilty, you take 1d4 Int damage. Because this ability requires constant mental conflict, if you do not have a Intelligence score, Have a Intellgence score of 3 or less, or are somehow immune to Intelligence damage, you cannot use this ability.

Maximize the Fireball (Su)
At the 7th level, when you use your Fireball class feature, you may treat it as an maximized spell as if you used the Maximize Spell feat.

Fire Knowledge (Ex)
At the 9th level, you get a bonus on all Spellcraft checks and Use Magic Device checks when dealing with the fireball spell equal to your fieballer level.

Perfect Fireball (Ex)
At the tenth level, your knowledge of the fireball spell grants you special abilities:
You no longer provoke an attack of oppurtunity when using the Fireball class feature, you gain a +8 bonus to caster level to bypass spell resistance when using the Fireball class feature, and you may use you Fireball class feature to counter an evocation spell or spell-like ability with the fire descriptor.



EDIT: Added Overheat and more prereqs.

Holocron Coder
2007-02-12, 03:39 PM
Right off, this seems a tad... overpowered and underpowered at the same time. It focuses around one spell, but only 10 total uses of it at full cap? That seems a bit weak for a dmg spell.

Otherwise, the class abilities seem to be automatic-top level (such as the FR), rather than scaled through the class.

I'm sure someone else could comment better than I, however.

Raveler1
2007-02-12, 03:42 PM
Perfect Fireball (Ex)
Ath the tenth level, your knowledge of the fireball spell grants you special abilities. You no longer provoke an attack of oppurtunity when using the Fireball class feature, you gain a +8 bonus to caster level to bypass spell resistance, and you may use you Fireball class feature to counter an evocation spell with the fire despictor.
emphasis mine

I think you mean "Descriptor" here. As in Description, not as in Dispicable.

That said - I like this PrC. I like it a lot. It seems likely to be used by a villainous henchmen, or by a revengeful PC - either way, lots of roleplaying oportunities, and while they do one thing extremely well, they have weaknesses everywhere else. With the charred skin, I might suggest adding a small vulnerability to cold damage - charred skin is more likely to frostbite, afterall.

Legoman
2007-02-12, 04:44 PM
May want to add 'scorching' to the abilities you get - basically it makes fire-immune things take half damage.

Without it, one fire elemental and you're wiped.

Orzel
2007-02-12, 04:50 PM
I was thinking about making a 1 spell warrior for each school's iconic 2nd-3rd level spell.

Abujaration: Dispel Sword (Dispel magic: can counter spell and create antimagic fields)
Conjuration: ???
Divination: Fast Talker (tongues)
Illusion: I can't choose between major image, invisibility, or displacement
Necromancy: Hand of the Blooddrinker (vampiric touch)
Transmutation: Too many options!!!!!!


Charred skin is a "normal" non magical abilty resulting from the fireballer burning himself with fireball. His body can handle heat but it does not suffer when not around heat. He's much like a horizon walker or ranger.

Roderick_BR
2007-02-12, 04:56 PM
Split the Charred Skin in two parts. A sudden Fire Resistance of 20 is a bit too fast.
And add "Special: Able to cast Fireball" to the requisites.
Can you add others effects to your Fireball, like Spell Focus? I believe you can't add Metamagic feats, seeing as it doesn't have a "higher level spell" to use. Can you use your normal memorized Fireballs spells with the effects from your ability, like casting a normal Fireball and it getting the benefit of Empower the Fireball or Maximize the Fireball?

cferejohn
2007-02-12, 04:58 PM
So if I'm not mistaken, the fastest way to get to this class as a PHB base-class is Bard or Cleric. That's, umm, kind of weird. Seems like the ability to cast fireball should be a prereq...

Wizard_Tom
2007-02-12, 05:05 PM
I may be mistaken, but I believe this class was designed for non-casting classes to get fireball.

Orzel
2007-02-12, 05:09 PM
And add "Special: Able to cast Fireball" to the requisites.
Can you add others effects to your Fireball, like Spell Focus? I believe you can't add Metamagic feats, seeing as it doesn't have a "higher level spell" to use. Can you use your normal memorized Fireballs spells with the effects from your ability, like casting a normal Fireball and it getting the benefit of Empower the Fireball or Maximize the Fireball?


That's kind against the point.

Fireballers normally are spellcasters. They are usually warriors, fighters, barabarians, rogues, and other nonprimary casting classes. Fireballers are taught only one spell: Fireball. They cast it a lot. A WHOLE LOT. They skipped learning know to cast spells and how to modify spells. Fireballers are often the "I don't speak English" of the magic world.

Fax Celestis
2007-02-12, 05:13 PM
That's kind against the point.

Fireballers normally are spellcasters. They are usually warriors, fighters, barabarians, rogues, and other nonprimary casting classes. Fireballers are taught only one spell: Fireball. They cast it a lot. A WHOLE LOT. They skipped learning know to cast spells and how to modify spells. Fireballers are often the "I don't speak English" of the magic world.

"Yo no hablo ingles. YO HABLO BURNINATION Y FIERY APOCALYPSE FROM THE SKY. BWAHAHAHAHHAHAHAHHAAHAHAAHAAAAAAAAAAAAAAA!"

Roderick_BR
2007-02-12, 05:17 PM
Oh, alright. Only one spell... XD

Wizard_Tom
2007-02-12, 05:18 PM
"Yo no hablo ingles. YO HABLO BURNINATION Y FIERY APOCALYPSE FROM THE SKY. BWAHAHAHAHHAHAHAHHAAHAHAAHAAAAAAAAAAAAAAA!"

That is awesome...


Since they are meant to be non-casters maybe add a Special: Must not be able to cast Arcane Spells

Orzel
2007-02-12, 05:21 PM
"Yo no hablo ingles. YO HABLO BURNINATION Y FIERY APOCALYPSE FROM THE SKY. BWAHAHAHAHHAHAHAHHAAHAHAAHAAAAAAAAAAAAAAA!"

ĦExactamundo!



Since they are meant to be non-casters maybe add a Special: Must not be able to cast Arcane Spells

It's not meant for noncasters, it's just that noncasters tend to have the physical traits to manifest the spell slots needed and arcane casters tend to find it stupid and/or useless. It's a mutant of the vancian system. A weird spell slot only experienced adventurers with strong bodies can create.

mikeejimbo
2007-02-12, 05:33 PM
If I had space in my signature...

Anyway, I'd like to see some Divine PrCs like this. I'd want two spells though: Inflict/Cure Critical Wounds.

Eighth_Seraph
2007-02-12, 05:50 PM
"Yo no hablo ingles. YO HABLO BURNINATION Y FIERY APOCALYPSE FROM THE SKY. BWAHAHAHAHHAHAHAHHAAHAHAAHAAAAAAAAAAAAAAA!"
Sigged. Sorry, Iames, but I gotta keep with the times, and last year's "Talk like a pirate" day quote can't last forever.

Fax Celestis
2007-02-12, 06:22 PM
W3wt. I r teh rox.

jjpickar
2007-02-12, 06:33 PM
(booooom!)

Elf Wizard: What the...

Charred Dwarf Fireballer: I think I'll do that again! Kaaaa....

Elf Wizard: (Runs away screaming.)

This is an awesome coated awesome prestige class filled with awesome. :smallamused: :smallbiggrin:

Daracaex
2007-02-12, 06:45 PM
I love the class, but I found it a bit hard to read through because of all the grammer and spelling errors. Maybe you could go through and fix those please?

mabriss lethe
2007-02-12, 06:48 PM
It is.....very amusing. I see these guys as sort of the kamikaze pilots of the D&D world. Given one good trick and expected to die a glorious death in an upcoming battle.

"OK class, today we learn how to cast a fireball spell. Tomorrow there will be an invasion....er..quiz..Pop..snap, Crackling, pop Quiz.... Yeah. About that... Good luck."

cferejohn
2007-02-12, 07:01 PM
(booooom!)

Elf Wizard: What the... casts Protection from Fire

Charred Dwarf Fireballer: I think I'll do that again! Kaaaa....

Elf Wizard: Sneer...casts Confusion/Suggestion/Hold Person/insert Will save or die/suck spell here

Dwarf Fireballer: Crap.

Seriously, if the surprise doesn't wipe out your theoretical wizard in the first round, it's not worth much.

mikeejimbo
2007-02-12, 07:43 PM
(booooom!)

Elf Wizard: What the... casts Protection from Fire

Charred Dwarf Fireballer: I think I'll do that again! Kaaaa....

Elf Wizard: Sneer...casts Confusion/Suggestion/Hold Person/insert Will save or die/suck spell here

Dwarf Fireballer: *resists with his +2 racial bonus to resist spells and spell-like effects*

Well, it could go either way...:smalltongue:

Quietus
2007-02-12, 07:56 PM
There's also the fact that all your fireballs are Maximized and Empowered. 90 damage each!

Gralamin
2007-02-12, 08:00 PM
A maximized empowered fire ball deals 60 damage, +5d6 you still have to roll the empowered damage. This means an average of 77.5 damage.

jjpickar
2007-02-12, 10:36 PM
I sort of thought the wizard and the dwarf were allies. It was more like the elf was so overwhelmed at the concept of a dwarf warrior casting fireball.:smalltongue: But it might be cool if they fought.

mabriss lethe
2007-02-12, 10:43 PM
It's been a while since I've read it, but didn't BoVD have a prestige along this line. I think it was "Disciple of Mephistopheles" maybe... I really can't remember. Much darker flavor, but maybe that could be used to benchmark this class, just to see where things can be bumped up or toned down.

Woot Spitum
2007-02-12, 10:53 PM
How about instead of the some of the high level abilities:

Truefire
1(or twice or so) per day you may use a fire based ability and bypass all resistances and immunities normally posessed by the creatures you attack.

Vaniel
2007-02-12, 11:00 PM
Do you know what would be really cool?

Becoming a fireball, :D

Litterally transforming yourself into a propeled fireball and re-materializing back to your original form and place, wich of course would give a special effect, like bypass any Damage/Spell Resistance, or something!

Could be something...

Could be...

Karsh
2007-02-12, 11:06 PM
Anyway, I'd like to see some Divine PrCs like this. I'd want two spells though: Inflict/Cure Critical Wounds.

That gives me an idea...

It'll probably take me a few days, but the Band-Aid PrC is under construction!

Collin152
2007-02-12, 11:10 PM
If I may ask- Why nondragon?

Orzel
2007-02-12, 11:15 PM
If I may ask- Why nondragon?

Because dragon brains can't memorize the fireballer's fireball. Same wiith fey and elementals. I forgot to add them.

Collin152
2007-02-13, 07:22 PM
Because dragon brains can't memorize the fireballer's fireball. Same wiith fey and elementals. I forgot to add them.
Err... Since when?

Glooble Glistencrist
2007-02-13, 07:31 PM
I was thinking about making a 1 spell warrior for each school's iconic 2nd-3rd level spell.

Conjuration: ???



ummm.... Summon Monster? First you'd get summon monster 1, then summon monster 2, then summon monster 3... it'd be worth it.

Orzel
2007-02-13, 07:48 PM
Err... Since when?

'cause I don't want dragonic fireballers.

Races with natural spellcasting abilty can't become fireballers. Thier natural magic ability interferes with the spell like abilty.


ummm.... Summon Monster? First you'd get summon monster 1, then summon monster 2, then summon monster 3... it'd be worth it.

Maybe. But getting to SM IX before level 18 sounds wrong. Just Wrong.

Og: summon elder air elemental. charge/leapattack/powerattack/shocktrooper/mageslayer.


And getting it after 18 means the PrC is too high level.

Arceliar
2007-02-13, 08:58 PM
The summon monster one might work if one prereq was something like Knowledge(the planes): 11. That'd put them at level 9 when they get in the class. If they learned 1 new summon monster per level, then they'd get SM IX at level 17, the same time a wizard gets it.

I just noticed how SM IX would make a cool word...smix...actually I think that's an XML based protocol of some sort if I recall....whatever, I'm drifting too far off topic again.

Orzel
2007-02-13, 09:08 PM
The summon monster one might work if one prereq was something like Knowledge(the planes): 11. That'd put them at level 9 when they get in the class. If they learned 1 new summon monster per level, then they'd get SM IX at level 17, the same time a wizard gets it.

I just noticed how SM IX would make a cool word...smix...actually I think that's an XML based protocol of some sort if I recall....whatever, I'm drifting too far off topic again.

SM I after level 6 is mean
SM IX before level 16 is broken

You'd need a 15 leve PrC or something.

Mewtarthio
2007-02-14, 05:16 PM
SM I after level 6 is mean
SM IX before level 16 is broken

You'd need a 15 leve PrC or something.

There's precedent: The Prestige Paladin is a 15-level PrC. Of course, you're meant to remain a Prestige Paladin your entire career: The flavor of a "summoning specialist" PrC just screams "5-level." You could justify it with copious amounts of fluff, though.

Eighth_Seraph
2007-02-14, 06:39 PM
The 'Summoning Specialist' PrC slot was already taken up by the Thaumaturgist, and yes, it was a five-level PrC. Of course, this isn't a summoning specialist class, it's a class that only knows how to summon. I actually think this might work best as a sort of sorcerer adept, where the adept only taught herself one spell, because she didn't have the creativity for anything else, or something along those lines.

Icewalker
2007-02-14, 08:26 PM
I dunno, it seems a little bit underpowered, but I'm not sure. It could use a little more fun/special abilities and a little less "now I have a slightly better fireball" (even though that is basically the idea of the class). Some little extra to do with fireballs. Maybe they can cast two at once, or cast/attack together (these would have to replace another ability, or the class would end up overpowered.)

jindra34
2007-04-16, 12:24 PM
hmm... honestly i would perfer cone of cold to fireball but hey your call... or we could make one for each spell element...

Soepvork
2007-04-16, 12:39 PM
Can you add others effects to your Fireball, like Spell Focus? I believe you can't add Metamagic feats, seeing as it doesn't have a "higher level spell" to use. Can you use your normal memorized Fireballs spells with the effects from your ability, like casting a normal Fireball and it getting the benefit of Empower the Fireball or Maximize the Fireball?

I think that's where metamagic spell-like ablities feats (from MM) come in...

Rejakor
2007-07-19, 12:12 AM
Fireball tops out at CL 10. So therefore unless you removed or extended the cap somewhere, even with the capstone ability you will only be doing 15d6.

Orzel
2007-07-19, 03:25 AM
Fireball tops out at CL 10. So therefore unless you removed or extended the cap somewhere, even with the capstone ability you will only be doing 15d6.

Actually it's 60+5d6 fire damage at DC 18+Int mod or 60+5d6+Int Score fire damage with Overheat.

It's maximized, empowered fireball, heightened 5 levels, with half or searing spell attached to it. It's a 13.5 level spell.

Then you take Quicken Spell-like Ability feat and do it after a charge or twice a round 3 times a day.

My now dead fighter/bard/fireballer took out people he couldn't charge into with quickened, 5 time heightened, maximized, empowered fireballs. Make both DC 20 reflex saves or take about 150.