kinem
2022-06-29, 09:25 PM
Fire Masters incorporate arcane fire magic into their fighting styles, training both mind and body.
Hit Die: d8
Skill Points: 4 + Intelligence Modifier
Class Skills: Appraise, Balance, Climb, Concentration, Craft, Intimidate, Jump, Knowledge (Arcana), Listen, Spellcraft, Spot, Survival, Swim, Use Magic Device
Weapon Proficiencies: All Simple and One Martial weapon
Armor Proficiencies: Light armor and all Shields (Except tower shields)
Level
BAB
Fort
Ref
Will
Special
Fire Blast
1st
+0
+2
+0
+2
Endure Elements 4/day, Detect magic at will, Spark (http://www.d20pfsrd.com/magic/all-spells/s/spark) (PF APG) at will, Flaming weapon, Fire Resistance, Cold Resistance, Fire mage
1d6
2nd
+1
+3
+0
+3
SLA 1
1d6+2
3rd
+2
+3
+1
+3
Blast Effect 1
2d6+2
4th
+3
+4
+1
+4
SLA 2
2d6+4
5th
+3
+4
+1
+4
Quench at will, Line Blast
3d6+4
6th
+4
+5
+2
+5
SLA 3
3d6+6
7th
+5
+5
+2
+5
Blast Effect 2
4d6+6
8th
+6/+1
+6
+2
+6
SLA 4
4d6+8
9th
+6/+1
+6
+3
+6
Fiery full attack, Dispel magic at will
5d6+8
10th
+7/+2
+7
+3
+7
SLA 5
5d6+10
11th
+8/+3
+7
+3
+7
Blast Effect 3
6d6+10
12th
+9/+4
+8
+4
+8
SLA 6
6d6+12
13th
+9/+4
+8
+4
+8
Cone blast
7d6+12
14th
+10/+5
+9
+4
+9
SLA 7
7d6+14
15th
+11/+6/+1
+9
+5
+9
Blast Effect 4
8d6+14
16th
+12/+7/+2
+10
+5
+10
SLA 8
8d6+16
17th
+12/+7/+2
+10
+5
+10
Greater dispel magic at will
9d6+16
18th
+13/+8/+3
+11
+6
+11
SLA 9
9d6+18
19th
+14/+9/+4
+11
+6
+11
Fire immunity, Blast Effect 5
10d6+18
20th
+15/+10/+5
+12
+6
+12
SLA 10
10d6+20
Spell-like Abilities: The Fire Master learns to use the spell-like abilities named in the above table.
Fire Blast (Su): The Fire Master can shoot a ray of fiery energy as a standard action at will, doing the listed amount of fire damage if he succeeds at a ranged touch attack. It has a range of 10’ / Fire Master level. This doesn’t draw an attack of opportunity and doesn’t require a free hand since it can be projected from his open mouth.
Alternatively, the Fire Master can channel his Fire Blast into his melee attack or unarmed strike. Surrounding his weapon with a fiery aura he makes one melee attack as a standard action, and the Fire Blast damage is added to the normal damage. Damage from a channeled Blast is not multiplied on a critical hit. If making an unarmed strike using this ability he is considered armed. The Blast damage does not stack with the extra damage from a Flaming or Frost weapon.
For use with prestige classes, this can be considered as equivalent to a warlock's Eldritch Blast.
Flaming weapon: As a swift action the Fire Master can give the Flaming weapon quality to one weapon he’s holding or to a limb he can use for a natural attack or unarmed strike. The weapon causes an extra 1d6 points of fire damage and casts light like a torch. If the weapon shoots projectiles, it bestows the Flaming quality on the ammunition it shoots. If it is an unarmed strike, he is considered armed when using it. If he lets go of the weapon, it loses the Flaming quality. Only one weapon at a time can be given this ability.
Fire Resistance: The Fire Master gains Fire Resistance equal to 2 x his Fire Master level.
Cold Resistance: Drawing on his internal fire to protect himself from cold, the Fire Master gains Cold Resistance equal to his Fire Master level.
Fire mage: If the Fire Master can cast Fire spells or use Fire-related spell-like abilities due to having levels in other classes or from other sources, the caster level for those spells or abilities is increased by his Fire Master level. For non-Fire spells or SLAs, the caster level is increased by half the Fire Master level. For the purpose of using magic items, treat all spells with the Fire descriptor as if they were on the Fire Master’s spell list.
SLA #: At each even level, the Fire Master learns how to use a new spell-like ability. He can choose any Fire spell with a spell level of the given number or lower (max 9) from the Wizard, Wu Jen, or Druid spell lists. If the spell level equals the given number, he can use it 1/day. For every spell level it is below the highest SLA # the Fire Master attains, he can use it one more time per day (the number of uses per day of a low-level SLA increases as he gains levels). He can choose the same spell more than once as he gains levels, gaining additional uses per day.
He must have a minimum Intelligence of 10 + spell level to use such a spell-like ability. The saving throw DC is 10 + his Int bonus + spell level.
If the SLA is part of a numbered sequence of spells (such as Summon Nature's Ally for a fire elemental), if the FM adds a SLA in the sequence, he can replace an existing SLA with a different one within the limits of the SLA #.
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Blast Effects: At each level that a Blast Effect is gained, the FM gains access to the two effects listed below for that level. Up to one Blast Effect can be applied to a Blast unless otherwise noted.
Blast Effect 1:
-Cold Blast: The Fire Master can use a Cold Blast in place of his Fire Blast, causing cold damage.
-Corrosive Blast: This Blast causes half fire damage and half acid damage.
Blast effect 2:
-Plasma Blast: Using superheated plasma, add +1 electrical damage per d6 of Fire Blast damage.
-Tar Blast: Creatures damaged by this Fire Blast in any form catch fire (no save) and thus take another 1d6 fire damage the next round unless the flames are first extinguished. Creatures can attempt to extinguish the flames by taking a full round action and making a DC 15 Reflex save. Rolling on the ground adds a +2 bonus to the save. The flames die out in any case after 1 round per 4 Fire Master levels.
Blast Effect 3:
-Explosive Blast: The FM can produce an explosive Fire Blast, which causes +1 bludgeoning damage (subject to DR) per d6 along with a loud blast noise. Those damaged by the Blast must make a Fortitude save (DC 10 + ½ Fire Master’s level + Fire Master’s Intelligence modifier) or be deafened for 2d6 rounds; the deafening is a Sonic effect.
-Forceful Blast: Those damaged by the Blast must make a Reflex save (DC 10 + ½ Fire Master’s level + Fire Master’s Intelligence modifier) or be knocked prone.
Blast Effect 4:
-Smoke Cone Blast: In addition to the fire, you can choose to make the Cone version of your Fire Blast fill the area with smoke, which dissipates quickly. Creatures within the Blast cone must make a Fort save (DC 10 + ½ Fire Master’s level + Fire Master’s Intelligence modifier) or be nauseated for 1 round.
-Arcane Blast: This Blast does untyped damage.
Blast Effect 5:
-Quick Blast: This Blast can be cast as a swift action. It can't be used in the same round as another Blast, but can be used with an SLA in the same round. It can be combined with another Blast Effect.
-Blinding Blast: This Blast is accompanied by a bright flash of light. Creatures struck by the Blast or within its area of effect must make a Will save (DC 10 + ½ Fire Master’s level + Fire Master’s Intelligence modifier) or be blinded for 1 round.
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Line Blast: At 5th level the Fire Blast can be cast as a line instead of a ray, with a range of up to 5’ per caster level, or less if desired. No attack roll is needed, but a Reflex save is allowed for half damage (DC 10 + ½ Fire Master’s level + Fire Master’s Intelligence modifier).
Fiery full attack: At 9th level, when making a full attack, although he can’t use his Fire Blast when making more than one attack in a round, the Fire Master can add fire damage to each of his attacks equal to half of his Fire Master level. This damage stacks with the extra damage from a Flaming (though not a Frost) weapon.
Cone Blast: At 13th level, the Blast can be cast as cone with a range of 5’ per 2 caster levels, or less if desired. A Reflex save is allowed for half damage (DC 10 + ½ Fire Master’s level + Fire Master’s Intelligence modifier).
Hit Die: d8
Skill Points: 4 + Intelligence Modifier
Class Skills: Appraise, Balance, Climb, Concentration, Craft, Intimidate, Jump, Knowledge (Arcana), Listen, Spellcraft, Spot, Survival, Swim, Use Magic Device
Weapon Proficiencies: All Simple and One Martial weapon
Armor Proficiencies: Light armor and all Shields (Except tower shields)
Level
BAB
Fort
Ref
Will
Special
Fire Blast
1st
+0
+2
+0
+2
Endure Elements 4/day, Detect magic at will, Spark (http://www.d20pfsrd.com/magic/all-spells/s/spark) (PF APG) at will, Flaming weapon, Fire Resistance, Cold Resistance, Fire mage
1d6
2nd
+1
+3
+0
+3
SLA 1
1d6+2
3rd
+2
+3
+1
+3
Blast Effect 1
2d6+2
4th
+3
+4
+1
+4
SLA 2
2d6+4
5th
+3
+4
+1
+4
Quench at will, Line Blast
3d6+4
6th
+4
+5
+2
+5
SLA 3
3d6+6
7th
+5
+5
+2
+5
Blast Effect 2
4d6+6
8th
+6/+1
+6
+2
+6
SLA 4
4d6+8
9th
+6/+1
+6
+3
+6
Fiery full attack, Dispel magic at will
5d6+8
10th
+7/+2
+7
+3
+7
SLA 5
5d6+10
11th
+8/+3
+7
+3
+7
Blast Effect 3
6d6+10
12th
+9/+4
+8
+4
+8
SLA 6
6d6+12
13th
+9/+4
+8
+4
+8
Cone blast
7d6+12
14th
+10/+5
+9
+4
+9
SLA 7
7d6+14
15th
+11/+6/+1
+9
+5
+9
Blast Effect 4
8d6+14
16th
+12/+7/+2
+10
+5
+10
SLA 8
8d6+16
17th
+12/+7/+2
+10
+5
+10
Greater dispel magic at will
9d6+16
18th
+13/+8/+3
+11
+6
+11
SLA 9
9d6+18
19th
+14/+9/+4
+11
+6
+11
Fire immunity, Blast Effect 5
10d6+18
20th
+15/+10/+5
+12
+6
+12
SLA 10
10d6+20
Spell-like Abilities: The Fire Master learns to use the spell-like abilities named in the above table.
Fire Blast (Su): The Fire Master can shoot a ray of fiery energy as a standard action at will, doing the listed amount of fire damage if he succeeds at a ranged touch attack. It has a range of 10’ / Fire Master level. This doesn’t draw an attack of opportunity and doesn’t require a free hand since it can be projected from his open mouth.
Alternatively, the Fire Master can channel his Fire Blast into his melee attack or unarmed strike. Surrounding his weapon with a fiery aura he makes one melee attack as a standard action, and the Fire Blast damage is added to the normal damage. Damage from a channeled Blast is not multiplied on a critical hit. If making an unarmed strike using this ability he is considered armed. The Blast damage does not stack with the extra damage from a Flaming or Frost weapon.
For use with prestige classes, this can be considered as equivalent to a warlock's Eldritch Blast.
Flaming weapon: As a swift action the Fire Master can give the Flaming weapon quality to one weapon he’s holding or to a limb he can use for a natural attack or unarmed strike. The weapon causes an extra 1d6 points of fire damage and casts light like a torch. If the weapon shoots projectiles, it bestows the Flaming quality on the ammunition it shoots. If it is an unarmed strike, he is considered armed when using it. If he lets go of the weapon, it loses the Flaming quality. Only one weapon at a time can be given this ability.
Fire Resistance: The Fire Master gains Fire Resistance equal to 2 x his Fire Master level.
Cold Resistance: Drawing on his internal fire to protect himself from cold, the Fire Master gains Cold Resistance equal to his Fire Master level.
Fire mage: If the Fire Master can cast Fire spells or use Fire-related spell-like abilities due to having levels in other classes or from other sources, the caster level for those spells or abilities is increased by his Fire Master level. For non-Fire spells or SLAs, the caster level is increased by half the Fire Master level. For the purpose of using magic items, treat all spells with the Fire descriptor as if they were on the Fire Master’s spell list.
SLA #: At each even level, the Fire Master learns how to use a new spell-like ability. He can choose any Fire spell with a spell level of the given number or lower (max 9) from the Wizard, Wu Jen, or Druid spell lists. If the spell level equals the given number, he can use it 1/day. For every spell level it is below the highest SLA # the Fire Master attains, he can use it one more time per day (the number of uses per day of a low-level SLA increases as he gains levels). He can choose the same spell more than once as he gains levels, gaining additional uses per day.
He must have a minimum Intelligence of 10 + spell level to use such a spell-like ability. The saving throw DC is 10 + his Int bonus + spell level.
If the SLA is part of a numbered sequence of spells (such as Summon Nature's Ally for a fire elemental), if the FM adds a SLA in the sequence, he can replace an existing SLA with a different one within the limits of the SLA #.
--------------------------------------------------------------------------------------------------
Blast Effects: At each level that a Blast Effect is gained, the FM gains access to the two effects listed below for that level. Up to one Blast Effect can be applied to a Blast unless otherwise noted.
Blast Effect 1:
-Cold Blast: The Fire Master can use a Cold Blast in place of his Fire Blast, causing cold damage.
-Corrosive Blast: This Blast causes half fire damage and half acid damage.
Blast effect 2:
-Plasma Blast: Using superheated plasma, add +1 electrical damage per d6 of Fire Blast damage.
-Tar Blast: Creatures damaged by this Fire Blast in any form catch fire (no save) and thus take another 1d6 fire damage the next round unless the flames are first extinguished. Creatures can attempt to extinguish the flames by taking a full round action and making a DC 15 Reflex save. Rolling on the ground adds a +2 bonus to the save. The flames die out in any case after 1 round per 4 Fire Master levels.
Blast Effect 3:
-Explosive Blast: The FM can produce an explosive Fire Blast, which causes +1 bludgeoning damage (subject to DR) per d6 along with a loud blast noise. Those damaged by the Blast must make a Fortitude save (DC 10 + ½ Fire Master’s level + Fire Master’s Intelligence modifier) or be deafened for 2d6 rounds; the deafening is a Sonic effect.
-Forceful Blast: Those damaged by the Blast must make a Reflex save (DC 10 + ½ Fire Master’s level + Fire Master’s Intelligence modifier) or be knocked prone.
Blast Effect 4:
-Smoke Cone Blast: In addition to the fire, you can choose to make the Cone version of your Fire Blast fill the area with smoke, which dissipates quickly. Creatures within the Blast cone must make a Fort save (DC 10 + ½ Fire Master’s level + Fire Master’s Intelligence modifier) or be nauseated for 1 round.
-Arcane Blast: This Blast does untyped damage.
Blast Effect 5:
-Quick Blast: This Blast can be cast as a swift action. It can't be used in the same round as another Blast, but can be used with an SLA in the same round. It can be combined with another Blast Effect.
-Blinding Blast: This Blast is accompanied by a bright flash of light. Creatures struck by the Blast or within its area of effect must make a Will save (DC 10 + ½ Fire Master’s level + Fire Master’s Intelligence modifier) or be blinded for 1 round.
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Line Blast: At 5th level the Fire Blast can be cast as a line instead of a ray, with a range of up to 5’ per caster level, or less if desired. No attack roll is needed, but a Reflex save is allowed for half damage (DC 10 + ½ Fire Master’s level + Fire Master’s Intelligence modifier).
Fiery full attack: At 9th level, when making a full attack, although he can’t use his Fire Blast when making more than one attack in a round, the Fire Master can add fire damage to each of his attacks equal to half of his Fire Master level. This damage stacks with the extra damage from a Flaming (though not a Frost) weapon.
Cone Blast: At 13th level, the Blast can be cast as cone with a range of 5’ per 2 caster levels, or less if desired. A Reflex save is allowed for half damage (DC 10 + ½ Fire Master’s level + Fire Master’s Intelligence modifier).