Ethrael
2008-02-06, 01:44 AM
I've just made my first prestige class for my upcoming campaign. It was greatly influenced and inspired by merrja666's Fireblade PrC (http://www.giantitp.com/forums/showthread.php?t=71044). Anyway, please feel free to tell me what you think about it and how to improve it.:smallsmile:
The Firedancer
Picture (http://i268.photobucket.com/albums/jj38/Ethrael/Firedancercopy.jpg)
Requirements
Skills: Concentration 8 ranks, Perform (dance) 8 ranks.
Feats: Dodge, Mobility.
Class Skills
Hit die: d6.
The firedancer's class skills (and the key ability for each) are Balance (Dex), Bluff (Cha), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex) and Use Rope (Dex).
Skill points at each additional level: 6 + Int modifier.
Firedancer
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Flame Blade/day|Spells/day|Burning Blade/day
1st|
+0|
+0|
+2|
+0|Fire evasion, Flame Blade|
2|
1|
0
2nd|
+1|
+0|
+3|
+0|Summon Small Fire Elemental|
2|
2|
0
3rd|
+2|
+1|
+3|
+1|Immunity to flame, fire jump 50 ft.|
2|
2|
0
4th|
+3|
+1|
+4|
+1|Purifying flame, Flame form|
3|
3|
0
5th|
+3|
+1|
+4|
+1|Fire jump 100 ft., Burning blade|
3|
3|
1
6th|
+4|
+2|
+5|
+2|Summon Medium Fire Elemental|
3|
4|
1
7th|
+5|
+2|
+5|
+2|Fire jump 150 ft., Improved fire evasion|
4|
5|
2
8th|
+6|
+2|
+6|
+2|Benign flame|
4|
5|
2
9th|
+6|
+3|
+6|
+3|Summon Large Fire Elemental, Fire jump 200 ft.|
4|
6|
3
10th|
+7|
+3|
+7|
+3|Firedance|
5|
6|
3 [/table]
Class Features
Weapon and armor proficiency: The firedancer is with all simple weapons plus the scimitar, rapier, short sword and discus. (http://www.giantitp.com/forums/showthread.php?t=72706).
Fire evasion (Ex): At 1st level, a firedancer gains the Evasion class feature for any spell with the [Fire] descriptor.
Flame blade (Su): At 1st level, a firedancer can imbue a weapon with fire energy. This weapon immediately takes on the flaming quality. It can be any weapon but it must be touched. The effect lasts for 1 hour. The selected weapon does not need to be held continuously for the above effect to place, the flaming quality does not disappear if the weapon isn't held by the firedancer.
Summon Fire Elemental (Su): At 2nd level, a firedancer may summon a fire elemental 1/day. At 6th she may summon a medium elemental and at 9th a large fire elemental.
Immunity to flame (Ex): At 3rd level, any nonmagical flame does not harm the firedancer.
Fire jump (Su): At 3rd level, a firedancer gains the ability to travel between flames as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some fire. A firedancer can jump up to a total of 50 feet each day in this way; this may be a single jump of 50 feet or two jumps of 25 feet each. At 5th level, the firedancer can fire jump 100 feet. At level 7, 150 feet and at level 9 200 ft. This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment. The firedancer takes possessions and/or people with her, but they must be in physical contact. This happens willingly and unwillingly. The objects/people taken with her do not take fire damage.
If the firedancer tries to go too far, (s)he must succeed a DC 18 will save or be knocked out of the flame, become exhausted and take 1d8 damage. If they succeed, they are simply taken to the maximum distance left for the day.
Purifying flame (Su): At 4th level, a firedancer can be purified of any diseases, magical and non-magical. She must spend 1 minute of concentrating and dancing before entering the flame to be cleansed. She cannot use this on others, only herself. After the cleansing she has a +3 to her fortitude save and +2 to her will save for 10 minutes.
Flame form (Su): At 4th level, a firedancer may use the flame form ability. This functions like the Body of the Sun spell except is lasts 1 minute/level rather than 1 round/level.
Burning blade (Su): At 5th level, a firedancer can imbue a weapon with fire energy. This weapon immediately takes on the flaming burst quality. It can be any weapon but it must be touched. The effect lasts for 1 hour. The burning blade effect does not stack with the flaming quality.
Improved Fire evasion (Ex): At 7th level, a firedancer gains the Improved Evasion class feature for any spell with the [Fire] descriptor.
Benign flame (Su): At 8th level, a firedancer gains the benign flame ability. Benign flame allows the firedancer to regain hit points equal to twice firedancer level + twice constitution modifier. To regain these hit points, she must enter the flame and pass a DC 15 Perform (dance) check. She must con-tine this to regain all the hit points. Whilst in the fire, she also gains damage resistance 10/cold which lasts for 10 minutes after exiting the fire and a +3 AC bonus.
During the healing, which takes 15-the firedancer’s level rounds, she may make on standard action per round, as she uses the move action to continue the dance. If there is an attempt to interrupt the dance, the firedancer must make a DC 10 + intruder’s level concentration check to continue. If she succeeds the check, the intruder is engulfed in the flame and takes 2d10 fire damage. If she fails the save, she stops dancing and must retake the DC 15 Perform (dance) check to resume.
Firedance (Su): At 10th level, the firedancer may execute a complicated and intricate ritual known as the firedance. The firedance can have 2 effects: Inferno and Incineration.
Inferno is an enormous radial blast which can be partially controlled. The Infernal dance is a more complicated but more crude dance in comparison with Incineration. To perform Inferno the firedancer must still have at least half of her spells for the day and be in flame form (see above). She must make a DC 20 Perform (dance) check but no concentration check. As she begins to dance, flames begin to spurt off her body in various random directions. Suddenly, after 6 rounds of continuous dancing, there is a sudden burst of light and flame around the firedancer, and anything combustible within 120 feet erupts in fire. This fire is nonmagical and deals 4d12 damage + 1/amount of people in the range. If she is willing to take that damage, she deals double damage to others. If there is an attempt to interrupt the dance, the firedancer must make a DC 10+ intruder’s level Perform (dance) check instead of a Concentration one.
The firedancer can make a DC 15 concentration check to make sure her allies aren’t hurt by controlling the blast. She can spread this control to anything else she wishes to protect by adding 1 to the DC for every object/person protected.
The other firedance, Incineration, has a different effect: it controls any fire within a 120 foot range. This dance is a simpler-looking one, but so intricate it is easier to miss the details which define it than the Inferno.
To execute this dance, the firedancer must make a DC 20 Perform (dance) check and a DC 15 Concentration check. After 5 rounds of dancing, the firedancer abruptly stops dancing and her eyes blaze red. Any fire within 120 feet is immediately under the firedancer’s control. The firedancer can make the fires levitate, move or remain still at half the firedancer's speed. She can also make the smaller, but she may not enlarge them or put them out. These fires remain magical or nonmagical depending on what they were in the first place. The fires must have been there originally, they are not created. The fires also can carry out more complex tasks, however they have no intelligence scores, firedancers can “talk” to them and they can “see”. Fore example, they can be commanded to fly towards a castle and burn anything they “see”. These fires deal their normal amount of damage + the firedancer’s dexterity modifier. Incineration lasts for 1d8 rounds.
If a spell which creates a flame is cast during the duration of the Incineration effect, a opposed caster level check are required. The firedancer is entitled to gain control of the fire every subsequent round with another opposed caster level checks.
The firedancer must choose which of the firedances to dance before beginning to execute them.
*Spells: The firedancer may choose from the following lists of spells and use any up to and including half her firedancer level. The amount of spells/day is shown in the table above. They may receive bonus spells/day if they have a high Dexterity score. It is assumed all the spells are known and the dancer can use any up to half their firedancer level. Their spells are counted as divine spells. The save DC is 10+spell's level+their dexterity modifier.
0 Level
{table=head]Spell Name|Brief description
Light:|Object shines like a torch.
Flare:|Dazzles one creature (-1 on attack rolls)
Ray of Flame|As Ray of Frost but fire damage instead.[/table]
1st Level
{table=head]Spell Name|Brief description
Produce Flame:|1d6+1/level, touched or thrown.
Animate Fire:|Turn campfire into a Small Fire Elemental
Orb of Fire, Lesser:|Ranged touched attack deals 1d8 fire damage +1d8/2 levels beyond 1st.
Raging Flame:|Fires burn twice as hot, half as long.
Slow Burn:|Fire burns twice as long.[/table]
2nd Level
{table=head]Spell Name|Brief description
Fire Trap:|Opened object deals 1d4 damage +1/level.
Heat Metal:|Make metal so hot it damages those who touch it.
Scorching Ray:|Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Heartfire:|Subjects outlined by fire, take 1d4 damage/round.
Flame Dagger:| Beam of fire deals 1d4 damage +1/2 levels.[/table]
3rd Level
{table=head]Spell Name|Brief description
Fireball:|1d6 damage per level, 20-ft. radius.
Fire wings:|Your arms become wings that enable flight, deal 2d6 fire damage.
Heatsroke:|Subject creature takes nonlethal damage and is fatigued.[/table]
4th Level
{table=head]Spell Name|Brief description
Flame Strike:|Smite foes with divine fire (1d6/level damage).
Wall of Fire:|Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through walls deals 2d6 damage +1/level.
Flame Whips:|Your forelimbs deal 6d6 damage.
Blast of Flame|60 ft. cone of fire (1d6/level damage)
Orb of Fire|Ranged touch, 1d6/level damage (max 10d6)[/table]
*Not all spells are core, I was using my Spell Compendium when I created the class.
The Firedancer
Picture (http://i268.photobucket.com/albums/jj38/Ethrael/Firedancercopy.jpg)
Requirements
Skills: Concentration 8 ranks, Perform (dance) 8 ranks.
Feats: Dodge, Mobility.
Class Skills
Hit die: d6.
The firedancer's class skills (and the key ability for each) are Balance (Dex), Bluff (Cha), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex) and Use Rope (Dex).
Skill points at each additional level: 6 + Int modifier.
Firedancer
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Flame Blade/day|Spells/day|Burning Blade/day
1st|
+0|
+0|
+2|
+0|Fire evasion, Flame Blade|
2|
1|
0
2nd|
+1|
+0|
+3|
+0|Summon Small Fire Elemental|
2|
2|
0
3rd|
+2|
+1|
+3|
+1|Immunity to flame, fire jump 50 ft.|
2|
2|
0
4th|
+3|
+1|
+4|
+1|Purifying flame, Flame form|
3|
3|
0
5th|
+3|
+1|
+4|
+1|Fire jump 100 ft., Burning blade|
3|
3|
1
6th|
+4|
+2|
+5|
+2|Summon Medium Fire Elemental|
3|
4|
1
7th|
+5|
+2|
+5|
+2|Fire jump 150 ft., Improved fire evasion|
4|
5|
2
8th|
+6|
+2|
+6|
+2|Benign flame|
4|
5|
2
9th|
+6|
+3|
+6|
+3|Summon Large Fire Elemental, Fire jump 200 ft.|
4|
6|
3
10th|
+7|
+3|
+7|
+3|Firedance|
5|
6|
3 [/table]
Class Features
Weapon and armor proficiency: The firedancer is with all simple weapons plus the scimitar, rapier, short sword and discus. (http://www.giantitp.com/forums/showthread.php?t=72706).
Fire evasion (Ex): At 1st level, a firedancer gains the Evasion class feature for any spell with the [Fire] descriptor.
Flame blade (Su): At 1st level, a firedancer can imbue a weapon with fire energy. This weapon immediately takes on the flaming quality. It can be any weapon but it must be touched. The effect lasts for 1 hour. The selected weapon does not need to be held continuously for the above effect to place, the flaming quality does not disappear if the weapon isn't held by the firedancer.
Summon Fire Elemental (Su): At 2nd level, a firedancer may summon a fire elemental 1/day. At 6th she may summon a medium elemental and at 9th a large fire elemental.
Immunity to flame (Ex): At 3rd level, any nonmagical flame does not harm the firedancer.
Fire jump (Su): At 3rd level, a firedancer gains the ability to travel between flames as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some fire. A firedancer can jump up to a total of 50 feet each day in this way; this may be a single jump of 50 feet or two jumps of 25 feet each. At 5th level, the firedancer can fire jump 100 feet. At level 7, 150 feet and at level 9 200 ft. This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment. The firedancer takes possessions and/or people with her, but they must be in physical contact. This happens willingly and unwillingly. The objects/people taken with her do not take fire damage.
If the firedancer tries to go too far, (s)he must succeed a DC 18 will save or be knocked out of the flame, become exhausted and take 1d8 damage. If they succeed, they are simply taken to the maximum distance left for the day.
Purifying flame (Su): At 4th level, a firedancer can be purified of any diseases, magical and non-magical. She must spend 1 minute of concentrating and dancing before entering the flame to be cleansed. She cannot use this on others, only herself. After the cleansing she has a +3 to her fortitude save and +2 to her will save for 10 minutes.
Flame form (Su): At 4th level, a firedancer may use the flame form ability. This functions like the Body of the Sun spell except is lasts 1 minute/level rather than 1 round/level.
Burning blade (Su): At 5th level, a firedancer can imbue a weapon with fire energy. This weapon immediately takes on the flaming burst quality. It can be any weapon but it must be touched. The effect lasts for 1 hour. The burning blade effect does not stack with the flaming quality.
Improved Fire evasion (Ex): At 7th level, a firedancer gains the Improved Evasion class feature for any spell with the [Fire] descriptor.
Benign flame (Su): At 8th level, a firedancer gains the benign flame ability. Benign flame allows the firedancer to regain hit points equal to twice firedancer level + twice constitution modifier. To regain these hit points, she must enter the flame and pass a DC 15 Perform (dance) check. She must con-tine this to regain all the hit points. Whilst in the fire, she also gains damage resistance 10/cold which lasts for 10 minutes after exiting the fire and a +3 AC bonus.
During the healing, which takes 15-the firedancer’s level rounds, she may make on standard action per round, as she uses the move action to continue the dance. If there is an attempt to interrupt the dance, the firedancer must make a DC 10 + intruder’s level concentration check to continue. If she succeeds the check, the intruder is engulfed in the flame and takes 2d10 fire damage. If she fails the save, she stops dancing and must retake the DC 15 Perform (dance) check to resume.
Firedance (Su): At 10th level, the firedancer may execute a complicated and intricate ritual known as the firedance. The firedance can have 2 effects: Inferno and Incineration.
Inferno is an enormous radial blast which can be partially controlled. The Infernal dance is a more complicated but more crude dance in comparison with Incineration. To perform Inferno the firedancer must still have at least half of her spells for the day and be in flame form (see above). She must make a DC 20 Perform (dance) check but no concentration check. As she begins to dance, flames begin to spurt off her body in various random directions. Suddenly, after 6 rounds of continuous dancing, there is a sudden burst of light and flame around the firedancer, and anything combustible within 120 feet erupts in fire. This fire is nonmagical and deals 4d12 damage + 1/amount of people in the range. If she is willing to take that damage, she deals double damage to others. If there is an attempt to interrupt the dance, the firedancer must make a DC 10+ intruder’s level Perform (dance) check instead of a Concentration one.
The firedancer can make a DC 15 concentration check to make sure her allies aren’t hurt by controlling the blast. She can spread this control to anything else she wishes to protect by adding 1 to the DC for every object/person protected.
The other firedance, Incineration, has a different effect: it controls any fire within a 120 foot range. This dance is a simpler-looking one, but so intricate it is easier to miss the details which define it than the Inferno.
To execute this dance, the firedancer must make a DC 20 Perform (dance) check and a DC 15 Concentration check. After 5 rounds of dancing, the firedancer abruptly stops dancing and her eyes blaze red. Any fire within 120 feet is immediately under the firedancer’s control. The firedancer can make the fires levitate, move or remain still at half the firedancer's speed. She can also make the smaller, but she may not enlarge them or put them out. These fires remain magical or nonmagical depending on what they were in the first place. The fires must have been there originally, they are not created. The fires also can carry out more complex tasks, however they have no intelligence scores, firedancers can “talk” to them and they can “see”. Fore example, they can be commanded to fly towards a castle and burn anything they “see”. These fires deal their normal amount of damage + the firedancer’s dexterity modifier. Incineration lasts for 1d8 rounds.
If a spell which creates a flame is cast during the duration of the Incineration effect, a opposed caster level check are required. The firedancer is entitled to gain control of the fire every subsequent round with another opposed caster level checks.
The firedancer must choose which of the firedances to dance before beginning to execute them.
*Spells: The firedancer may choose from the following lists of spells and use any up to and including half her firedancer level. The amount of spells/day is shown in the table above. They may receive bonus spells/day if they have a high Dexterity score. It is assumed all the spells are known and the dancer can use any up to half their firedancer level. Their spells are counted as divine spells. The save DC is 10+spell's level+their dexterity modifier.
0 Level
{table=head]Spell Name|Brief description
Light:|Object shines like a torch.
Flare:|Dazzles one creature (-1 on attack rolls)
Ray of Flame|As Ray of Frost but fire damage instead.[/table]
1st Level
{table=head]Spell Name|Brief description
Produce Flame:|1d6+1/level, touched or thrown.
Animate Fire:|Turn campfire into a Small Fire Elemental
Orb of Fire, Lesser:|Ranged touched attack deals 1d8 fire damage +1d8/2 levels beyond 1st.
Raging Flame:|Fires burn twice as hot, half as long.
Slow Burn:|Fire burns twice as long.[/table]
2nd Level
{table=head]Spell Name|Brief description
Fire Trap:|Opened object deals 1d4 damage +1/level.
Heat Metal:|Make metal so hot it damages those who touch it.
Scorching Ray:|Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Heartfire:|Subjects outlined by fire, take 1d4 damage/round.
Flame Dagger:| Beam of fire deals 1d4 damage +1/2 levels.[/table]
3rd Level
{table=head]Spell Name|Brief description
Fireball:|1d6 damage per level, 20-ft. radius.
Fire wings:|Your arms become wings that enable flight, deal 2d6 fire damage.
Heatsroke:|Subject creature takes nonlethal damage and is fatigued.[/table]
4th Level
{table=head]Spell Name|Brief description
Flame Strike:|Smite foes with divine fire (1d6/level damage).
Wall of Fire:|Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through walls deals 2d6 damage +1/level.
Flame Whips:|Your forelimbs deal 6d6 damage.
Blast of Flame|60 ft. cone of fire (1d6/level damage)
Orb of Fire|Ranged touch, 1d6/level damage (max 10d6)[/table]
*Not all spells are core, I was using my Spell Compendium when I created the class.