j_spencer93
2014-11-16, 12:13 PM
I do not understand this race and its racial template and class. It seems that they give almost the same benefits that do not stake, so that would make it really redundant. The wing fire damage (which i do not understand really, is that damage when cloaked in fire?) and other abilities do not stack as far as i can tell. What is the point in getting both? It seems getting the template is better.
Template:
Type: Changes you to outsider.
Speed: Increase flight speed by 30 feet.
Armor Class: Gains a defensive bonus to AC equal to the base creature’s Charisma bonus (if any).
—Flaming Wings (Su): Increase fire damage to 2d6.
—Spell resistance equal to creature’s HD + 10 (maximum 35)
Abilities: Increase from the base creature as follows: Str +2, Dex +2.
Class:
Flaming Wings (Su) At each level, your manifested wings increase in size and power and your flight speed increases by 10 feet. At 1st level, the fire damage dealt by your wings increases to 1d8. At 2nd level, your maneuverability increases to good and the fire damage increases to 2d6. At 3rd level, the fire damage increases to 3d6.
Spell Resistance Beginning at 1st level, you gain spell resistance equal to your character level +10.
Fiery Aura (Su) Once per day at 2nd level, you may wreathe your body in an aura of radiant flame. While your aura is active, you cannot use your wings to fly,but you gain a deflection bonus to Armor Class equal to your Charisma bonus (if any), and any creature striking you with a handheld melee weapon or natural weapon (including an unarmed strike) takes fire damage equal to that delivered by your wings. You may maintain the fiery aura for a number of rounds equal to 3 plus your Constitution modifier.
Native Outsider At 3rd level, your type changes to outsider (fire, native). You are no longer susceptible to spells and effects that target humanoids or elves; however, you are vulnerable to any effects targeting outsiders or fire creatures. As a native outsider, you still need to eat, breathe, and sleep, but you no longer suffer the effects of aging or disease.
Template:
Type: Changes you to outsider.
Speed: Increase flight speed by 30 feet.
Armor Class: Gains a defensive bonus to AC equal to the base creature’s Charisma bonus (if any).
—Flaming Wings (Su): Increase fire damage to 2d6.
—Spell resistance equal to creature’s HD + 10 (maximum 35)
Abilities: Increase from the base creature as follows: Str +2, Dex +2.
Class:
Flaming Wings (Su) At each level, your manifested wings increase in size and power and your flight speed increases by 10 feet. At 1st level, the fire damage dealt by your wings increases to 1d8. At 2nd level, your maneuverability increases to good and the fire damage increases to 2d6. At 3rd level, the fire damage increases to 3d6.
Spell Resistance Beginning at 1st level, you gain spell resistance equal to your character level +10.
Fiery Aura (Su) Once per day at 2nd level, you may wreathe your body in an aura of radiant flame. While your aura is active, you cannot use your wings to fly,but you gain a deflection bonus to Armor Class equal to your Charisma bonus (if any), and any creature striking you with a handheld melee weapon or natural weapon (including an unarmed strike) takes fire damage equal to that delivered by your wings. You may maintain the fiery aura for a number of rounds equal to 3 plus your Constitution modifier.
Native Outsider At 3rd level, your type changes to outsider (fire, native). You are no longer susceptible to spells and effects that target humanoids or elves; however, you are vulnerable to any effects targeting outsiders or fire creatures. As a native outsider, you still need to eat, breathe, and sleep, but you no longer suffer the effects of aging or disease.