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Mattarias, King.
2008-03-10, 11:53 PM
Hey y'all. I posted this mucho long ago, but it's been revamped now. Mind taking a looksie? It was balanced before, apparently, but I'm just checking to see if any changes I made threw that off. Well, without further ado...

Heartfire Knight
http://img.photobucket.com/albums/v21/fiery25123/Matpicha001.jpg
Mattarias V, one of the first Heartfire Knights, utilizing his Cauterization ability.
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: Tumble 8 ranks, Concentrate 8 ranks, Speak Language: Ignan
Feats: Fiery Burst, Weapon Focus (Longsword), Eschew Materials.
Spellcasting: Must know and be able to spontaneously 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, Fiery Dodge

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 2
4 5 2
5 5 3 1
6 5 4 2
7 5 5 2
8 5 5 3 2
9 5 5 4 4
10 5 5 5 5


Table 1-3 the Heartfire Knight spell list

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, Spontaneous Combustion.

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 carrying a light load or less. In addition, he gains +1 AC. This bonus increases by 1 at every even level.

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.

Fiery Dodge (Ex):
At 4th level, the Knight’s Burning Indignation allows him to tell when attacks are coming, to such an extent that he gains the effect of the evasion ability, dodging spells and effects with incredible speed.


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 wield this sword and his primary longsword together without penalty. The Knight may dismiss the extra damage dice contributed to a melee attack to summon the sword as a free action, and vice-versa. This switch is doable only once a round. 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 usable if the Heartfire Knight is wielding a Longsword. This ability may be used when standing or as part of a charge.

Right Hand of the Crimson King:
At 8th level, a Heartfire Knight's connection with true, primal fire is complete and interminable. 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).

Indomitable Flame:
At 9th level, a Heartfire Knight learns to control fire to such an extent that all his [fire] spells and abilities that deal [fire] damage bypass the fire resistance of enemies, deal half damage to those immune to it, and deal twice their normal damage against [cold] creatures. Additionally, the Heartfire Knight gains a +10 bonus to overcome spell resistance with [fire] spells. If he has the Searing Spell feat, he may choose to replace it with a fighter bonus feat he qualifies for, ignoring the fighter level prerequisite (if any).

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 (is healed by the same amount of damage dice a [fire] attack or spell would have done to him), 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 30 feet of the Heartfire Knight (excluding himself or his equipment) is 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 1d10 points of unmitigated damage to all within 30 feet of him per unexpended spell slot he has (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 exhausted 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, if it was extended past the first six rounds, the Heartfire Knight falls unconscious for ten rounds per spell sacrificed. Otherwise, he is fatigued until he rests for at least eight hours.

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!]

Mee
2008-03-11, 12:16 AM
Just a few questions, (But other then these, it looks good)
1) Why half-elves only?
2) The Burning Indignation, is, kinda powerful, CHA bonus plus 1 every even level?
But then, looking at Monks, it actually looks alright. So, ignore question number 2.

Mattarias, King.
2008-03-11, 12:20 AM
Yeah, that ability was inspired by the monks. Anyways, Half-Elf only because the Overking was a half-elf, himself. Also, this PrC is based off of stuff in my book, which states (Long story short) that you can't manipulate fire without "impure" blood. Kinda a throw to the fact that you need heat AND fuel to make a fire, not just one or the other.

Mee
2008-03-11, 12:23 AM
Ah, okay, now it makes sense, however, may I ask one more question? Which book?

Mattarias, King.
2008-03-11, 12:25 AM
Oh, :smallredface: It's titled "The Fire Master's Chronicles", though It's still a work in progress. My screen name is the name of the main character.
I was thinking of making a campaign world based on it..

Mee
2008-03-11, 12:28 AM
It's okay, but now that that's cleared up, okay, cool. Thanks.
But, anyway, not wanting to de-rail the "plot" here, I'll say again that this looks good. :smallamused:

Mattarias, King.
2008-03-11, 12:29 AM
No problem. :smallsmile:

Mee
2008-03-11, 12:32 AM
Well, I could leave, or ask another question, Why the low BAB?

Mattarias, King.
2008-03-11, 12:34 AM
Well, I could leave, or ask another question, Why the low BAB?

:confused:

..It goes higher than 1/level?

Lord Iames Osari
2008-03-11, 12:41 AM
I'll do a more in-depth review and critique later, but for now, I'll just point out that the Spells Per Day table starts with 3rd level spells. You may want to fix that.

Mattarias, King.
2008-03-11, 12:50 AM
It's supposed to be a continuation of the previous class' casting, though. Might be odd if it started at 1st, non? :smallconfused: A sixth level sorcerer has 2nd-level slots available to him. Why would he want to start over?

If it's about the inconsistency between the spells per day and spells known tables, the 1st and 2nd level spells known are just there so you can replace older spells that may have been rendered ineffective by Flame Spell.

Mephisto
2008-03-11, 12:52 AM
It has cool flavor and would be good for NPCs, but I wouldn't want to play it. You give up a lot and get some decent stuff that fire immunity negates.


t's supposed to be a continuation of the previous class' casting, though. Might be odd if it started at 1st, non? A sixth level sorcerer has 2nd-level slots available to him. Why would he want to start over?

Why not just say that it continues the progression of your spellcasting class?

Djinn_in_Tonic
2008-03-11, 12:53 AM
Race: Half-Elf.
Base Attack Bonus: +3
Skills: Tumble 8 ranks, Concentrate 8 ranks, Speak Language: Ignan
Feats: Fiery Burst, Weapon Focus (Longsword), Eschew Materials.
Spellcasting: Must know and be able to spontaneously 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.

The problem with the spells is that I can enter this class with a Rogue 5/Sorcerer 1, and suddenly I gain 3rd level spells? Seems a bit odd to me.

Unless of course Fiery Burst has some requirements I'm not sure of, but even then I could enter this class as a Sorcerer 18, and suddenly gain...oh. 3rd level spells.

Nerd-o-rama
2008-03-11, 12:57 AM
I must say I'm disappointed by the lack of SHINING FINGAAAAA! in this thread. When I saw it, I thought Iames or someone had gone on another Gundam bender.

Still, it looks pretty good for a halfcaster PrC. Lots of strengths, but lots of weaknesses. Not the sort of thing I'd play personally, but not obviously over- or under-powered as far as I can tell.

I should do a G Gundam-based class and see if I can sell Magnus_Samma on it...


EDIT: I missed the discussion on the spellcasting. My recommendation? Make it progress spellcasting like Abjurant Champion or Eldritch Knight (+1 level of previous spellcasting class, for the purposes of spells/day and spells known, for each of levels 2-10).

Mattarias, King.
2008-03-11, 12:59 AM
It has cool flavor and would be good for NPCs, but I wouldn't want to play it. You give up a lot and get some decent stuff that fire immunity negates.

I would. Flavor classes are fun. Besides, fire immunity isn't a big deal later on.


Why not just say that it continues the progression of your spellcasting class?

Tried that before. It was a nightmare to figure out. Something about inconsistency. At least this way spell slots are streamlined a bit. (Also, the number 5 is the number of fire in my book.)

@Djinn: Nope, you can't. Fiery Burst requires that you have at least 2nd level fire spells in your repertoire.

@ Nerd-o-rama: :smallbiggrin: Yay, someone got the reference! Take this! My love, my anger, and all of my sorrow! *hands you a cookie*

Nerd-o-rama
2008-03-11, 01:04 AM
Tried that before. It was a nightmare to figure out. Something about inconsistency. At least this way spell slots are streamlined a bit. (Also, the number 5 is the number of fire in my book.)Your problem is that you're mixing two paradigms of PrC spell progression. PrCs either

1) Continue a previous class's spellcasting (Eldritch Knight) OR
2) Have their own spell list which they progress through (Assassin).

You're mixing those two.

The first option is obviously stronger, but may not be what you're going for in terms of "these guys are all fire spells all the time", although just banning them from ice and water spells entirely could help that. The second option is somewhat less optimal, but ideal if you want a class with a small, focused spell list like the Assassin or the Blackguard.

Mattarias, King.
2008-03-11, 01:11 AM
Your problem is that you're mixing two paradigms of PrC spell progression. PrCs either

1) Continue a previous class's spellcasting (Eldritch Knight) OR
2) Have their own spell list which they progress through (Assassin).

You're mixing those two.

The first option is obviously stronger, but may not be what you're going for in terms of "these guys are all fire spells all the time", although just banning them from ice and water spells entirely could help that. The second option is somewhat less optimal, but ideal if you want a class with a small, focused spell list like the Assassin or the Blackguard.

I'm mixing them? :smallconfused: I feel like I'm going for the second one. Just trying to make sure characters aren't stuck with (at least semi-) useless spells. Mage armor and shield will fizzle a lot for you. You can either have two spells that may or may not work, or two different spells that make sure your enemy is dead enough to not hurt you. The choice, to me, she is simple, non?

Djinn_in_Tonic
2008-03-11, 01:15 AM
You're most definitely mixing them. A class specific spell list starts at 1st level spells (sometimes 0th) and progresses from there. You start part way, assuming that every person entering the prestige class can cast 2nd level spells and none higher.

As stated above, a Sorcerer 17 gains 3rd level spells for entering this class...as does a Sorcerer 6. Isn't the Sorcerer 17 gaining useless spells? He could be getting 9th level spells, after all.

Having a progression of +1 Spellcasting level at most levels (maybe something like 1, 2, 3, 5, 6, 7, 9, 10) might make this easier and more appealing to a wider range of characters, since it's still a valid choice at any level.

Xefas
2008-03-11, 01:32 AM
I must say I'm disappointed by the lack of SHINING FINGAAAAA! in this thread. When I saw it, I thought Iames or someone had gone on another Gundam bender.

I should do a G Gundam-based class and see if I can sell Magnus_Samma on it...


I have a friend who is a great gundam fanboy. Occasionally one of us will randomly jump up and yell "I am the undefeated of the east, MASTER ASIA!" and then the other will make a fake gasp and yell "Shining Fingah!" and then we'll high five each other in such a way as to turn into a death grip.

We also do a DBZ fusion dance occasionally.

Mostly as parody, as both of us regard G Gundam and DBZ to be in the same category as Godzilla movies- so terrible they have a classic/hilarious feel to them. "Spirit Bomb!" "What?! That's not the sun!"

Anyway, on topic, the class looks fun, which is the most important thing, but I feel that you should really clue us in more on their backstory. You've spoken about this Overking in this thread and the previous one, but I don't recall ever learning exactly who they were, and why they were important other than that they were powerful. What exactly did they *do* with their power?

Also, in some of the flavor text, you mention that knowledge of the prestige class is passed down from father to son or through family lines in general...except that Half Elves only exist for a single generation unless they only breed with other Half Elves forever. If a single person breeds with something else, the entire family line is screwed. You've got 1/4 Elves on your hands. Maybe allow Humans and Elves to do the class as well if they're descended from Half-Elves?

Mattarias, King.
2008-03-11, 01:38 AM
Objection! (http://objection.mrdictionary.net/go.php?n=2453191)

The Sublime Chord starts off with 4th level spells, and continues with its own casting, I do believe. I remember using it as a reference.

The simple solution is to just enter the PrC ASAP. At levels like 17, there are much better options. :smallconfused: Like staying in your class till 20.

I understand that it would be easier, but giving up casting levels doesn't seem like it would give this class any more appeal. So far, most responses I've gotten are "Sweet! ...But totally not for me!" :smallredface:

@Xefas: I personally think G Gundam is the best one out of all of them. :smalltongue:
Anyways, yeah, Good idea on the more backstory bit. Where should I include it? A post in this thread? I have tons of backstory for this thing. Working on a epic poem, in fact, but that's a sidenote and probably too long. :smallsigh:

Xefas
2008-03-11, 01:49 AM
@Xefas: I personally think G Gundam is the best one out of all of them. :smalltongue:
Anyways, yeah, Good idea on the more backstory bit. Where should I include it? A post in this thread? I have tons of backstory for this thing. Working on a epic poem, in fact, but that's a sidenote and probably too long. :smallsigh:

It could be, actually. He's the fanboy and said it was filth because it wasn't as realistic and simulation-y as he likes his Gundam. I've only seen a couple episodes that he showed me and they were all pretty goofy (Sailor Moon Gundam :smallsmile: ), though in a way I found classic shounen fighting charming. Though, the only Gundam series I've watched start to finish is Gundam Wing, and I found that I enjoyed Evangelion and Dual much more for my giant robot throwdowns.

On topic, I'd suggest maybe posting a small excerpt here, or maybe post the whole thing as a work in progress in the Arts and Crafts section, and link to this thread from it at some point.

Mattarias, King.
2008-03-11, 01:55 AM
Alrighty. Will do. I shall put up the story of the Great King and the Elder Shadow (http://www.giantitp.com/forums/showthread.php?t=74734). Later, I'll probably put up details on the Mattarias line. Half-Elf is the closest D&D has to them, so I use that race as a sort of placeholder. Also, I'd prefer not to make this class a homebrew race-specific one, even though thats what it is in the story. :smallsigh:

(Also, check out the first episode, and maybe Master Asia's first appearance. One guy catches bullets, the other kills giant robots using little more than a HEADBAND.)

EDIT: Put the story up. Is linked.

Mee
2008-03-13, 11:59 PM
:confused:

..It goes higher than 1/level?
Yeah, I'm sorry, I should have clarified, why don't they get a second attack? You would be stuck with one attack, no matter what you do, the class only gives you one attack per round.

Mattarias, King.
2008-03-14, 12:02 AM
Oh, you mean like, +6/+1, etc, etc? That's how PrCs do it. From what I've seen, at least. You still get the second attack, it's just it's also based on your previous class's BAB, thus giving the PrC extra BAB attacks is presumptuous of the author.

Or something like that.

Mee
2008-03-14, 12:12 AM
Yeah, that's what I was thinking of, and that's a good point.
Plus, it's your class, you do with it what you want.:smallwink:

Mattarias, King.
2008-03-14, 12:18 AM
Point. I'm just saying that every official PrC I've seen lists BAB in that manner.

On a sidenote, do you see anything wrong? I keep hearing either "OMG, buff it! Gives up too much for too little!" or "HAX! Nerf! Way too OP!".. I mean, by the balance of both types of responses, one would think it's pretty balanced, but.. Well, I dunno. Presonally, I don't see anything one way or the other, but I'm biased, I guess.

Mee
2008-03-14, 12:20 AM
It is balanced, I was just wondering about the BAB.

Mattarias, King.
2008-03-14, 12:25 AM
Alright then. Thanks. *checks off one vote for the "Balanced" argument.*

The BAB for PrCs works like this: Say you had a BAB of 3 when entering the class. When you hit HfK 3, you add your HfK BAB with your Sorc (or whatever) BAB, and you have your +6/+1 attacks. And so on, and so forth. Easy enough, non?

Thanks, again. :smallsmile: I'm working on the sample character. Ye flames, is it irksome. :smallsigh:

Mee
2008-03-14, 12:26 AM
Oh, now I get it, that makes it even better.
Still, it's balanced.
You're welcome.

Icewalker
2008-03-14, 01:23 AM
When I saw "This hand of mine..." in the last post section, I totally knew what this was. At least, what it was modeled off of. I've though about it myself...G Gundam converts impressively to dnd.

I suppose that the lore excuses the half-elf only thing...still feels kinda weird.

My only real comment is that it seems a little restrictive. Really forces you into fire only. Seems like it should be a little more open, not stopping other types of spells, just only giving you new fire stuff. Just my opinion.

I just rewatched this series a little while ago, having only seen it before at the age of like 8 or 9 on Toonami. Good times.


...
"The school of the Undefeated of the East
The winds of the king
Zenshin, Kaeretsu, Tempa-Kioran...(or however you spell those)...
Look, the East is burning red..."

You could totally make a Gundam d20...It'd be really awesome actually. I'm sure there is an official one.

dyslexicfaser
2008-03-14, 02:26 AM
I really like this. This class is (dare I?) hot like fire (sorry). On the strong end of the scale, but not broken. Finally a reason to play a non-bard half-elf.

Minor nitpick: you misspelled the 'Indomitable' in 'Indomitable Flame'.

I was hoping for a explosion ability like Jade Phoenix Mage's Emerald Immolation, but you have some interesting abilities here. The rebuking fire subtypes is especially neat, thematically ("Praise Loki! Praise Hilgya!").

The spells starting at level 3 is kind of awkward, but you're right, there is a precedent in Sublime Chord. If I used this in a game, I'd probably switch it to advancing spell levels, just because that's what I'm used to, but hey.

Mattarias, King.
2008-03-14, 02:22 PM
Well, in everything I've read, the more focused you are on one aspect of the elements, the better you are at using that one, and the worse you are at the othrs. Like a wizard's specializing, but more extreme, and I like that.

Man, I miss G Gundam. :smallsigh: Where'd you watch it all over?

Back on track: dyslexicfaser, totally fine, I love puns, intended or not. Anyways, thanks. I'll fix that misspelling. My spell checker IS kinda stupid.. I always thought of Emerald Immolation as kinda silly, honestly. It's at will, non?

"Hey guys, check this out!"
"huh?"
*BOOM!*
:smalleek:

And if using it, switching over to using previous class progression is fine. I guess I'll add that in to the "adaptation" section.

marthais
2008-03-14, 02:42 PM
[Cut for length...]

The spells starting at level 3 is kind of awkward, but you're right, there is a precedent in Sublime Chord. If I used this in a game, I'd probably switch it to advancing spell levels, just because that's what I'm used to, but hey.


Agreed, it should either be +1 spellcasting/level and be only able to choose from the specified list, or have a requirement of 2nd level spells known.
Just my 2 (where's my cent symbol on this crappy keyboard? My old one broke and I'm stuck with a pre-2000 board)
EDIT: just realized firey bust has a minimum CL of 3 (unless one takes precocious apprentice..but hey, lets not go there)

Mattarias, King.
2008-03-14, 07:50 PM
Eh, nobody has a problem with Sublime Chord, so I don't see the big deal. If you wanna use it that way, be my guest.

Edit: Gah, forgot to add in that last blurb on Rising Phoenix, Dying Shadows. fixed.

Been toying with the idea of increasing the HD to a D10, which is a multiple of 5, and thus more fitting, at least thematically. Thoughts?

Icewalker
2008-03-16, 12:00 PM
I watched them here (http://anime6.org/?p=65). Go internet.

I really like the weapons used by each of them. Very unique.

Mattarias, King.
2008-03-16, 12:15 PM
Indeed. Thanks. :smallbiggrin:

Back on topic, I'm guessing a d10 is a bit much? :smallconfused:

As a sidenote, thinking of making Rising Phoenix, Dying shadows a bit stronger, somehow. Currently, it barely stands up to any of the spells the Knight would have at that level. But maybe that's just me..

Pocketa
2008-03-16, 12:31 PM
I watched them here (http://anime6.org/?p=65). Go internet.

I really like the weapons used by each of them. Very unique.

Only problem with anime6 (which I have used and loved, don't get me wrong) is it sometimes takes forever to load/the video is removed. I prefer tudou, personally, but it needs Chinese. Just get a translator for the movie titles, though. It's bigger than youtube in content, but not in views. The average tudou video is way longer than a youtube video, because they don't have a cap-off. So, if somebody was watching a series of videos on youtube, they might just be able to watch 1 long video on tudou. Also, the graphics are better.

Only problem is:

*Chinese
*Subtitles only on some movies
*Engrish

From your lover, Jimbo Wales, Icewalker...

http://en.wikipedia.org/wiki/Tudou

Mattarias, King.
2008-03-16, 12:35 PM
:smallconfused: Hunh. Thanks. I'll look into both of those.

Kai-Palin
2008-03-16, 12:55 PM
I see your objection and raise you a point of order!

Actually, the way Sublime Chord works is essentially a unique spell slot advancement with absolutely normal spells. The class can access any and all bard or wizard/sorceror spells.

The way it seems your PrC works is a unique spell slot advancement combined with a unique spell list. This isn't a problem, and it makes for an interesting, balanced character. But perhaps in the interest of simplicity we can just forget pandering to the players and drop the whole "here are some spells with which you can replace your old water/ice spells, which you chose while knowing that you wanted to be a fire mage." Most characters that I know of are built with their advancement already in mind, and the players choose their spells accordingly.

With the possible exception of the d10 HD (I'd tone it down to d8), the class looks very well balanced. It certainly is one of those PrCs that defines a character.

Just to make sure, the Fireheart Knight can still use magic items that are not spell-completion items, correct? Because I'm seeing a belt of healing as an essential low-level Knight's tool.

Mattarias, King.
2008-03-16, 01:11 PM
:smallconfused: Never heard of a belt of healing, but yup, they can wear magic trinkets like bracers of armor and use flaming swords. The HD is already a D8, I was just toying with the idea of raising it. Anyways, you have a point. Perhaps pandering to the players is a bit much, but most casters without mage armor and/or shield tend to be pretty dead by third level. I'd prefer to leave in the player-pandering, but that's just me. If this were in publishing, I'd put it in a sidebar, but I have no idea how to format something in that manner..

Hootman
2008-05-06, 12:29 PM
I have a solution! Or something really close to one!


You could maybe have the spell casting progression go up as +1 of Previous Class ONLY for the purposes of determining Spells Known & Spells Per Day. However, the spells they can LEARN from the moment they take HFK 1 are restricted to the HFK spell list. That will cover the whole "Sor 6" versus the "Sor 17" thing...until the spell list runs out. Then you just stop being a baby. :P

Mattarias, King.
2008-05-06, 01:06 PM
I have a solution! Or something really close to one!


You could maybe have the spell casting progression go up as +1 of Previous Class ONLY for the purposes of determining Spells Known & Spells Per Day. However, the spells they can LEARN from the moment they take HFK 1 are restricted to the HFK spell list. That will cover the whole "Sor 6" versus the "Sor 17" thing...until the spell list runs out. Then you just stop being a baby. :P

Hm, an interesting proposition, Hooty-man. We'll discuss this further, mayhaps.

On that note, I need to find that file with my sample NPC...