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TheSultan
2007-04-26, 11:45 PM
This is also available here (http://dorkistan.com/spellflame.htm) -I just wanted some feedback.

The spellflame mage is a new core class; their abilities classify them as a spellcasters, but they carry a damage potential roughly equal to that of the average fighter on a round to round basis but less than that of the average spellcaster when comparing spells to spellflame. Spellflame is a separate ability from spellfire, but you can treat the two as the same for purposes of feat/prestige class prerequisites and similar requirements. You can use this class by just dropping it into your campaign, but the spellflame mage really shines when it is the only arcane spellcaster available.

A spellflame mage has an inate talent for magic similar to a sorcerer’s. But rather than channeling magic into spells, the spellflame mage is a conduit for pure arcane energy channeled into spellflame. The spellflame mage is a unique spellcaster, often feared or reviled even by cultures familiar with magic-users.

Adventurers: Spellflame mages seek adventure for the same reasons other spellcasters do. Like sorcerers, a spellflame mage adventures to gain power and learn more about their abilities. Unlinke sorcerers, spellflame mages seldom feel the need to prove themselves, but rather have a vested interest in learning as much as they can about arcana in general. Their connectedness with the arcane energies of the world affords them an intimacy with magic other spellcasters envy, and by expanding their knowledge of traditional magics they seek to become the new masters of the arcane.

Characteristics: A spellflame mages use thier spellflame ability (and cast spells) through direct channeling of arcane energy through thier bodies. They know very few spells compared to a sorcerer or wizard, and only gain spells through research, and they never specialize in one school of magic they way wizards sometimes do. Because of the rigors required by their spellflame ability, spellflame mages are hardy folk, but less often as personable or sharp as other spellcasters.

Alignment: Spellflames mages are not bound by the rigid laws of magic like a wizard often is, nor do they flourish in chaotic, free environments like a sorcerer often will. They instead straddle the middle ground. Exploration of the world is one means of studying all things arcane, but there is much to be learned from research and the study of books. Thus, spellflame mages favor a neutral alignment.

Religion:Any diety who claims magic as part of his/her portfolio may find spellflame mages in their service. The relationship between arcane and divine magic is often of intrigue to a spellflame mage.

Background: Spellflamge mages are rare. Many show signs of their power during puberty, but there are those that do not manifest their talent until well after adulthood. Regardless, even the most tolerant societies often ostracize individuals who can summon flames from their fingers seemingly at will. As such, spellflame mages often grow up apart from civilization (though not uncivilized). Spellflame mages seldom congregate simply because of their rarity, but when two do happen to meet there is much to gain by the sharing of information.

Races: Most spellflame mages are humans, but any race can produce a spellflame mage. Like sorcerers, spellflame mages are believed to be descendent from powerful beings like dragons, demons, archons, or even gods.

Other Classes: Spellflame mages associate well in most adventuring parties, except when confronted with a traditional spell-caster. Sorcerers and wizards often react negatively to a spellflame mage’s ability to (apparently) freely cast spells and summon forth arcane fire at will – an ability sorcerers and wizards do not possess.

The Spellflame Mage
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0
|
+2
|
+0
|
+2
|Spellflame, Spell Mimic
2nd|
+1
|
+3
|
+0
|
+3
|Bonus Feat
3rd|
+1
|
+3
|
+1
|
+3
|
4th|
+2
|
+4
|
+1
|
+4
|Bonus Feat
5th|
+2
|
+4
|
+1
|
+4
|
6th|
+3
|
+5
|
+2
|
+5
|Bonus Feat
7th|
+3
|
+5
|
+2
|
+5
|
8th|
+4
|
+6
|
+2
|
+6
|Bonus Feat
9th|
+4
|
+6
|
+3
|
+6
|
10th|
+5
|
+7
|
+3
|
+7
|Bonus Feat
11th|
+5
|
+7
|
+3
|
+7
|
12th|
+6/+1
|
+8
|
+4
|
+8
|Bonus Feat
13th|
+6/+1
|
+8
|
+4
|
+8
|
14th|
+7/+2
|
+9
|
+4
|
+9
|Bonus Feat
15th|
+7/+2
|
+9
|
+5
|
+9
|
16th|
+8/+3
|
+10
|
+5
|
+10
|Bonus Feat
17th|
+8/+3
|
+10
|
+5
|
+10
|
18th|
+9/+4
|
+11
|
+6
|
+11
|Bonus Feat
19th|
+9+4
|
+11
|
+6
|
+11
|
20th|
+10+/+5
|
+12
|
+6
|
+12
|Bonus Feat[/table]

Alignment: Any.

Hit Die: d4.

Class Skills: The spellflame mage’s class skills (and the key ability for each skill) are Concentration (Con), Craft (all skills taken individually) (Int), Heal (Wis), Knowledge (all skills taken individually) (Int), Profession (Wis), Spot (Wis), and Spellcraft.

Skill Points at 1st Level: (2 + Int modifier) x 4.

Skill Points at Each Additional Level: 2 + Int modifier.

Weapon and Armor Proficiencies: Spellflame mages are proficient with all simple weapons. They are not proficient with any type of armor or shield.

Bonus Feat: The spellflame mage gains bonus feats as she learns more about her spellflame ability. These feats must be drawn from the Spellflame bonus feat (http://dorkistan.com/spellflamefeats.htm)list. (Or see the spoiler.)

Spellflame (Sp): Spellflame mages channel arcane energy from the ambient energies of the universe through their bodies, producing brilliantly colored flames from their hands, called spellflame. The color is produced is chosen by the player and remains constant throughout the spellflame mage’s career. Spellflame can be used as an attack and it can also reproduce the effects of spells (see Spell Mimic below). A spellflame mage can channel spellflame a number of times per day equal to 3 + her Constitution modifier, minimum 1. Using a daily use of spellflame is a standard action.

To use spellflame as an attack, a spellflame mage can spend one daily use of spellflame to make a ranged touch attack against one target within 10’. If successful, the attack does 1d4 points of damage per spellflame mage level, but the target receives a Reflex saving throw (DC = 12 + spellflame mage level + Con modifier) for half damage. Spellflame is not subject to damage reduction or energy resistance of any kind but is subject to spell resistance.

Spell Mimic (Sp): A spellflame mage can spend one use of spellflame to attempt to cast spells from the sorcerer/wizard spell list. Spellflame mages can only mimic spells on their class spell list. Spellflame mages begin with zero spells on their class spell list. To add spells to this list, a spellflame mage must first witness a casting of a spell, after which she may attempt a Spellcraft check (DC = 20 + level of the spell she wishes to add). If successful the spell is added to her class spell list – this is her list of spells known. Spellflame mages can also learn spells from scrolls or spellbooks as a wizard can. (Players should keep a list of spells known on their character sheet.) A spellflame mage can know up to 1 + Int modifier (minimum 1) of spells of any spell level. A spellflame mage can choose to unlearn spells and learn new ones each time she gains a level.

To attempt to mimic a spell, a spellflame mage must spend one use of spellflame, succeed a Concentration check (DC = 20 + level of mimicked spell), and she must be able to meet the component requirements of the spell. Should the concentration check fail, the spellflame mage must succeed a Fortitude saving throw (DC = 20 + level of spell mimicked). If she fails she is dazed for one round per level of the attempted spell mimicked. If she succeeds she is dazed for one round. The type of action (e.g. standard, full-round, etc.) changes according to the spell she is attempting to mimic. Mimicking a spell is subject to arcane spell failure chance from wearing armor or using a shield.



The following are the feats a spellflame mage can choose as one of her bonus feats. All feats with the [Spellflame] descriptor have Spellflame (or a similar ability) as a prerequisite, just like metamagic feats require you to be able to cast spells. Other feats, such as bloodline feats, metamagic feats, or feats specific to casters (such as Armored Casting) are acceptable to include on this list if your DM approves.

Dual Flame [Spellflame]
Each use of spellflame effects an additional target.
Prerequisite: any two spellflame feats.
Benefit: You may expend an extra use of your spellflame ability (two total) as an attack can effect an additional target within range. If you choose only one target, the DC to resist your damage is increased by +2, but there is no additional damage.
Special: You cannot combine this feat with Spellflame Nova or Spellflame Cone.

Energy Mimic [Spellflame]
You can add an energy type to your spellflame attacks.
Prerequisite: any spellflame feat.
Benefit:You may expend an extra use of spellflame (two total) to make a standard attack with spellflame, but the half of the damage changes to an energy type of your choice (i.e. acid, electric, fire, or sonic).
Normal: Spellflame energy is considered non-descript and is only subject to spell resistance.
Special: You may combine this feat with Spellflame Cone or Spellflame Nova. Doing so requires a full-round action, rather than a standard action.

Extra Spellflame [Spellflame]
You may use your spellflame ability more times per day.
Benefit: Each time you take this feat, you can use your spellflame ability four more times per day than normal.

Flamesting[Spellflame]
You can imbue projectile weapons with the power of spellflame.
Benefit: By expending one use of your spellflame ability, you can imbue a limited number of projectile ammunition with the essence of spellflame. You can imbue one item of ammunition per spellflame mage level. The enchantment adds a bonus to damage, but not to attack, but each imbued projectile is considered magic for the purposes of overcoming damage reduction. The bonus to damage is equal to one half your spellflame mage level.

Healing Flames [Spellflame]
You can heal yourself and others through your spellflame ability.
Prerequisite: Heal 5 ranks
Benefit: By expending one use of your spellflame ability, you can heal yourself or an ally (through a touch attack) of 2 hit points per spellflame mage level. This ability can not be used to damage undead.

Potent Channeler [Spellflame]
Your spellflame damage increases.
Prerequisite: any four spellflame feats, spellflame mage level 5th.
Benefit: The base damage for your spellflame ability increases to 1d6.
Normal: Spellflame damage is 1d4.

Quick Channeler [Spellflame]
You can channel spellflame as a free action.
Prerequisite: any two spellflame feats.
Benefit: You can expend two extra (three total) spellflame uses to make an attack using spellflame.
Normal: A spellflame attack is a stanard action.
Special: You may combine this feat with Spellflame Cone or Spellflame Nova, but doing so requires four extra spellflame uses (five total).

Spellflame Cone [Spellflame]
You can effect an area in front of you with spellflame.
Prerequisite: any two spellflame feats.
Benefit: As a full-round action you can expend one use of your spellflame ability to effect a 30’ cone with spellflame. The damage and saving throw DC is as normal for you.

Spell Mimic Mastery [Spellflame]
You are adept at mimicking arcane spells.
Prerequisite: spellflame mage level 8th.
Benefit:The number of spells you may know increases to 3 + your Int modifier (minimum 1). Additionally, should you fail the Concetration check to mimic a spell, you no longer need to make a Fortitude save, you are merely dazed for one round.
Normal: You may only know 1 + your Int modifier of arcane spells. If you fail the Concetration check to mimic a spell, you must succeed a Fortitude save or be dazed for one round per level of the attempted spell mimic.

Spellflame Nova [Spellflame]
You can effect and area around you with your spellflame.
Prerequisite: any two spellflame feats.
Benefit: As a full-round action you can expend one use of your spellflame ability to effect a 15’ radius around you with spellflame. The damage and saving throw DC is as normal for you.

Spellflame Strike [Spellflame]
You can deliver your spellflame attack through a melee weapon.
Prerequisite: Base attack bonus +1, Weapon Focus
Benefit: You can expend one use of your spellflame ability to add its damage to your next melee attack. The attack must be with the weapon for which you have the weapon focus feat. You must announce that you are spending the spellflame use before you make the attack roll, and if the attack fails, the spellflame use is wasted.

Student of the Arcane [General]
You are knowledgable about all things arcane.
Benefit: You gain a +2 bonus to Spellcraft and Knowledge (Arcana).

Triple Flame [Spellflame]
Each use of spellflame can effect a third target.
Prerequisite: Dual Flame.
Benefit: You may expend an extra use of your spellflame ability (two total) as an attack can effect up to three targets. If you choose only one target, the DC to resist your damage is increased by +4, but there is no additional damage. You gain no benefit for choosing only two targets.
Special: You cannot combine this feat with Spellflame Nova or Spellflame Cone.