Mattarias, King.
2007-08-10, 10:17 PM
Hello again. This is my third homebrew creation, I believe. My DM wanted me to design a spellcasting/warrior class that fit my character concept (no need to discuss the ramifications of this, please, I've heard them all. :smallannoyed: ), and I came up with this. Any suggestions would be greatly appreciated. :smallsmile: (Also, can someone teach me how to form something into a table?) Thanks to Maldraugedhen for the advice!
Now updated to a version I like better! opinions?
Heartfire Knight
http://img.photobucket.com/albums/v21/fiery25123/powerflame.png
Mattarias stood before the charging horde, unafraid. His companions stood by him, preparing for battle. He licked his teeth as he drew forth his sword. "This is gonna be fun." he nodded to his companions, and pulled his hand across his heart, as if donning a mantle. They charged, at their head a force of elemental fire...
Power. That is the one thing that matters to a Heartfire Knight, whether it be the strength to restore peace to a world in turmoil or to ascend above all others, power is the one thing a Heartfire Knight strives for, to emulate the Overking of legend, whom they respect more than any deity.
Entry requirements:
To be worthy of becoming a Heartfire Knight, one must fulfill all the following criteria.
Race: Half-Elf.
Base Attack Bonus: +3
Skills: Knowledge: nobility/royalty 9 ranks, Concentrate 9 ranks, Speak Language: Ignan
Feats: Fiery Burst, Weapon Focus (Longsword), Eschew Materials.
Spellcasting: Must know and be able to cast at least one arcane spell of the [fire] descriptor for every spell level known, with the exception of 0th level slots.
Special: Must have defeated an opponent with a CR equal to or greater than your HD in single combat, utilizing nothing but melee attacks and [fire] spells.
Special: Must have read from the pages of The Fire Master’s Chronicles, and performed a special ritual described within it. This ritual results in a permanent drain of 2 points of constitution, which is recoverable only by divine intervention.
Special: A character entering this class may not advance in any other class until he finishes advancing in this one.
Table 1-1: Heartfire Knight (HD: D8)
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|
+1|
+0|
+2|
+0|Flame spell, Control Flame, Flametouched, Burning Indignation
2nd|
+2|
+0|
+3|
+0|Cauterization
3rd|
+3|
+1|
+3|
+1|Heated Dash
4th|
+4|
+1|
+4|
+1|Halt the Burning Horde
5th|
+5|
+1|
+4|
+1|Flame Brand
6th|
+6|
+2|
+5|
+2|Flare Jump
7th|
+7|
+2|
+5|
+2|Rising Phoenix, Dying Shadows
8th|
+8|
+2|
+6|
+2|Right Hand of the Crimson King, Fearless Eyes of the Overking
9th|
+9|
+3|
+6|
+3|Indomitable Flame
10th|
+10|
+3|
+7|
+3|Fiery Transformation[/table]
Table 1-2 Heartfire Knight spells per day
Level 3rd 4th 5th 6th
1 2
2 3
3 4
4 5 2
5 5 3
6 5 4
7 5 5 2
8 5 5 3
9 5 5 4 4
10 5 5 5 5
Table 1-3 the Heartfire Knight spell list (Complete...?)
1st level:
Burning Hands, Flame Missile (As Magic Missile, but a [fire] spell that deals fire damage), Lesser Orb of Fire, Produce Flame, Scorching Grasp (As Shocking Grasp, but [fire] and deals fire damage. +3 on attack roll if the character is wearing flammables. May ignite things).
2nd level:
Flame Dagger, Flaming Sphere, Heat Metal, Heartfire, Scorch, Scorching Ray, Fire Burst.
3rd level:
Body Blaze, Everburn Mark (As Explosive Runes, but a [fire] spell deals fire damage instead of [force].), Fireball, Firebolt (as lighting bolt, but [fire] and deals fire damage), Flame of Faith.
4th Level:
Blast of Flame, Burning Blood, Channeled Pyroburst, Explosive Cascade, Firebrand, Fire Shield (warm shield only), Flame Strike, Metal Melt, Meteoric Strike, Orb of Fire, Wall of Fire.
5th level:
Cone of Fire (as cone of Cold, but [fire]), Flame Strike, Greater Fire Burst, Inferno.
6th level:
Bounding Firebolt (as Chain Lightning, but [fire] and deals fire damage), Fire Storm.
Class Skills (6+Int modifier per level):
the Heartfire Knight's class skills (and the key ability for each) are: Balance (Dex), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility and royalty) (Int), Listen (Wis), Perform (Cha), Spellcraft (Int), and Tumble (Dex).
Class Features
As they advance in level, Heartfire Knights draw closer and closer to primal elemental fire, increasing their power and altering their appearance, eventually gaining the ability to transform into an avatar of the Burning King's power himself.
(Note: A Heartfire Knight may not use any class features if he is wearing armor of any kind.)
Weapon and armor proficiency:
Heartfire Knights gain no extra proficiencies in any weapon or armor.
Spells and spells per day:
A Heartfire Knight spontaneously casts spells according to table 1-2: Heartfire Knight spells per day. Whenever he advances a spell level, he automatically knows all spells known, according to the Heartfire Knight spell list. A Heartfire Knight's effective caster level for casting [fire] spells is his Heartfire Knight level plus those of any previous spellcasting classes he has, plus any relevant modifiers.
Flame spell:
Due to the ritual involved in becoming a Heartfire Knight, the character may no longer advance his spellcasting in any class after the completion of this one. Also, all his [fire] spells are cast at +2 caster level, and all [water] and [cold] spells he attempts to cast automatically fail, as if due to arcane spell failure. Any spells cast on him that directly increase his AC suffer a 50% chance of arcane spell failure. He may no longer learn any spells that do not have the [Fire] descriptor. Additionally, the Heartfire Knight may, at first level and every other level thereafter, choose to replace a spell from his previous spellcasting class's spell list with a spell from the Heartfire Knight spell list of the appropriate level. Also, He may no longer use the Use Magic Device skill, and may no longer utilize spell completion or spell trigger items such as wands or scrolls, even if the spells they contain are on the Heartfire Knight's spell list.
Control Flame(Ex):
Starting at 1st level, a Heartfire Knight may, at will, move a small sized or smaller fire ten feet per Heartfire Knight level. Additionally, he may make a fire brighter, doubling its effective illumination radius, duller, effectively halving it, or snuff the fire out completely. With the exception of putting a fire out, this ability does not change the amount of damage a fire does. This ability is a move-equivalent action that does not provoke an attack of opportunity. The size of the fire the Knight may affect increases by one size category every odd level after first.
Flametouched (Ex):
Starting at 1st level, A Heartfire Knight Undergoes a ritual to bring fire into himself, permanently raising his body temperature above normal for his race. As his appearance changes, slowly and subtly, the Heartfire Knight gains fire resistance equal to his effective character level. Also, He may only drink flammable liquids, not water, or take a -1 per Heartfire Knight level to all rolls for 1d4 hours. A Heartfire Knight no longer has a need to perform “bodily functions” (with the exception of sleeping or trancing) and may digest anything consumable without ill effects as whatever is eaten is incinerated in his stomach. Ingested poisons with a DC of 15 or over still retain their usual effect. His flesh treats large bodies of water as normal people's bodies treat fire. It does 1d6 points of nonlethal damage to him on contact, and 1d6 per round upon being totally immersed. This damage persists for 1d3 rounds after ending contact with the water, or until the Heartfire Knight is dried, whichever is sooner.
Burning Indignation (Ex):
At 1st level, a Heartfire Knight's sense of self burns so fiercely he becomes more aware of effects that may harm him and deflects or avoids them with impunity. He gains a deflection bonus to AC equal to his charisma modifier when unarmored and unencumbered. In addition, he gains +1 AC. This bonus increases by 1 for every level after fifth.
Cauterization(Su):
Starting at 2nd level, a Heartfire Knight may literally burn his magic in order to seal his wounds. Using this ability, he may convert 1d6 points of lethal damage per level of the spell or spell slot expended, plus his charisma modifier, into nonlethal damage. 0-level slots convert 1d3 points of damage for determining the effects of this ability. Additionally, a Heartfire Knight may convert his damage by immersing his wounds in nonmagical fire. The size of the blaze dictates how many hit points may be converted. A small fire converts 1d6 points of damage, a medium fire, 2d6, and a large fire, 3d6. Any fires larger than large have no additional effect.
Heated Dash (Ex):
At 3rd level, a Heartfire Knight learns to move as fast as a wildfire in a good wind. While wearing no armor and carrying no more than a light load, his footsteps seem to emanate smoke or sparks as he gains an extra ten feet to his movement speed and a +5 to jump checks. This ability stacks with the fast movement ability. Also, this ability allows a Heartfire Knight to move up to 5x his normal speed while running, and 3x his speed on a charge. Additionally, as a swift action, the Heartfire Knight may ignite one flammable object of medium size or smaller if he passes within five feet of it using this ability.
Halt The Burning Horde (Su):
At 4th level, a Heartfire Knight is respected and feared by those who share his element, and he may channel his inner fire in such a display of might as to compel creatures with the [Fire] subtype to join his cause. This ability functions as the cleric's rebuke undead ability, the Knight being treated as a cleric of his character level, with the exception that the Heartfire Knight may only affect [fire] creatures.
Flame Brand (Sp):
At 5th level, a Heartfire Knight gains the ability to channel the power of flame into true offensive power. By expending a spell slot as a swift action, he may add 1d6 of fire damage per level of the spell or spell slot sacrificed, plus his charisma modifier to any melee attack or [fire] spell. Alternatively, a Heartfire Knight may create a longsword composed entirely of fire as per the flame blade spell (his caster level is equivalent to his character level for purposes of this effect). This sword can be wielded with no penalty if wielded in the Heartfire Knight's off hand, as it is essentially weightless. Also, if the Heartfire Knight possesses the Two Weapon Fighting feat, he may wild this sword and his primary longsword together without penalty. This ability lasts for five rounds plus the Heartfire Knight's Charisma modifier.
Flare Jump (Su):
At 6th level, a Heartfire Knight may travel between two diminutive(torch-sized) or larger sources of fire as per the dimension door spell. The Heartfire Knight may travel up to 10 feet per Heartfire Knight level per day in this manner. He need not travel all this distance at once- he may take a ten foot jump in one round, and a forty foot jump in another, or the like, if he so wishes. He may move up to ten feet per Heartfire Knight level in this manner. This is a move-equivalent action and can be split among many jumps, but the distance traversed, no matter how small, counts as a ten foot increment. Additionally, If the Heartfire knight possesses the Spring Attack feat, he may use any fire he jumps through to add to his spring attack distance.
Rising Phoenix, Dying Shadows (Sp):
Once per day per two Heartfire Knight levels, the Knight may, as a full action, coil up his energy, then channel it through his blade, unleashing it all in a devastating fiery attack upon his enemies. Using this ability, the Heartfire Knight may do 10d6 points of damage to one adjacent enemy. For the purposes of damage reduction, half of this damage is slashing damage, and the rest is fire damage. If they succeed on a reflex save with a DC equal to 15+ your charisma modifier, they take only 5d6 points of fire damage instead. This ability is only useable if the Heartfire Knight is wielding a Longsword.
Right Hand of the Crimson King:
At 8th level, a Heartfire Knight's connection with true, primal fire is complete and unseverable. He gains the [fire] subtype, yet takes double damage from cold and water attacks, and the damage taken from being submerged in water doubles, as does the penalty for consuming water. Additionally, he no longer benefits from spells with the healing descriptor, as it is not positive energy that powers his body any more, but an unquenchable fiery energy that erupts from his wounds when he is injured. His Cauterization ability no longer does nonlethal damage, but instead completely heals 1d8 points of damage per level of spell or spell slot expended.
Fearless Eyes of the Overking (Su):
At 8th level, the Heartfire Knight's inner flame no longer wavers, for through the eyes of the Overking, he has seen the very heart of darkness, and he now fears nothing (gains immunity to fear). Also, by specially preparing a bottle of aged red wine with alchemist's fire and willingly sharing it with up to five companions, he may bestow unto them fire resistance 5 and a +1 morale bonus against fear effects. These bonuses begin when the bottle is finished, and lasts until they fall asleep, dreaming wondrous dreams of dancing fire. The special wine takes one hour to make and costs 50 gold to prepare (this includes the cost of alchemist's fire).
Indomitble Flame:
At 9th level, a Heartfire Knight learns to control fire to such an extent that all his [fire] spells and abilities bypass the fire resistance of enemies, and deal twice their normal damage against [cold] creatures. Additionally, if the Heartfire Knight has the Searing Spell feat, he may choose to replace it with a fighter bonus feat he qualifies for, ignoring the fighter level prerequisite.
Fiery Transformation (Su):
As you offer your power, you pull you hand across our heart, symbolizing your devotion to the Everburning Flame. In a flash, your appearance changes. You gain six fiery, transparent wings, your hair elongates as its ends dance like fire. The edges your eyes are lined with crimson, as glowing runes of the same color cover your body, infusing it with strength and ending your fingers in fiery claws. Your breath blows hot and smoke billows from the spaces between your reddened teeth. You are fire incarnate.
Once per day, as a move equivalent action, a Heartfire Knight may sacrifice a sixth level spell to transform into an avatar of the Burning King in his most fearsome state. He gains the Fire Absorb ability, a fly speed of 60 (with perfect maneuverability), a +4 bonus to strength, 2d10 extra dice of damage on all melee attacks, and a +10 bonus on rebuking attempts vs. fire creatures. Additionally, everything within ten feet of the Heartfire Knight (excluding himself or his equipment) are dealt 2d6 points of damage every turn. What's more, if the Knight is slain while in this form, his body explodes and is destroyed in a holocaust of unquenchable, unbearable flame, dealing 10d6 points of damage to all within 30 feet of him (this blast does not affect his equipment, but does end this ability's duration). 5d6 days later, The Heartfire Knight appears in the spot of his death, or, if this is not possible, in the nearest livable square. He is fatigued from the ordeal of rebirth, yet otherwise exactly as he was, equipment and all, as if a True Resurrection spell was cast upon him. This transformation lasts for an initial six rounds, yet the Heartfire Knight may expend a spell as a free action to prolong this transformation for one extra round per level of the spell expended. However, when this ability ends, the Heartfire Knight falls unconscious for ten rounds per spell sacrificed.
Playing a Heartfire Knight
A Heartfire Knight's power does not go unnoticed by those who look upon him, yet traditional spellcasters see your approach as dangerous and power-hungry, traditional melee fighters see you as insane for playing with fire. They may be right, yet you also pity their misconception of your strength. As your connection with fire burns brighter and brighter, your offensive ability increases exponentially, insuring that you will be able to deal damage easily in combat.
Combat
"When all else fails, use fire". That is your motto. You know how to hold back your full strength until it is needed, preferring to engage your enemies in melee combat first, using your explosive abilities when your enemy seems resilient to physical damage.
Due to your ability to fight in melee, you are less reliant on your spells than other melee casters, and do not become useless once you run out of spells. Unfortunately, due to your extremely limited spell list, you cannot cast "buffing" spells on yourself like other hybrid warrior/spellcasters, yet you make up for this with a multitude of offensive abilities.
Advancement
At earlier levels, you may be tempted to continue fighting, even if the odds are down. Remember though, that if you take too much nonlethal damage you will find yourself unconscious, which may lead to a worse situation. Knowing when to fight and when to run is crucial at these levels.
At later levels, your abilities allow you to stay in battle for extended periods of time, in melee combat or from afar. Upon completing this class, your Fiery Transformation ability allows you to fight more effectively without fear of dying, though only for a limited time.
Resources
Being bound to this prestige class may be a difficult affair, as discovering your abilities may lead to dangerous and often destructive results. Heartfire Knights are an extremely rare breed, and it is likely you will have a hard time finding others similar to you. This often leads to a tendency popular among Heartfire knights- to gain fame and notoriety to make up for their often lonely singularity.
Heartfire Knights in the World
Becoming a Heartfire Knight is an excellent choice for a spellcaster seeking more power, explosively augmenting one's power to survive in melee. However, it entails some harsh drawbacks. The -2 to Constitution is a harsh blow to any spellcaster, given their low hit die, Use Magic Device, one of the most important skills to a spellcaster, is effectively rendered useless, and the inability to wear armor practically ensures that your AC is going to be sub-par (Although Burning Indignation makes up for this, to an extent). This makes this class unpopular, yet seems a small price to pay when it is completed.
While most Heartfire Knights resolve themselves to a life of advancing good in some form or another, there are dark tales, whispered, of those who had turned to the path of darkness, who wield terrifying powers and a horde of flame creatures at their command.
Organization
At most, there are one or two Heartfire Knights in the world at one time, and the inner workings of the class are usually passed down mixed bloodlines from father to son, the latter only understanding them when he hears the Call, the inner urging to fulfill his destiny. When father and son are separated, the son learns things on his own, the Voice Within telling him to attempt new things, slowly prodding at his subconscious. This is dangerous, though, as this leads to recklessness and sudden, abrupt realizations of power.
NPC Reactions
Adepts have a starting attitude of indifferent to unfriendly toward Heartfire Knights, as their exotic appearance and 'crude' uses of magic make seem seen untrustworthy.
Aristocrats have a starting attitude of indifferent to friendly toward Heartfire Knights, due mainly to their usually noble heritage and mannerisms. Younger aristocrats may be fascinated by the Knight's dedication to power, often trying to emulate them.
Commoners have a starting attitude of indifferent toward Heartfire Knights, having never heard of them before. they are likely to judge them as members of their previous class, though eccentric looking.
Experts have a starting attitude of indifferent towards Heartfire Knights, as, like commoners, they haven't heard much of them and think of them like any other spellcasting class.
Warriors have a starting attitude of indifferent to friendly toward Heartfire Knights, commending them on their skill with a blade and willingness to "get their hands dirty", unlike traditional spellcasters.
Heartfire Knight Lore
Characters with Knowledge (history) or Knowledge (nobility and royalty) can research Heartfire Knights to learn more about them. When a character makes a Knowledge check, read or paraphrase the following:
DC 20: "Heartfire Knights are unorthodox spellcasters who literally burn magical energy in order to gain power."
DC 25: "Heartfire Knights are descendants of an ancient family dedicated to flame. They crave power above all else, and can even move through fire itself without harm."
DC 30: "Heartfire knights seek to emulate the power of a great king from ancient legends, who is thought to have been a myth." Additionally, characters who achieve this level of success can learn important details about specific Heartfire Knights, including notable accomplishments and places in which they were last seen.
Player Characters attempting to find a Heartfire Knight must succeed on a DC 20 gather information check, in order to find the right contacts and intermediaries for finding one.
Heartfire Knights in the Game
A balance between melee combat and spellcasting is crucial to victory. You may be able to hold your own in battle , yet holding back on your magical abilities may be a fatal mistake. Remember "even moderation in moderation".
Purchasing equipment is different depending on what aspect of yourself you would like to focus on, since you no longer need to purchase armor, you have more money to spend on weapons or other miscellaneous magical equipment.
Adaptation
Heartfire Knights are easily incorporated into a world full of magic. Their concentration on offensive magic is to be expected to happen anywhere with spellcasters, especially those specializing in evocation. In worlds where magic is less prevalent, they become much more unique and powerful. Perhaps a powerful lord in a faraway desert is a member of the class and requires the PCs' services, for what he seeks is in the middle of an ocean. Regardless of setting, members of this class may be encountered as wandering duelists, eager to test their strengths, or settled-down nobles with notoriety in their kingdom.
Encounters
[Sample encounter coming soon!]
Now updated to a version I like better! opinions?
Heartfire Knight
http://img.photobucket.com/albums/v21/fiery25123/powerflame.png
Mattarias stood before the charging horde, unafraid. His companions stood by him, preparing for battle. He licked his teeth as he drew forth his sword. "This is gonna be fun." he nodded to his companions, and pulled his hand across his heart, as if donning a mantle. They charged, at their head a force of elemental fire...
Power. That is the one thing that matters to a Heartfire Knight, whether it be the strength to restore peace to a world in turmoil or to ascend above all others, power is the one thing a Heartfire Knight strives for, to emulate the Overking of legend, whom they respect more than any deity.
Entry requirements:
To be worthy of becoming a Heartfire Knight, one must fulfill all the following criteria.
Race: Half-Elf.
Base Attack Bonus: +3
Skills: Knowledge: nobility/royalty 9 ranks, Concentrate 9 ranks, Speak Language: Ignan
Feats: Fiery Burst, Weapon Focus (Longsword), Eschew Materials.
Spellcasting: Must know and be able to cast at least one arcane spell of the [fire] descriptor for every spell level known, with the exception of 0th level slots.
Special: Must have defeated an opponent with a CR equal to or greater than your HD in single combat, utilizing nothing but melee attacks and [fire] spells.
Special: Must have read from the pages of The Fire Master’s Chronicles, and performed a special ritual described within it. This ritual results in a permanent drain of 2 points of constitution, which is recoverable only by divine intervention.
Special: A character entering this class may not advance in any other class until he finishes advancing in this one.
Table 1-1: Heartfire Knight (HD: D8)
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|
+1|
+0|
+2|
+0|Flame spell, Control Flame, Flametouched, Burning Indignation
2nd|
+2|
+0|
+3|
+0|Cauterization
3rd|
+3|
+1|
+3|
+1|Heated Dash
4th|
+4|
+1|
+4|
+1|Halt the Burning Horde
5th|
+5|
+1|
+4|
+1|Flame Brand
6th|
+6|
+2|
+5|
+2|Flare Jump
7th|
+7|
+2|
+5|
+2|Rising Phoenix, Dying Shadows
8th|
+8|
+2|
+6|
+2|Right Hand of the Crimson King, Fearless Eyes of the Overking
9th|
+9|
+3|
+6|
+3|Indomitable Flame
10th|
+10|
+3|
+7|
+3|Fiery Transformation[/table]
Table 1-2 Heartfire Knight spells per day
Level 3rd 4th 5th 6th
1 2
2 3
3 4
4 5 2
5 5 3
6 5 4
7 5 5 2
8 5 5 3
9 5 5 4 4
10 5 5 5 5
Table 1-3 the Heartfire Knight spell list (Complete...?)
1st level:
Burning Hands, Flame Missile (As Magic Missile, but a [fire] spell that deals fire damage), Lesser Orb of Fire, Produce Flame, Scorching Grasp (As Shocking Grasp, but [fire] and deals fire damage. +3 on attack roll if the character is wearing flammables. May ignite things).
2nd level:
Flame Dagger, Flaming Sphere, Heat Metal, Heartfire, Scorch, Scorching Ray, Fire Burst.
3rd level:
Body Blaze, Everburn Mark (As Explosive Runes, but a [fire] spell deals fire damage instead of [force].), Fireball, Firebolt (as lighting bolt, but [fire] and deals fire damage), Flame of Faith.
4th Level:
Blast of Flame, Burning Blood, Channeled Pyroburst, Explosive Cascade, Firebrand, Fire Shield (warm shield only), Flame Strike, Metal Melt, Meteoric Strike, Orb of Fire, Wall of Fire.
5th level:
Cone of Fire (as cone of Cold, but [fire]), Flame Strike, Greater Fire Burst, Inferno.
6th level:
Bounding Firebolt (as Chain Lightning, but [fire] and deals fire damage), Fire Storm.
Class Skills (6+Int modifier per level):
the Heartfire Knight's class skills (and the key ability for each) are: Balance (Dex), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility and royalty) (Int), Listen (Wis), Perform (Cha), Spellcraft (Int), and Tumble (Dex).
Class Features
As they advance in level, Heartfire Knights draw closer and closer to primal elemental fire, increasing their power and altering their appearance, eventually gaining the ability to transform into an avatar of the Burning King's power himself.
(Note: A Heartfire Knight may not use any class features if he is wearing armor of any kind.)
Weapon and armor proficiency:
Heartfire Knights gain no extra proficiencies in any weapon or armor.
Spells and spells per day:
A Heartfire Knight spontaneously casts spells according to table 1-2: Heartfire Knight spells per day. Whenever he advances a spell level, he automatically knows all spells known, according to the Heartfire Knight spell list. A Heartfire Knight's effective caster level for casting [fire] spells is his Heartfire Knight level plus those of any previous spellcasting classes he has, plus any relevant modifiers.
Flame spell:
Due to the ritual involved in becoming a Heartfire Knight, the character may no longer advance his spellcasting in any class after the completion of this one. Also, all his [fire] spells are cast at +2 caster level, and all [water] and [cold] spells he attempts to cast automatically fail, as if due to arcane spell failure. Any spells cast on him that directly increase his AC suffer a 50% chance of arcane spell failure. He may no longer learn any spells that do not have the [Fire] descriptor. Additionally, the Heartfire Knight may, at first level and every other level thereafter, choose to replace a spell from his previous spellcasting class's spell list with a spell from the Heartfire Knight spell list of the appropriate level. Also, He may no longer use the Use Magic Device skill, and may no longer utilize spell completion or spell trigger items such as wands or scrolls, even if the spells they contain are on the Heartfire Knight's spell list.
Control Flame(Ex):
Starting at 1st level, a Heartfire Knight may, at will, move a small sized or smaller fire ten feet per Heartfire Knight level. Additionally, he may make a fire brighter, doubling its effective illumination radius, duller, effectively halving it, or snuff the fire out completely. With the exception of putting a fire out, this ability does not change the amount of damage a fire does. This ability is a move-equivalent action that does not provoke an attack of opportunity. The size of the fire the Knight may affect increases by one size category every odd level after first.
Flametouched (Ex):
Starting at 1st level, A Heartfire Knight Undergoes a ritual to bring fire into himself, permanently raising his body temperature above normal for his race. As his appearance changes, slowly and subtly, the Heartfire Knight gains fire resistance equal to his effective character level. Also, He may only drink flammable liquids, not water, or take a -1 per Heartfire Knight level to all rolls for 1d4 hours. A Heartfire Knight no longer has a need to perform “bodily functions” (with the exception of sleeping or trancing) and may digest anything consumable without ill effects as whatever is eaten is incinerated in his stomach. Ingested poisons with a DC of 15 or over still retain their usual effect. His flesh treats large bodies of water as normal people's bodies treat fire. It does 1d6 points of nonlethal damage to him on contact, and 1d6 per round upon being totally immersed. This damage persists for 1d3 rounds after ending contact with the water, or until the Heartfire Knight is dried, whichever is sooner.
Burning Indignation (Ex):
At 1st level, a Heartfire Knight's sense of self burns so fiercely he becomes more aware of effects that may harm him and deflects or avoids them with impunity. He gains a deflection bonus to AC equal to his charisma modifier when unarmored and unencumbered. In addition, he gains +1 AC. This bonus increases by 1 for every level after fifth.
Cauterization(Su):
Starting at 2nd level, a Heartfire Knight may literally burn his magic in order to seal his wounds. Using this ability, he may convert 1d6 points of lethal damage per level of the spell or spell slot expended, plus his charisma modifier, into nonlethal damage. 0-level slots convert 1d3 points of damage for determining the effects of this ability. Additionally, a Heartfire Knight may convert his damage by immersing his wounds in nonmagical fire. The size of the blaze dictates how many hit points may be converted. A small fire converts 1d6 points of damage, a medium fire, 2d6, and a large fire, 3d6. Any fires larger than large have no additional effect.
Heated Dash (Ex):
At 3rd level, a Heartfire Knight learns to move as fast as a wildfire in a good wind. While wearing no armor and carrying no more than a light load, his footsteps seem to emanate smoke or sparks as he gains an extra ten feet to his movement speed and a +5 to jump checks. This ability stacks with the fast movement ability. Also, this ability allows a Heartfire Knight to move up to 5x his normal speed while running, and 3x his speed on a charge. Additionally, as a swift action, the Heartfire Knight may ignite one flammable object of medium size or smaller if he passes within five feet of it using this ability.
Halt The Burning Horde (Su):
At 4th level, a Heartfire Knight is respected and feared by those who share his element, and he may channel his inner fire in such a display of might as to compel creatures with the [Fire] subtype to join his cause. This ability functions as the cleric's rebuke undead ability, the Knight being treated as a cleric of his character level, with the exception that the Heartfire Knight may only affect [fire] creatures.
Flame Brand (Sp):
At 5th level, a Heartfire Knight gains the ability to channel the power of flame into true offensive power. By expending a spell slot as a swift action, he may add 1d6 of fire damage per level of the spell or spell slot sacrificed, plus his charisma modifier to any melee attack or [fire] spell. Alternatively, a Heartfire Knight may create a longsword composed entirely of fire as per the flame blade spell (his caster level is equivalent to his character level for purposes of this effect). This sword can be wielded with no penalty if wielded in the Heartfire Knight's off hand, as it is essentially weightless. Also, if the Heartfire Knight possesses the Two Weapon Fighting feat, he may wild this sword and his primary longsword together without penalty. This ability lasts for five rounds plus the Heartfire Knight's Charisma modifier.
Flare Jump (Su):
At 6th level, a Heartfire Knight may travel between two diminutive(torch-sized) or larger sources of fire as per the dimension door spell. The Heartfire Knight may travel up to 10 feet per Heartfire Knight level per day in this manner. He need not travel all this distance at once- he may take a ten foot jump in one round, and a forty foot jump in another, or the like, if he so wishes. He may move up to ten feet per Heartfire Knight level in this manner. This is a move-equivalent action and can be split among many jumps, but the distance traversed, no matter how small, counts as a ten foot increment. Additionally, If the Heartfire knight possesses the Spring Attack feat, he may use any fire he jumps through to add to his spring attack distance.
Rising Phoenix, Dying Shadows (Sp):
Once per day per two Heartfire Knight levels, the Knight may, as a full action, coil up his energy, then channel it through his blade, unleashing it all in a devastating fiery attack upon his enemies. Using this ability, the Heartfire Knight may do 10d6 points of damage to one adjacent enemy. For the purposes of damage reduction, half of this damage is slashing damage, and the rest is fire damage. If they succeed on a reflex save with a DC equal to 15+ your charisma modifier, they take only 5d6 points of fire damage instead. This ability is only useable if the Heartfire Knight is wielding a Longsword.
Right Hand of the Crimson King:
At 8th level, a Heartfire Knight's connection with true, primal fire is complete and unseverable. He gains the [fire] subtype, yet takes double damage from cold and water attacks, and the damage taken from being submerged in water doubles, as does the penalty for consuming water. Additionally, he no longer benefits from spells with the healing descriptor, as it is not positive energy that powers his body any more, but an unquenchable fiery energy that erupts from his wounds when he is injured. His Cauterization ability no longer does nonlethal damage, but instead completely heals 1d8 points of damage per level of spell or spell slot expended.
Fearless Eyes of the Overking (Su):
At 8th level, the Heartfire Knight's inner flame no longer wavers, for through the eyes of the Overking, he has seen the very heart of darkness, and he now fears nothing (gains immunity to fear). Also, by specially preparing a bottle of aged red wine with alchemist's fire and willingly sharing it with up to five companions, he may bestow unto them fire resistance 5 and a +1 morale bonus against fear effects. These bonuses begin when the bottle is finished, and lasts until they fall asleep, dreaming wondrous dreams of dancing fire. The special wine takes one hour to make and costs 50 gold to prepare (this includes the cost of alchemist's fire).
Indomitble Flame:
At 9th level, a Heartfire Knight learns to control fire to such an extent that all his [fire] spells and abilities bypass the fire resistance of enemies, and deal twice their normal damage against [cold] creatures. Additionally, if the Heartfire Knight has the Searing Spell feat, he may choose to replace it with a fighter bonus feat he qualifies for, ignoring the fighter level prerequisite.
Fiery Transformation (Su):
As you offer your power, you pull you hand across our heart, symbolizing your devotion to the Everburning Flame. In a flash, your appearance changes. You gain six fiery, transparent wings, your hair elongates as its ends dance like fire. The edges your eyes are lined with crimson, as glowing runes of the same color cover your body, infusing it with strength and ending your fingers in fiery claws. Your breath blows hot and smoke billows from the spaces between your reddened teeth. You are fire incarnate.
Once per day, as a move equivalent action, a Heartfire Knight may sacrifice a sixth level spell to transform into an avatar of the Burning King in his most fearsome state. He gains the Fire Absorb ability, a fly speed of 60 (with perfect maneuverability), a +4 bonus to strength, 2d10 extra dice of damage on all melee attacks, and a +10 bonus on rebuking attempts vs. fire creatures. Additionally, everything within ten feet of the Heartfire Knight (excluding himself or his equipment) are dealt 2d6 points of damage every turn. What's more, if the Knight is slain while in this form, his body explodes and is destroyed in a holocaust of unquenchable, unbearable flame, dealing 10d6 points of damage to all within 30 feet of him (this blast does not affect his equipment, but does end this ability's duration). 5d6 days later, The Heartfire Knight appears in the spot of his death, or, if this is not possible, in the nearest livable square. He is fatigued from the ordeal of rebirth, yet otherwise exactly as he was, equipment and all, as if a True Resurrection spell was cast upon him. This transformation lasts for an initial six rounds, yet the Heartfire Knight may expend a spell as a free action to prolong this transformation for one extra round per level of the spell expended. However, when this ability ends, the Heartfire Knight falls unconscious for ten rounds per spell sacrificed.
Playing a Heartfire Knight
A Heartfire Knight's power does not go unnoticed by those who look upon him, yet traditional spellcasters see your approach as dangerous and power-hungry, traditional melee fighters see you as insane for playing with fire. They may be right, yet you also pity their misconception of your strength. As your connection with fire burns brighter and brighter, your offensive ability increases exponentially, insuring that you will be able to deal damage easily in combat.
Combat
"When all else fails, use fire". That is your motto. You know how to hold back your full strength until it is needed, preferring to engage your enemies in melee combat first, using your explosive abilities when your enemy seems resilient to physical damage.
Due to your ability to fight in melee, you are less reliant on your spells than other melee casters, and do not become useless once you run out of spells. Unfortunately, due to your extremely limited spell list, you cannot cast "buffing" spells on yourself like other hybrid warrior/spellcasters, yet you make up for this with a multitude of offensive abilities.
Advancement
At earlier levels, you may be tempted to continue fighting, even if the odds are down. Remember though, that if you take too much nonlethal damage you will find yourself unconscious, which may lead to a worse situation. Knowing when to fight and when to run is crucial at these levels.
At later levels, your abilities allow you to stay in battle for extended periods of time, in melee combat or from afar. Upon completing this class, your Fiery Transformation ability allows you to fight more effectively without fear of dying, though only for a limited time.
Resources
Being bound to this prestige class may be a difficult affair, as discovering your abilities may lead to dangerous and often destructive results. Heartfire Knights are an extremely rare breed, and it is likely you will have a hard time finding others similar to you. This often leads to a tendency popular among Heartfire knights- to gain fame and notoriety to make up for their often lonely singularity.
Heartfire Knights in the World
Becoming a Heartfire Knight is an excellent choice for a spellcaster seeking more power, explosively augmenting one's power to survive in melee. However, it entails some harsh drawbacks. The -2 to Constitution is a harsh blow to any spellcaster, given their low hit die, Use Magic Device, one of the most important skills to a spellcaster, is effectively rendered useless, and the inability to wear armor practically ensures that your AC is going to be sub-par (Although Burning Indignation makes up for this, to an extent). This makes this class unpopular, yet seems a small price to pay when it is completed.
While most Heartfire Knights resolve themselves to a life of advancing good in some form or another, there are dark tales, whispered, of those who had turned to the path of darkness, who wield terrifying powers and a horde of flame creatures at their command.
Organization
At most, there are one or two Heartfire Knights in the world at one time, and the inner workings of the class are usually passed down mixed bloodlines from father to son, the latter only understanding them when he hears the Call, the inner urging to fulfill his destiny. When father and son are separated, the son learns things on his own, the Voice Within telling him to attempt new things, slowly prodding at his subconscious. This is dangerous, though, as this leads to recklessness and sudden, abrupt realizations of power.
NPC Reactions
Adepts have a starting attitude of indifferent to unfriendly toward Heartfire Knights, as their exotic appearance and 'crude' uses of magic make seem seen untrustworthy.
Aristocrats have a starting attitude of indifferent to friendly toward Heartfire Knights, due mainly to their usually noble heritage and mannerisms. Younger aristocrats may be fascinated by the Knight's dedication to power, often trying to emulate them.
Commoners have a starting attitude of indifferent toward Heartfire Knights, having never heard of them before. they are likely to judge them as members of their previous class, though eccentric looking.
Experts have a starting attitude of indifferent towards Heartfire Knights, as, like commoners, they haven't heard much of them and think of them like any other spellcasting class.
Warriors have a starting attitude of indifferent to friendly toward Heartfire Knights, commending them on their skill with a blade and willingness to "get their hands dirty", unlike traditional spellcasters.
Heartfire Knight Lore
Characters with Knowledge (history) or Knowledge (nobility and royalty) can research Heartfire Knights to learn more about them. When a character makes a Knowledge check, read or paraphrase the following:
DC 20: "Heartfire Knights are unorthodox spellcasters who literally burn magical energy in order to gain power."
DC 25: "Heartfire Knights are descendants of an ancient family dedicated to flame. They crave power above all else, and can even move through fire itself without harm."
DC 30: "Heartfire knights seek to emulate the power of a great king from ancient legends, who is thought to have been a myth." Additionally, characters who achieve this level of success can learn important details about specific Heartfire Knights, including notable accomplishments and places in which they were last seen.
Player Characters attempting to find a Heartfire Knight must succeed on a DC 20 gather information check, in order to find the right contacts and intermediaries for finding one.
Heartfire Knights in the Game
A balance between melee combat and spellcasting is crucial to victory. You may be able to hold your own in battle , yet holding back on your magical abilities may be a fatal mistake. Remember "even moderation in moderation".
Purchasing equipment is different depending on what aspect of yourself you would like to focus on, since you no longer need to purchase armor, you have more money to spend on weapons or other miscellaneous magical equipment.
Adaptation
Heartfire Knights are easily incorporated into a world full of magic. Their concentration on offensive magic is to be expected to happen anywhere with spellcasters, especially those specializing in evocation. In worlds where magic is less prevalent, they become much more unique and powerful. Perhaps a powerful lord in a faraway desert is a member of the class and requires the PCs' services, for what he seeks is in the middle of an ocean. Regardless of setting, members of this class may be encountered as wandering duelists, eager to test their strengths, or settled-down nobles with notoriety in their kingdom.
Encounters
[Sample encounter coming soon!]