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View Full Version : Capturing Flame and Frost for own use, now with combo's! [Baseclass, 3.5, PEACH]



WaylanderX
2012-06-16, 05:35 PM
Yo there people of the playground.
As a friend of a weird guy named Morph Bark, who is always on this forum, I felt that I should give a shot at making a base class, expecially considering that i've been playing d&d for quite a long time now. But anyway, here is my first class. Alot of trouble and brainstorming went into this one, but still...be gentle, deer peeps of thy Playos Groundos of Gigantos.


Gaoler of Frostflame

http://fc05.deviantart.net/fs70/f/2011/057/e/4/dragonborn___dovahkiin_by_cohenr-d3adrrd.jpg
Art by CohenR http://cohenr.deviantart.com/art/Dragonborn-Dovahkiin-198837193?q=boost%3Apopular%20frost%20fire&qo=34

Die in righteous fire! Or frost.....The hell, I'll do both!

The Gaoler of Frostflame is a master of both fire and ice. However, to master and balance both elements, he is forced to build up his spells to keep in control. While he takes longer to cast powerfull spells, normal arcane and divine spell pale in power when compared to the total mayhem these spells can create. So if you thread this path.....Chain carefully...

Adventures: Most Gaolers adventure to increase their mastery of the 2 elements they master. Sometimes, a Gaoler can be found adventuring to eliminate or belittle arcane casters who claim to have mastered fire and ice.

Characteristics: The Gaoler of Frostflame is a full caster with a twist, he must combo his spells together. Beginning with a humble Entry Chain, on high levels he can build up towards a awe inspiring Primal Chain to unleash devestation on his foes, make them incapable of doing anything or reduce them to mere husks of them former selves.

Alignment: A gaoler can be of any alignment, as the forces of fire and ice are not of any particular alignment themselves.

Religion: Any god who suits his alignment if any. Most of the time if they worship a god, they worship gods that are aligned with fire or ice.

Background: All Gaolers of Frostflame are born with the drive to control fire and ice above all else, they are obsessed with controlling the elements. At a young age (Exact age depends on race) they are collected by a agency of Gaolers in charge with teaching the young ones the ropes. It takes 7 years to learn all the tricks and trades to become a level 1 Gaoler. They often are seems wielding double scythes, which it to a Gaoler like a staff is to a Wizard. It symbolises balance and the power derived from it. As such, to further symbolise the connection the Gaolers have between frost and fire, one head is colored icy blue and the other flaming red.

Races: Every race can become a Gaoler, as every race has a inherent fascination towards fire or/and ice.

Other Classes: They view martial classes quite neutrally, seeing them as valuable allies or despensible meatshields, depending on the alignment. They view other caster with something of a superiority complex. When confronted with a fire or ice using caster other then another Gaoler, this turns into hate and contempt or pity and belittleling depending on his alignment.

Role: A gaoler can be a controller, blaster of debuffer aswell as a limited fire and frost damage soak.

Adaptation: You can change the elements the gaolers use to for example electricity and acid. Also, you can incorperate positive and negative energy damage for a more antihero/villain feel.

GAME RULE INFORMATION
Gaolers of Frostflame have the following game statistics.
Abilities: Intelligence determines your bonusspells and the DC and checks of your Control Chains. Wisdom determines your DC for your other spells and your ability to hit with ranged touch spells. As always, Con and Dex are decent secondary/tertairy stats
Alignment: Any
Hit Die: d8
Starting Age: Earliest Adult Age of Race + 7 years .
Starting Gold: 7d4x10.

Class Skills
The Gaoler of Frostflame's class skills (and the key ability for each skill) are Climb, Concentration, Craft, Gather Information, Knowledge (Arcana), Knowledge (Geography), Knowledge (Nature), Knowledge (The Planes) Profession, Ride, Search, Spellcraft, Spot, Survival

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

Weapon and Armor Proficiency: As a Gaoler, you are proficient with all simple weapons, scythe, Two Bladed Scythe and light armor. http://t1.gstatic.com/images?q=tbn:ANd9GcQhlEWl8yuZbsdQJ-aFjJqWSigfBtupH_xI4dJybDaGf3ai33AGq3y2OJrp
Two Bladed Scythe - 1d8/1d8 - *4
A long handle with 2 cresent bladed at each end. It works as a double weapon in all aspects. You can also make trip attemps with it.


CLASS NAME



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+2

+0

+2
Ashen-Frost Burst 2d4, Chains (Entry), Paths


2nd

+1

+3

+0

+3
Two World Trance (+5/+2)


3rd

+1

+3

+1

+3
Ashen-Frost Burst 4d4, Endurance


4th

+2

+4

+1

+4
Fricesouled Inspiration


5th

+2

+4

+1

+4
Ashen-Frost Burst 6d4, Elemental Empathy


6th

+3

+5

+2

+5
New Chain (Mid)


7th

+3

+5

+2

+5
Ashen-Frost Burst 8d4, Elemental Extraction (Small)


8th

+4

+6

+2

+6
Heat Seeker, Two World Trance (+10/+4)


9th

+4

+6

+3

+6
Ashen-Frost Burst 10d4


10th

+5

+7

+3

+7
Steam Rush (1/day)


11th

+5

+7

+3

+7
Ashen-Frost Burst 12d4, New Chain (End)


12th

+6

+8

+4

+8
Steam Rush (2/day), Elemental Extraction (Medium)


13th

+6

+8

+4

+8
Two World Trance (+15/+6)


14th

+7

+9

+4

+9
Ashen-Frost Burst 14d4


15th

+7

+9

+5

+9
Steam Rush (3/day)


16th

+8

+10

+5

+10
New Chain (Primal)


17th

+8

+10

+5

+10
Ashen-Frost Burst 16d4, Elemental Extraction (Large)


18th

+9

+11

+6

+11
Two World Trance (Immune/+8)


19th

+9

+11

+6

+11
Steam Rush (4/day), Child of the Arctic Volcano


20th

+10

+12

+6

+12
Ashen-Frost Burst 18d4, Frostfire Ascencion



Chains (Ex): At level 1 you gain a form of spellcasting known as Chaining. Chains count as Spelllike Abilities. This magic relies on comboing lower spells with higher level spells to achieve greater effect then normal types of magic. The basic spell the Gaoler uses is the Ashen-Frost Burst, which he can use every 3 rounds at will as a ranged touch attack. The other chains are not at will, but are castable a number of times per day, as seen in the Table. The order in which the mage must use his spells is: Ashen-Frost Burst --> Entry Chain --> Mid Chain --> End Chain --> Primal Chain. After you cast a chain or Ashenfrost Burst, you have 3 rounds to cast a follow-up or else the current combo is lost. He gains access to Entry Chains on level 1, Mid Chains on level 6, End Chain on level 11, Primal Chains on level 16. Entry Chains have a DC of 12+Wisdom Mod, Mid Chains a DC of 14+Wisdom Mod, End Chains a DC of 17+Wisdom Mod and Primal Chains a DC of 20+Wisdom Mod.



Chains Per-Day




Level
Entry
Mid
End
Primal


1st
3
-
-
-



2nd
4
-
-
-



3rd
4
-
-
-



4th
5
-
-
-



5th
5
-
-
-



6th
6
3
-
-



7th
6
4
-
-



8th
6
4
-
-



9th
6
5
-
-



10th
6
5
-
-



11th
6
6
3
-



12th
6
6
4
-



13th
6
6
4
-



14th
6
6
5
-



15th
6
6
5
-



16th
6
6
6
3



17th
6
6
6
4



18th
6
6
6
4



19th
6
6
6
5



20th
6
6
6
5








Chains Known




Level
Entry
Mid
End
Primal


1st
1
-
-
-



2nd
2
-
-
-



3rd
2
-
-
-



4th
2
-
-
-



5th
3
-
-
-



6th
3
1
-
-



7th
3
2
-
-



8th
4
2
-
-



9th
4
2
-
-



10th
4
3
-
-



11th
4
3
1
-



12th
5
3
2
-



13th
5
4
2
-



14th
5
4
2
-



15th
5
4
3
-



16th
5
4
3
1



17th
5
5
3
2



18th
5
5
4
2



19th
5
5
4
2



20th
5
5
4
3






You can recall used Chain Slots by making a Int Check DC 15 for Entry Chains, DC 17 for Mid Chains, DC 19 for End Chains and DC 21 for Primal Chains. Each time you try to recall any slot, the DC for regaining another one becomes 2 higher. You can recall Chains a total of times of class level divided by 2 plus your Int Modifier per day regardless of succeeding or failing the check.

Paths (Ex): On level 1, you pick one of the paths as your primary path: Destruction of the Material, Controlling the Material and Weakening the Material. This determines your main school of Chains. Destruction of the Material is damage related, Controlling the Material is Crowd Control related and Weakening the Material is debuff related. Your primary path adds a certain bonus to your Chains in that category. Some spells also have different effects if you focus in that School.

Destruction of the Material: You gain a +1 bonus on every damage die for all Chains. This damage increase excludes your Ashen-Frost Burst.

In addition, in exchange for ending your combo with your Ashen-Frost Burst, you deal +1 damage per 2d4 dice your Burst has. This damage is untyped damage. If you use this feature, Ashen-Frost Burst has no cooldown.

Controlling the Material: You gain +2 bonus on any Opposed Check made by a Entry Chain, +4 on a Mid Chain, +6 on a End Chain and +8 on a Primal Chain.

In addition, in exchange for ending your combo with your Ashen-Frost Burst, you infuse the soil below the target with ice, making everything within a 5 ft. radius + 5 ft. per 4d4 of damage difficult terrain for 1 round. If you use this feature, Ashen-Frost Burst has no cooldown.

Weakening the Material: You gain a + 2 bonus on the DC of Chains of this path.

In addition, in exchange for ending your combo with your Ashen-Frost Burst, you overheat the natural or manufactured defenses the creature might possess, reducing its AC by 1 for every 2d4 damage your burst deals (Penalties don't stack, higher values supersedes) for 1 round. If you use this feature, Ashen-Frost Burst has no cooldown.

Summoning The Immaterial: Your Elemental Extraction companion gains +2 Str and +2 Con per 5 levels. (Min +2 at level 5, Max +8 at level 20). Elementals you summon gain a +2 Str and +2 Con boost per level of the Chain. (Min +2 for Entry Chains, Max +8 for Primal Chains) Every elemental you summon has hitpoint based on your total hitpoints. Entry chains have 50% your health. Mid chains have 75% your health. End Chains have 100% your health. Primal Chains have 150% your health. This replaces the standard hp in their description further below. They use your BAB, but their own saves, as noted. Their total AB is determined by your Wisdom modifier, but in what degree is noted in the Chain itself.

In addition, in exchange for ending your combo with your Ashen-Frost Burst, you can instead heal an allied elemental for an amount equal to your Ashen-Frost burst damage. If you use this feature, Ashen-Frost Burst has no cooldown.

After picking your primary path, you choose your secondary path. This path grants no additional bonus, but you can cast Chains out of that school. You cannot cast any Chains from any of the paths you did not choose. (See it as a sort of prohibited schools thing)

Ashen-Frost Burst (Sp): The basic ability of the Gaoler is the Ashen-Frost Burst. The mage unleashes a blast of cold and fire magic to destroy his enemies and is also used as a important focus for the other abilities of the mage. This ability works exactly like a Eldritch blast from the warlock, except it deals 1d4 frost and 1d4 fire damage. Also, you can only fire the burst once every 3 rounds, so you’ll be forced to chain your abilities together.

Two World Trance (Ex): At level 2, a Gaoler can go into a trance as a free action that gains him better senses and resistance against the elements he is the master off. When he goes into trance, he gains cold and fire resistance 5, this increases to +10 on level 8, to +15 on level 13, and to total immunity on level 18.
He also gains +2 wisdom during this trance, this increases by +2 on every increment the resistance also increases, up to a maximum of +8 Wisdom. This Trance lasts a total number of rounds equal to your unmodified Wisdom Modifier. You may enter a trance 1/day for every 3 class levels you possess (minimum of 1). At the end of this trance you are dazed for 1 round.

Endurance (Ex): At level 3, you gain Endurance as a bonus feat.

Fricesouled Inspiration (Sp): At level 4, the Gaoler gains enough elemental stamina to use his magic to perform minor magic tricks to utilize out of combat. You gain the following first level spells as spelllike abilities a number of times per day equal to your Int modifier times three (in total, not seperatly): Tenser’s Floating Disk (Ice version), Hot Air Lifting (Buoyant Lifting), Second Wind, Ebon Ice Lens (Ebon Eyes), Greater Mage Hand, Raging Flame, Slide, Slow Burn.

Elemental Empathy (Ex): At level 5, you gain your Int bonus or Wis bonus (whichever is highest) on Diplomacy, Bluff, Gather Information and Intimidate versus creatures with the Elemental type.

Elemental Extraction (Su): At level 7, you gain the ability to extract Elemental energy from a source of heat or cold and transform that energy into a elemental being. For this, you need one source of heat, such as a fire, or a source of cold, such as a big part of ice or a place with freezing winds. The reqs are up to the dm, but should be in line with the examples made above. The ceremony takes Class level x2 minutes to complete. The created elemental lasts Class level hours and is obidient to you in all ways, understands all your languages and is only able to move a distance from you equal to 10 ft/Class level. For the rest it has the normal stats of a elemental of its kind, as discribed in the Monster Manual or in this post. At seventh level youll be able to create a small fire or ice elemental (Ice elemental discribed in this post), as appropriate for the resources avaible. This changes into a medium elemental at level 12, and a large elemental at level 17. You can only have 1 elemental active at a time.

Ice Elementals
All elementals are in the thread Waylander's Elemental Compedium (http://www.giantitp.com/forums/showthread.php?t=256308).

Heat Seeker (Su): At level 8, you gain a bonus on ranged touch attacks equal to your Wisdom Modifier.

Steam Rush (Su): At level 10, once a day, you can use your Ashen-Frost Burst as a swift action. This allows you to fire a Entry Chain in the same round, to root a enemy knight for example. You can also use it to skip a Entry Chain to fire a Mid Chain after a Ashenfrost burst. Doing this also uses up one charge. It is possible to fire a Ashenfrost burst as a swift action and firing a Mid Chain as a standard action in the same round, but this uses up 2 charges.

Child of the Arctic Volcano (Su): At level 19, whenever the Gaoler would take fire or frost damage from Any source, he heals a amount equal to the damage he would take up to his resistance for that energy type. For example, if you get hit by a 60 damage fireball and you have fire resistance 35, you heal 35 hp and take 25 fire damage. If you have immunities for one or the other, you heal the damage otherwise dealt.

Frostfire Ascencion (Ex): At 20th level, you reach the pinnacle of control over the powers of heat and cold. You can treat your secondary path as a second primary path and you gain the mastery bonus for that path, including the extra spell effects. In addition, you gain bonuses according to the primary path you have choosen:

Destruction of the Material: When using Steamrush, you can instead of skipping an Entry chain, skip an Entry chain and a Mid chain, allowing you to fire an Ashenfrost Burst and an End chain in the same round.

Controlling the Material: All Bushrush Chains have their effect doubled. The duration of all other spells (Walls and snares and the like) are increased by 50%.

Weakening the Material: All single target debuffs bounce except for Primal Chains bounce to a second target. All targets of multitarget debuffs take an extra 1d4 damage/Chain lvl on a random ability score.

Summoning The Immaterial: The health of all elementals you summon is increased by 50%. In addition, all damage it deals is increased by 1d6/3 casterlevels.

WaylanderX
2012-06-16, 05:36 PM
Chains

Entry Chains
Entry Chains:

Destruction of the Material:

Fire Plume

Level: Entry
Components: None
Casting Time: Standard Action
Range: Close Range (25 ft. + 5 ft./2 level)
Target: One Creature
Duration: Instantaneous
Saving Throw: Partial
Spell Resistance: Yes

You throw a blistering daggerlike flame at your foe.

You make a ranged touch attack against a creature within range, dealing 1d6/lvl fire damage (Max 10d6). This attack ricochets to another target within 20 feet, dealing half damage but requiring no attack roll (Ref negates ricochet damage).

Destruction Benefit: The ricochet deals full damage instead of half.

Freezing Blast

Level: Entry
Components: None
Casting Time: Standard Action
Range: 50 ft. Line
Duration: Instantaneous
Saving Throw: Reflex Halves
Spell Resistance: Yes

You point towards an enemy, after which a freezing line damages all enemies caught within.

You fire a line of freezing energy, dealing 1d6/2lvl frost damage (Max 5d6). Enemies can make a Reflex Save for half damage.

Destruction Benefit: This spell deals half damage when stopped by spell resistance.

Frostfire Grenade

Level: Entry
Components: None
Casting Time: Standard Action
Range: Medium Range (100 ft. + 10 ft./level)
Target: 10 foot burst
Duration: Instantaneous
Saving Throw: Reflex Halves
Spell Resistance: No

You point towards an area, after which a small sphere made of both cold and hot energy forms and detonates.

Through stressing the opponents tissues or components through rapid heating and cooling the inherent warmth within, dealing 1d6/2lvl damage (Max 5d6), half of which is fire and half of which is cold. Enemies can make a Reflex Save for half damage.

Destruction Benefit: This spell deals twice your Destruction bonus damage.

Control Of the Material

Steam Blast

Level: Entry
Components: None
Casting Time: Standard Action
Range: Close Range (25 ft. + 5 ft./2 level)
Target: One Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: None

You push the creature with a cloud of hot steam.

You target one creature within range, which must make a opposed strength check vs the spell. This counts in all aspects as a bulrush. The spell has a bonus of 5+Int modifier (Max +10) and is considered Medium.

Control Benefit: The target is knocked prone at the end of the push, if successful.

Foot Freeze

Level: Entry
Components: None
Casting Time: Standard Action
Range: Close Range (25 ft. + 5 ft./2 level)
Target: One Creature
Duration: 3 rounds
Saving Throw: None
Spell Resistance: None

You conjured ice to freeze your enemies feet, slowing him down greatly.

You target one creature within range, which is immediately entangled. This lasts for 3 rounds. The enemy can make a DC 10+Your Int Mod Strength check as a move action to break the effect.

Control Benefit: The entangled state lasts 1 round longer and the DC to break free is 2 higher.

Fusion Wall

Level: Entry
Components: None
Casting Time: Standard Action
Range: Close Range (25 ft. + 5 ft./2 level)
Target: 10 ft. + 5 ft./lvl wall
Duration: 3 rounds
Saving Throw: None
Spell Resistance: None

You conjure a wall of steam to limit sight and slow anyone passing though it.

You create a wall of scalding steam and blistering hail 5 feet wide, 10 feet long and 10 ft. + 5 ft./lvl long. Any creature caught inside the wall can see clearly outside of it and the wall doesnt have any effect on vision. Anyone passing through the wall gets his speed halved for 1 round. This also goes for any remaining movement the creature might have when passing the wall (so 40 feet speed, 20 feet left when passing through, makes 10 feet of walking length left.) The enemy can make a DC 10+Your Int Mod Strength check as a swift action to break the effect.The wall persists for 3 rounds.

Control Benefit: The slowed state lasts 2 rounds longer and anyone who passed through takes damage equal to your Intelligence modifier.


Weakening the Material

Heat Mirage

Level: Entry
Components: None
Casting Time: Standard Action
Range: Close Range (25 ft. + 5 ft./2 level)
Target: One Creature
Duration: 3 rounds
Saving Throw: Yes
Spell Resistance: No

Pointing at a target, you blur its vision by the waves of sheer heat.

A target within range must make a Fortitude Save or suffer a mischance of 20% on every attack roll he makes for 3 rounds.

Weakening Benefit: The target also is Dazzled for the duration of the spell.

Icy Joints

Level: Entry
Components: None
Casting Time: Standard Action
Range: Close Range (25 ft. + 5 ft./2 level)
Target: One Creature
Duration: 3 rounds
Saving Throw: Yes
Spell Resistance: No

You will the target to be slow and clumsy by freezing his body.

A target within range must succeed on a Fortitude Save or be Fatigued for 3 rounds. During this time, his landspeed is also reduced by 5 ft.

Weakening Benefit: The first round the enemy gets this debuff it is exhausted instead.

Fiery Retribution

Level: Entry
Components: None
Casting Time: Standard Action
Range: Close Range (25 ft. + 5 ft./2 level)
Target: One Creature
Duration: 3 rounds
Saving Throw: Yes
Spell Resistance: No

You bid the forces of fire and flame to damage the foe, if he dares attacking your allies.


A target within range must succeed on a Reflex save or be cursed by the elemental forces you command. Every time the creature attacks any of your allies (With each seperate attack), it takes fire damage equal to half your intelligence modifier (Rounded up). Additionally, he takes a -4 penalty on all Wisdom based checks and skillchecks. The debuff lasts for 3 rounds.

Weakening Benefit: The enemy takes damage equal to 4+Half Int Mod with each attack and the penalties grow to -6.

Summoning the Immaterial:

Living Bomb

Level: Entry
Components: None
Casting Time: Standard Action
Range: Adjacent square to yours.
Target: One living bomb
Duration: 3 rounds.
Saving Throw: None
Spell Resistance: Partially (To the Explosion)

You summon a living bomb from Infernheim to explode in your enemies face.

You summon a living bomb (Stats below). This elemental cannot attack normally. Instead, it moves to an enemy you designate the best it can as part of the spell. Once arrived at the enemy, it tries to grapple the foe. It has a grapple modifier equal to your BAB + your Int modifier. It doesn’t take a size penalty and it ignores the size cap for grappling for larger foes only. If it gets a hold, it explodes, dealing 1d4/ level (Max 10d4) fire damage and the target is staggered for 1 round. After 3 rounds, it automatically explodes, dealing 1d4/2 levels fire damage (Max 5d4) to 1 adjacent enemy instead without the stagger.

Summoning Benefit: The living bomb gains a +4 on the grapple check.

Iceborn Slinger

Level: Entry
Components: None
Casting Time: Standard Action
Range: Adjacent square to yours.
Target: One Iceborn Slinger
Duration: 3 rounds.
Saving Throw: None
Spell Resistance: No

You summon a Iceborn Slinger from Arcturos to pummel your enemy with iceballs.

You summon a Iceborn Slinger (Stats below). It attacks an enemy you designate as part of this Chain. It gains a bonus on attack rolls equal to your Int modifier and a bonus on damage equal to 1d6/3 caster levels (Max 6d6). If the target dies or you want it to perform another action before the Chain end, you can use a move action to give it 1 simple command (DM discretion, this does not need to involve attacking).

Summoning Benefit: You can give the Slinger commands as a Swift Action.

Storm Cloud

Level: Entry
Components: None
Casting Time: Standard Action
Range: Adjacent square to yours.
Target: One Storm Cloud
Duration: 3 rounds.
Saving Throw: None
Spell Resistance: Yes

You summon a Storm Cloud to zap your enemies from above.

You summon a Storm Cloud (Stats below). It attacks the enemy you designate as part of this Chain, after it moves to the target. It gains a bonus on attack rolls equal to half your Int modifier and a bonus on damage equal to 1d6/2 casterlevels (Max 10d6. If the target dies, it moves on to the nearest enemy. It is impossible to give it further commands, even by other means.

Summoning Benefit: The target hit by the Thunderstrike attack of the Storm Cloud is also Dazzled for 1 round.



Mid Chains
Mid Chains:

Destruction of the Material

Flash Burn

Level: Mid
Components: None
Casting Time: Standard Action
Range: Medium Range (25 ft. + 5 ft./2 level)
Target: One Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You throw a fast moving ball of hot white flame at your foe.

You make a ranged touch attack against a creature within range, dealing 1d8/lvl + twice Wisdom Modifier fire damage (Max 15d8).

Destruction Benefit: This spell splashes in a 5 ft radius, dealing a third (Rounded down) of its damage to all creatures in the area (Ref halfs).

Glacial Spikes

Level: Mid
Components: None
Casting Time: Standard Action
Range: Medium Range (25 ft. + 5 ft./2 level)
Target: 20 ft. Burst
Duration: Instantaneous
Saving Throw: Yes
Spell Resistance: Yes

You create a sphere made spikes of sharp, cold ice to impale and freeze your foes.

In the target area creatures get 1d6/level cold damage (Max 10d6) and 4d8 piercing damage.

Destruction Benefit: The spikes latches into the opponents flesh, dealing Wisdom Modifier damage the following turn to all affected. This damage is dealt only when the piercing damage is enough to pierce an opponent’s damage reduction

Rupture

Level: Mid
Components: None
Casting Time: Standard Action
Range: Medium Range (25 ft. + 5 ft./2 level)
Target: 1 creature within range
Duration: Instantaneous
Saving Throw: Partial
Spell Resistance: Yes

Through stressing the opponents tissues, you rip him appart, causing major injuries and weakening him.

You target 1 creature within range, that creature takes 1d4/lvl (Max 15d4) untyped damage. In addition, the target must make a Fortitude save or be staggered for 2 rounds.

Destruction Benefit: The damage die of this attack increase to d6.

Control of the Material

Infectious Stranglefire

Level: Mid
Components: None
Casting Time: Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: Special, see below
Duration: 3 rounds
Saving Throw: No
Spell Resistance: No

You launch a ropelike string of purple flame to hold an enemy. His allies are terrified when the fire holding their friend is also reaching out to them.

You target one creature within range, he is consider grappled and cannot move this turn. The following turn he can make a opposed grapple check versus the spell (The spell has a grapple modifier of 8+casterlevel) as long as he is in the grapple (No save). The second turn, all enemies within 20 ft. of the primairy target suffer the same effect. Effect on primairy target lasts 3 rounds, effect on secondary targets lasts 2 rounds. When the effects end, the fire tosses them 20 feet into the air, causing them to take 2d6 falling damage and fall prone.

Control Benefit: while in the grapple, the targets are also blinded for the duration.

Arctic Wave

Level: Mid
Components: None
Casting Time: Standard Action
Range: 30 ft. Line, 15 ft. Wide
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No

With a mighty shout, you knock all enemies back who obstruct your path.

All enemies in the area must make a opposed bull rush check against the spell (The spell has a modifier of 5+int mod). All enemies who fail are knocked back accordingly and fall prone. The distance pushes back is the bulrush result + 5 ft..

Control Benefit: The bonus distance pushed back increases to +15 ft.

Storm Wall

Level: Mid
Components: None
Casting Time: Standard Action
Range: Close Range (25 ft. + 5 ft./2 level)
Target: 10 ft. + 5 ft./lvl wall
Duration: 3 rounds
Saving Throw: Partially
Spell Resistance: None

You conjure a wall of icy clouds and fiery lightning to damage and stun anyone passing though it.

You create a wall of icy cold clouds and fiery thunder 5 feet wide, 10 feet long and 10 ft. + 5 ft./lvl long. Line of sight is blocked by this wall. Any creature caught inside the wall can't see clearly outside of it and is effectively blinded. Anyone passing through the wall is immobilized for 2 rounds. They can make a DC 12+your Int modifier Strenght check as a swift action to end the immobilize once per turn. Also everyone walking through the wall takes 1d4/lvl fire damage (Max 10d4). The wall persists for 3 rounds.

Control Benefit: The target is immobilized for 3 rounds instead of 2 and anyone who makes the Strenght DC is slowed for the remainer of the round, including further movement

Weakening the Material

Sickening Fumes

Level: Mid
Components: None
Casting Time: Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: One Creature
Duration: 3 rounds
Saving Throw: Partial (See text)
Spell Resistance: Yes

You unleash a puff of toxic hot fumes that fly staight towards the enemy's face.

You target one creature within range, which takes 1d6 Con damage and 1d6 Str damage (Fort for half). In addition, the target is sickened for 3 rounds (Fort negates).

Weakening Benefit: The target, failing the save, is nauseated on the first round instead of sickened.

Synchronised Flare

Level: Mid
Components: None
Casting Time: Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: Three targets, which must be less then 30 ft. apart.
Duration: 3 rounds
Saving Throw: Yes
Spell Resistance: Yes

As you focus your energy, 3 small spheres of bright flame appear in front of your opponent's faces, blinding them in the process.

You target three creatures who are within 30 ft. of eachother. Then, each of them is blinded for 3 rounds, unless they succeed on Fort save.

Weakening Benefit: The target are also dazzled for 3 rounds after the blind is over.

Halucinating Smoke

Level: Mid
Components: None
Casting Time: Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: 1 target within range.
Duration: 3 rounds
Saving Throw: Yes
Spell Resistance: Yes

Making use of both water and toxic fire from within the darker regions of Infernos, the plane of fire, you make the enemy halucinate, causing him to attack his allies.

You target 1 creature within range. The target is then incapable of distinguishing ally from foe, unless they succeed on Will save. For determine if he attacks an ally, roll 1d4. On a 1, he attack his nearest ally. On a 2, he will attack the nearest creature. On a 3, he will attack his nearest enemy. On a 4, he can act normally.

Weakening Benefit: The target are takes 1d3 Int and 1d3 Wis damage if he fails his save due to the weakening of his mind.

Summoning the Immaterial:

Dessert Mirage

Level: Mid
Components: None
Casting Time: Standard Action
Range: Adjacent square to yours.
Target: One Dessert Mirage
Duration: 3 rounds.
Saving Throw: Yes
Spell Resistance: No

You summon a Dessert Mirage to confuse your enemies.

You summon a Dessert Mirage (Stats below). It makes an illusion as part of this Chain. Enemies caught within can make a save every turn to dispel the illusions. Enemies caught within the illusions can see the elemental the illusions originate from, but for enemies uneffected it is invisible as the spell Greater Invisibility. The illusions go away the moment the elemental dies or the duration is up. The Will Save DC gains a bonus equal to your Int modifier.


Summoning Benefit: The elementals duration is increased by 1 round.

Iceborn Flankers

Level: Mid
Components: None
Casting Time: Standard Action
Range: 2 Adjacent squares to yours.
Target: Two Iceborn Flankers
Duration: 3 rounds.
Saving Throw: None
Spell Resistance: No

You summon a pair of Iceborn Flankers from Arcturos to harrass and stab your enemies.

You summon a pair of Iceborn Flankers (Stats below). They move to an enemy you designate as part of this spell and try to flank the target to the best of their ability. If this is not possible, they go stand in a possition where a 5 ft step is sufficient to flank, if the opportunity arises. The 2 flankers have a shared healthpool and only take damage once if both of them are hit by a AoE attack. Also, they gain a bonus on their sneakattack equal to 1d6/3 casterlevels (Max 6d6). They gain a bonus on attack equal to half your Int modifier.

Summoning Benefit: The Flankers gain +20 ft. movement speed and can make 10 ft. steps without provoking attacks of opportunity.


End Chains
End Chains

Destruction of the Material

All Devouring Blaze

Level: End
Components: None
Casting Time: Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: One Target
Duration: Instantaneous
Saving Throw: Fort halfs.
Spell Resistance: No

You will the heat inside the target to intensify and melt the opponent down.

You target one creature within range. The target takes 50% of his max health as fire damage (Fort save halfs). This spell counts as a 2dx/lvl spell (Max 30dx) for the purpose of bonus damage through paths.

Destruction Benefit: The blaze bursts out of the target, dealing half of the damage dealt to every creature within 10 ft. (No Save). If the target still makes the save, it still splashes.

Glacial Blizzard

Level: End
Components: None
Casting Time: Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: 20 ft. radius burst
Duration: 3 rounds
Saving Throw: Reflex halfs.
Spell Resistance: No

You amplify the cold energy in a area to batter and destroy your foes.

Everyone in a 20 foot burst takes 1d8/lvl cold damage (Max 20d8) the first round, the second round half damage, the third round again half.

Destruction Benefit: You can move the blizzard 5 times wisdom mod feet as a move action.

Control of the Material

Icy Prison

Level: End
Components: None
Casting Time: Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: One Target
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No

You incase foes in a prison of ice, making them unable to do anything.

The foe is incased in ice, stunning him for 3 rounds unless they win a opposed strength check (Spell modifier is 3+Int mod). If they win the check, they are still dazed for 1 round.

Control Benefit: If the target wins the check, they are still dazed for 3 rounds.

Blastwave

Level: End
Components: None
Casting Time: Standard Action
Range: 40 foot burst
Target: All Enemies within burst
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No

You create a great shockwave of heat, pushing all enemies away, but weakening the force at some points to spare your allies.

Every enemy in the burst is subject to a bullrush (Spell modifier 10+Int mod) and are slided towards the edge of the blast according to the bullrush result + 10 ft. This distance can move the subject out of the blast and further away. The targets also take 1d6/2 lvl (Max 10d6) Fire damage.

Control Benefit: The bonus distance slided is +20 ft. and all targets are knocked prone if they lose the bullrush.

Weakening the Material

Sapping Heat Wave

Level: End
Components: None
Casting Time: Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: 20 ft. burst
Duration: 3 rounds
Saving Throw: Fort Negates.
Spell Resistance: No

You sap all of the warmth of the creatures in the field to severely weaken them.

Every creature in the burst is immediatly exhausted (No save) and must make a save or take 2d6 Con damage (Fort Negates).

Weakening Benefit: The targets also take a extra 1d8 Dex damage.

Greater Heat Mirrage

Level: End
Components: None
Casting Time: Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: Every enemy in a 20 ft. burst
Duration: 3 rounds
Saving Throw: No
Spell Resistance: No

You make the air shimmer with heat as it is almost impossible to see that is going on.

Every target caught in the burst loses access to all senses (Vision, Hearing, Feeling) (Fort Negates). This lasts 3 rounds.

Weakening Benefit: In addition to the spells normal effect, the targets also take a additional -4 penalty on all saves.

Summoning the Immaterial:

Gathling

Level: End
Components: None
Casting Time: Standard Action
Range: Adjacent square to yours.
Target: One Gathling
Duration: 3 rounds.
Saving Throw: None
Spell Resistance: No

You summon a Gathling from Infernheim to shoot your enemies full o' holes!

You summon a Gathling (Stats below). It attacks an enemy you designate as part of this Chain. It gains a bonus on attack rolls equal to your Int modifier and a bonus on damage equal to 1d4/3 caster levels (Max 4d6). If the target dies or you want it to perform another action before the Chain end, you can use a move action to give it 1 simple command (DM discretion, this does not need to involve attacking).

Summoning Benefit: The Gathling makes 1 extra attack as part of a full attack action, this stacks with everything that grants additional attacks.

Living Glacier

Level: End
Components: None
Casting Time: Standard Action
Range: Adjacent square to yours.
Target: One Living Glacier
Duration: 3 rounds.
Saving Throw: None
Spell Resistance: No

You summon a Living Glacier to shelter you and your allies from harm.

You summon a Living Glacier (Stats below). You can give it a number of commands that causes it to protect you in various ways:
Command: Cover: Glacier takes full defence action and provides full cover for the creatures behind it.
Command: Retaliate: Glacier takes a Fight Defensively action and attacks everyone that provokes an attack of opportunity.
Command: Hold: Glacier takes a Fight Defensively action, moves and attacks target enemy with its Icy Grip attack.
In addition, the Glacier gains a bonus on attack rolls and AC equal to your Int modifier (Rounded down).

Summoning Benefit: The Glacier gains DR/Adamentine equal to your Int modifier.


Primal Chains
Primal Chains

Destruction of the Material

Incinerating the Soul

Level: Primal
Components: None
Casting Time: Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: One Target
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No

You incinerate a target from the inside out with pure elemental fire, turning him to less then ashes.

You make a ranged touch attack against one target within range. If the attack hits and the creature has a CR equal or lower then your character level, it dies (No Save). If the creature has a higher CR then your Character level, it instead takes 3d6 untyped damage/lvl (Max 90d6). This damage can be fatal and trigger the benefit.

Destruction Benefit: If you kill somebody with this spell, his soul gets incinerated aswell, enpowering you in the process. You gain a +5 bonus on your caster level for 10 min/lvl. Doesn't stack with itself or Freezing the Lifeblood. The target's soul is forever lost and it cannot be raised, even by a Wish or Miracle spell.

Freezing the Lifeblood

Level: Primal
Components: None
Casting Time: Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: 20 ft. burst
Duration: Instantaneous
Saving Throw: Fort Partial.
Spell Resistance: No

You invoke your control over frost to freeze every bit of fluid inside a creature, turning it to ice, with skewers the foes from within.

Every creature in a 20 ft. burst must make a Fort Save or die of icy needles piercing every bit of their body. If they make the save, they get 1d10/lvl untyped damage instead (Max 30d10). This damage can still be fatal and trigger the benefit.

Destruction Benefit: If you kill somebody with this spell, his soul gets shattered aswell, enpowering you in the process. You gain a +1 bonus on your caster level for every enemy killed in this manner for 10 min/lvl. Doesn't stack with itself or Incinerating the Soul. The target's soul is forever lost and it cannot be raised, even by a Wish or Miracle spell.

Control of the Material

Glacial Imprisonment

Level: Primal
Components: None
Casting Time: Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: 1 target/2 caster levels
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No

You incase all foes in the area in a cage of primordial ice, imprisoning them for a long time.

The foes are incased in ice, locking them up and rendering them helpless for 5 min/caster level. They can break free with a opposed strength check (Spell modifier is 5+Int mod). If they win the check, they are stunned for 1d4 rounds afterwards. The ice can be broken from the outside, it has 200 hp and hardness 20.

Control Benefit: You render your foes helpless for 15 min/caster level instead of the normal duration. Also, if they save, they are stunned for 3d4 rounds.

Horizon Blast

Level: Primal
Components: None
Casting Time: Standard Action
Range: 100 line, 20 ft. wide
Target: Every enemy in the area
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No

You blast your foes with a surge of hot air straight from the Elemental plane of Fire, sending them flying for a long distance.

All foes in a 100 ft. long, 20 ft. wide line are blasted with a fiery surge of air. They are subjected to a bullrush (Spells modifier is 30+Int mod). If you lose, they are throw away the distance the bullrush indicates +100 ft.. They take damage if they had fallen the distance travelled (Max 20d6). If they encounter any obstacle, calcutate if the damage they would have gotten is enough to break down the obstacle. If so, they break through the obstacle and keep travelling.

Control Benefit: The bonus distance thrown is increased to 200 ft.

Weakening the Material

Mindscorch

Level: Primal
Components: None
Casting Time: Standard Action
Range: Medium (100ft. + 10 ft./level)
Target: One Enemy
Duration: Instantaneous
Saving Throw: Yes
Spell Resistance: No

You summon the flames of a more sinister nature then usual, a variant of hellfire that wrecks the opponents mind and leaves him not more then a animal for the rest of his life.

You target 1 enemy within range. Roll one 1d3. Each roll represents 1 mental stat. One equals Int, two equals Wis and three equals Cha. The stat you roll is reduced to 1 permanently. This spell does not affect construct but does affect intellegent undead, although they are immune to drain. This debuff can only be cleaned by a Wish or Miracle spell.

Weakening Benefit: You roll 2d3 instead of 1d3 and reduce stats accordingly. Reroll if double.

Frostwreck

Level: Primal
Components: None
Casting Time: Standard Action
Range: Medium (100ft. + 10 ft./level)
Target: One Enemy
Duration: Instantaneous
Saving Throw: Yes
Spell Resistance: No

You summon the malevolent cold energy of the place where the Plane of Cold touches the Negative Energy plane. This energy demolishes the body of your foe, leaving him a husk of his former self.

You target 1 enemy within range. Roll one 1d3. Each roll represents 1 physical stat. One equals Str, two equals Dex and three equals Con. The stat you roll is reduced to 1 permanently. This spell does not affect construct but does affect undead, although they are immune to drain. This debuff can only be cleaned by a Wish or Miracle spell.

Weakening Benefit: You roll 2d3 instead of 1d3 and reduce stats accordingly. Reroll if double.

Summoning the Immaterial:

Fire Angel

Level: Primal
Components: None
Casting Time: Standard Action
Range: Adjacent square to yours.
Target: One Fire Angel
Duration: 3 rounds.
Saving Throw: None
Spell Resistance: No

You summon a mighty Fire Angel from Infernheim to deliver judgement onto your foes.

You summon a Fire Angel (Stats below). It attacks an enemy you designate as part of this Chain. It gains a bonus on attack rolls equal to your Int modifier. If the target dies or you want it to perform another action before the Chain ends, you can use a swift action to give it a command (DM discretion, this does not need to involve attacking). It cannot use its Eruption Ability or its Meteor Swarm spelllike ability when summoned. When you summon it, you take damage equal to 60% of your current hp.

Summoning Benefit: A Fire Angel you summon can use its Eruption ability.


Ice Angel

Level: Primal
Components: None
Casting Time: Standard Action
Range: Adjacent square to yours.
Target: One Fire Angel
Duration: 3 rounds.
Saving Throw: None
Spell Resistance: No

You summon a mighty Ice Angel from Arcturos to freeze foes into submission.

You summon a Ice Angel (Stats below). It attacks an enemy you designate as part of this Chain. It gains a bonus on attack rolls equal to your Int modifier. If the target dies or you want it to perform another action before the Chain ends, you can use a move action to give it a command (DM discretion, this does not need to involve attacking). It cannot use its Flashfrost Ability or its Meteor Swarm Spelllike ability when summoned. When you summon it, you take damage equal to 60% of your current hp.

Summoning Benefit: Any Ice Angel you summon can use its Flashfrost ability.


Feats

Extra Rush (General)

You have trained yourself to go into trance more often then normal gaolers.
Requisites: Steam Rush class feature
Benefit: You gain 1 extra use of Steam Rush

Exceptional Inspiration (General)

You have studied the magic of your rivals to such a extend, that you can mimic more of their spells then you normally could.
Requisites: Fricesouled Inspiration Class feature, character level 6.
Benefit: You add 2 more level one spells of your choice to your Fricesouled Inspiration list. These spells can't be a spell that does damage or put a debuff on the enemy. These spells can be from the Sorcerer/Wizard or the Druid list.

Inspirational Power (General)

In addition to broadening your magical expertise, you learned to invoke even more powerfull magic.
Requisites: Fricesouled Inspiration Class feature, Exceptional Inspiration, character level 9.
Benefit: You add 2 level two spells of your choice to your Fricesouled Inspiration list. These spells can't be a spell that does damage or put a debuff on the enemy. These spells can be from the Sorcerer/Wizard or the Druid list. These spells consume 2 charges of your Fricesouled Inspiration class feature, instead of 1.

Anchor Feats

Anchor feats are to a Gaoler what metamagic feats are to a arcane/divine caster. To invoke these feats, you "anchor" the chain, ending and restarting your current combo, but strenghtening the effect of your last chain. Only chains one level below the maximum you can cast can be affected by a Anchor feat. Only one Anchor feat can be put on a chain at a time.

Anchor: Energize (Anchor)

You learned to anchor your chain to inflict more damage on your opponent in a shorter time, in exchange for ending your combo.
Requisites: Ability to cast Mid level Chains, Character level 9
Benefit: You can interrupt your current combo and energize your last cast chain, giving it the benefits of a Empower Spell metamagic.

Anchor: Annihilate (Anchor)

You learned to anchor your chain to inflict tremendous damage on your opponent in a shorter time, in exchange for ending your combo.
Requisites: Ability to cast Mid level Chains, Anchor: Energize
Benefit: You can interrupt your current combo and energize your last cast chain, giving it the benefits of a Maximize Spell metamagic.

Anchor: Linger (Anchor)

You learned to anchor your chain to let your opponent be affected for a longer time with a single chain, in exchange for ending your combo.
Requisites: Ability to cast Mid level Chains
Benefit: You can interrupt your current combo and energize your last cast chain, giving it the benefits of a Extend Spell metamagic.

Anchor: Great Push (Anchor)

You learned to anchor your chain to push your opponent farther away, in exchange for ending your combo.
Requisites: Ability to cast Mid level Chains
Benefit: You can interrupt your current combo and energize your last cast chain, giving it +10 extra bonus on bullrush attempts for Entry Chains, +15 for Mid Chains and +20 for End Chains.

Anchor: Primal Power (Anchor)
You learned to anchor your chain to negate resistance and bypass immunities to your spells, in exchange for ending your combo.
Requisites: Ability to cast Mid level Chains
Benefit: You can interrupt your current combo and energize your last cast chain, giving it the benefit of the Piercing Cold or Searing Spell metamagic feats, as appropriate for the energy type of the chain.


Alternative Class Features


ACF

Alternate Energy:
Instead of fire and cold, you choose 2 other opposing forces that you master.
For Example:
Fire becomes Electricity and Cold becomes Acid.
Fire becomes Sonic and Cold becomes Force, in this case all damage die are decreased by 1 step, both of the chains and of the Ashenfrost-Burst.

Frostfire Familiar
Lose: Fricesouled Inspiration
Gain: A familiar as through acquired with the Acquire Familiar feat. This familiar has the Cold and Fire subtypes, making it immune to cold and fire damage.


New Kinds Of Elementals

For all elementals described in the Chains, see the Waylander's Elemental Compendium (http://www.giantitp.com/forums/showthread.php?t=256308) Thread.


PRC's

Tempramental Architect (http://www.giantitp.com/forums/showthread.php?p=13557880#post13557880) - Controller based PRC with Chain Casting

Lohj
2012-06-16, 07:34 PM
Yo there people of the playground.
As a friend of a weird guy named Morph Bark, who is always on this forum, I felt that I should give a shot at making a base class, expecially considering that i've been playing d&d for quite a long time now. But anyway, here is my first class. Alot of trouble and brainstorming went into this one, but still...be gently, deer peeps of thy Playos Groundos of Gigantos.


Gaoler of Frostflame

http://fc05.deviantart.net/fs70/f/2011/057/e/4/dragonborn___dovahkiin_by_cohenr-d3adrrd.jpg
Art by CohenR http://cohenr.deviantart.com/art/Dragonborn-Dovahkiin-198837193?q=boost%3Apopular%20frost%20fire&qo=34

Die in righteous fire! Or frost.....The hell, I'll do both!

The Gaoler of Frostflame is a master of both fire and ice. However, to master and balance both elements, he is forced to build up his spells to keep in control. While he takes longer to cast powerfull spells, normal arcane and divine spell pale in power when compared to the total mayhem these spells can create. So if you thread this path.....Chain carefully...

Adventures: Most Gaolers adventure to increase their mastery of the 2 elements they master. Sometimes, a Gaoler can be found adventuring to eliminate or belittle arcane casters who claim to have mastered fire and ice.

Characteristics: The Gaoler of Frostflame is a full caster with a twist, he must combo his spells together. Beginning with a humble Entry Chain, on high levels he can build up towards a awe inspiring Elemental Chain to unleash devestation on his foes, make them incapable of doing anything or reduce them to mere husks of them former selves.

Alignment: A gaoler can be of any alignment, as the forces of fire and ice are not of any particular alignment themselves.

Religion: Any god who suits his alignment if any. Most of the time if they worship a god, they worship gods that are aligned with fire or ice.

Background: All Gaolers of Frostflame are born with the drive to control fire and ice above all else, they are obsessed with controlling the elements. At a young age (Exact age depends on race) they are collected by a agency of Gaolers in charge with teaching the young ones the ropes. It takes 7 years to learn all the tricks and trades to become a level 1 Gaoler.

Races: Every race can become a Gaoler, as every race has a inherent fascination towards fire or/and ice.

Other Classes: They view martial classes quite neutrally, seeing them as valuable allies or despensible meatshields, depending on the alignment. They view other caster with something of a superiority complex. When confronted with a fire or ice using caster other then another Gaoler, this turns into hate and contempt or pity and belittleling depending on his alignment.

Role: A gaoler can be a controller, blaster of debuffer aswell as a limited fire and frost damage soak.

Adaptation: You can change the elements the gaolers use to for example electricity and acid. Also, you can incorperate positive and negative energy damage for a more antihero/villain feel.

GAME RULE INFORMATION
Gaolers of Frostflame have the following game statistics.
Abilities: Intelligence determines your bonusspells and the DC and checks of your Control Chains. Wisdom determines your DC for your other spells and your ability to hit with ranged touch spells. As always, Con and Dex are decent secondary/tertairy stats
Alignment: Any
Hit Die: d8
Starting Age: Earliest Adult Age of Race + 7 years .
Starting Gold: 7d4x10.

Class Skills
The Gaoler of Frostflame's class skills (and the key ability for each skill) are Climb, Concentration, Craft, Gather Information, Knowledge (Arcana), Knowledge (Geography), Knowledge (Nature), Profession, Search, Spellcraft, Spot, Survival

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

CLASS NAME

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

1st|
+0|
+2|
+0|
+2|Ashen-Frost Burst 2d4, Chains (Entry), Paths

2nd|
+1|
+3|
+0|
+3|Two World Trance (+5/+2)

3rd|
+1|
+3|
+1|
+3|Ashen-Frost Burst 4d4, Endurance

4th|
+2|
+4|
+1|
+4|Fricesouled Inspiration

5th|
+2|
+4|
+1|
+4|Ashen-Frost Burst 6d4

6th|
+3|
+5|
+2|
+5|New Chain (Mid)

7th|
+3|
+5|
+2|
+5|Ashen-Frost Burst 8d4

8th|
+4|
+6|
+2|
+6|Heat Seeker, Two World Trance (+10/+4)

9th|
+4|
+6|
+3|
+6|Ashen-Frost Burst 10d4

10th|
+5|
+7|
+3|
+7|Steam Rush (1/day)

11th|
+5|
+7|
+3|
+7|Ashen-Frost Burst 12d4, New Chain (End)

12th|
+6|
+8|
+4|
+8|Steam Rush (2/day)

13th|
+6|
+8|
+4|
+8|Two World Trance (+15/+6)

14th|
+7|
+9|
+4|
+9|Ashen-Frost Burst 14d4

15th|
+7|
+9|
+5|
+9|Steam Rush (3/day)

16th|
+8|
+10|
+5|
+10|New Chain (Elemental)

17th|
+8|
+10|
+5|
+10|Ashen-Frost Burst 16d4

18th|
+9|
+11|
+6|
+11|Of Two Worlds (Immune/+8)

19th|
+9|
+11|
+6|
+11|Steam Rush (4/day)

20th|
+10|
+12|
+6|
+12|Ashen-Frost Burst 18d4, Child of the Arctic Volcano[/table]

Chains (Ex): At level 1 you gain a form of spellcasting known as Chaining. Chains count as Spelllike Abilities. This magic relies on comboing lower spells with higher level spells to achieve greater effect then normal types of magic. The basic spell the Rime-Fire Mage uses is the Ashen-Frost Burst, which he can use every 3 rounds at will. The other chains are not at will, but are castable a number of times per day, as seen in the Table. The order in which the mage must use his spells is: Ashen-Frost Burst --> Entry Chain --> Mid Chain --> End Chain --> Elemental Chain. Using Steam Rush gives some advantages and bypasses some of the restrictions. He gains access to Entry Chains on level 1, Mid Chains on level 6, End Chain on level 11, Elemental Chains on level 16. Entry Chains have a DC of 12+Wisdom Mod, Mid Chains a DC of 14+Wisdom Mod, End Chains a DC of 17+Wisdom Mod and Elemental Chains a DC of 19+Wisdom Mod.
I like the way you set this up! The mage is limited in what they can do because of their chains, but the power behind them is apparent. Only thing I have to ask; you mention the Stream Rush in this entry, but do not go into detail. Is that necessary here? Would it be better to only list stream rush later in the feature list?

{table=head]Chains Per-Day
{table=head]Level | Entry | Mid | End | Elemental
1st | 3 | - | - | - |
2nd | 4 | - | - | - |
3rd | 4 | - | - | - |
4th | 5 | - | - | - |
5th | 5 | - | - | - |
6th | 6 | 3 | - | - |
7th | 6 | 4 | - | - |
8th | 6 | 4 | - | - |
9th | 6 | 5 | - | - |
10th | 6 | 5 | - | - |
11th | 6 | 6 | 3 | - |
12th | 6 | 6 | 4 | - |
13th | 6 | 6 | 4 | - |
14th | 6 | 6 | 5 | - |
15th | 6 | 6 | 5 | - |
16th | 6 | 6 | 6 | 3 |
17th | 6 | 6 | 6 | 4 |
18th | 6 | 6 | 6 | 4 |
19th | 6 | 6 | 6 | 5 |
20th | 6 | 6 | 6 | 5 |
[/table][/table]

{table=head]Chains Known
{table=head]Level | Entry | Mid | End | Elemental
1st | 1 | - | - | - |
2nd | 2 | - | - | - |
3rd | 2 | - | - | - |
4th | 2 | - | - | - |
5th | 3 | - | - | - |
6th | 3 | 1 | - | - |
7th | 3 | 2 | - | - |
8th | 4 | 2 | - | - |
9th | 4 | 2 | - | - |
10th | 4 | 3 | - | - |
11th | 4 | 3 | 1 | - |
12th | 5 | 3 | 2 | - |
13th | 5 | 4 | 2 | - |
14th | 5 | 4 | 2 | - |
15th | 5 | 4 | 3 | - |
16th | 5 | 4 | 3 | 1 |
17th | 5 | 5 | 3 | 2 |
18th | 5 | 5 | 4 | 2 |
19th | 5 | 5 | 4 | 2 |
20th | 5 | 5 | 4 | 3 |
[/table][/table]

You can recall used Chain Slots by making a Int Check DC 15 for Entry Chains, DC 17 for Mid Chains, DC 19 for End Chains and DC 21 for Elemental Chains. Each time you try to recall any slot, the DC for regaining another one becomes 2 higher. You can recall spells a total of times of class level divided by 2 plus your Int Modifier per day regardless of succeeding or failing the check.

Paths (Ex): On level 1, you pick one of the 3 paths as your primary path: Destruction of the Material, Controlling the Material and Weakening the Material. This determines your main school of Chains. Destruction of the Material is damage related, Controlling the Material is Crowd Control related and Weakening the Material is debuff related. Your primary path adds a certain bonus to your Chains in that category. Some spells also have different effects if you focus in that School.

Destruction of the Material: You gain a +1 bonus on every damage die for all Chains. This damage increase excludes your Ashen-Frost Burst.

Controlling the Material: You gain +2 bonus on any Opposed Check made by a Entry Chain, +4 on a Mid Chain, +6 on a End Chain and +8 on a Elemental Chain.

Weakening the Materials: You gain a + 2 bonus on the DC of Chains of this path.

After picking your primary path, you choose your secondary path. This path grants no additional bonus, but you can cast Chains out of that school. You cannot cast any Chains from the third path you didn’t choose.
Hmm... So you pick one path, then another, but you cannot use chains from the third? Is that what you mean?

Ashen-Frost Burst (Sp): The basic ability of the Rime-Fire Mage is the Ashen-Frost Burst. The mage unleashes a blast of cold and fire magic to destroy his enemies and is also used as a important focus for the other abilities of the mage. This ability works exactly like a Eldritch blast from the warlock, except it deals 1d4 frost and 1d4 fire damage. Also, you can only fire the burst once every 3 rounds, so you’ll be forced to chain your abilities together.
Sounds strong, but then only every 3 rounds, so evened out. Good job!

Two World Trance (Ex): At level 2, a Fire-Bite Mage can go into a trance that gains him beter better senses and resistance against the elements he is the master off. When he goes into trance, he gains cold and fire resistance 5, this increases to +10 on level 8, to +15 on level 13, and to total immunity on level 18.
He also gains +2 wisdom during this trance, this increases by +2 on every increment the resistance also increases, up to a maximum of +8 Wisdom. This Trance lasts a total number of rounds equal to your unmodified Wisdom Modifier. You can use this trance an equal Class level divided by 3, rounded down, minimum once. When used, you are Dazed for 1 round afterwards.

Endurance (Ex): At level 3, you gain Endurance as a bonus feat.

Fricesouled Inspiration (Sp): At level 4, you gain enough elemental stamina to use your magic to perform minor magic tricks to utilize out of combat. You gain the following first level spells as spelllike abilities usable a number of times per day equal to your Int modifier x3 times per day: Tenser’s Floating Disk (Ice version), Hot Air Lifting (Buoyant Lifting), Second Wind, Ebon Ice Lens (Ebon Eyes), Greater Mage Hand, Raging Flame, Slide, Slow Burn.
Nice utility there!

Heat Seeker (Su): At level 8, you gain a bonus on ranged touch attacks equal to your Wisdom Modifier.

Steam Rush: At level 10, once a day, you can use your Ashen-Frost Burst as a swift action. This allows you to fire a Entry Chain in the same round, to root a enemy knight for example. You can also use it to skip a Entry Chain to fire a Mid Chain after a Ashenfrost burst. Doing this also uses up one charge. It is possible to fire a Ashenfrost burst as a swift action and firing a Mid Chain as a standard action in the same round, but this uses up 2 charges.

Child of the Arctic Volcano: Whenever the mage would take fire or frost damage from any source, he heals a amount equal to the damage he would take up to his resistance for that energy type. For example, if you get hit by a 60 damage fireball and you have fire resistance 35, you heal 35 hp and take 25 fire damage. If you have immunities for one or the other, you heal the damage otherwise dealt.

Hey, WaylanderX! I came across this class, and, after reading it, I fell instantly in love! Any comments will be in bold, and changes that I made (due purely to grammer or misnomers) will be in strikeout and bold.
Thank you for your work, and I'm sorry if I sound aggressive or manipulative.

WaylanderX
2012-06-17, 05:57 AM
Hey, WaylanderX! I came across this class, and, after reading it, I fell instantly in love! Any comments will be in bold, and changes that I made (due purely to grammer or misnomers) will be in strikeout and bold.
Thank you for your work, and I'm sorry if I sound aggressive or manipulative.

Hello Lohj,

thank you for the praise, I shall implement the grammer changes you suggested. I hadn't got enough time to read it over before posting, so I really appreciate the effort.

Way

P.S. you didn't sound aggressive and such :smallbiggrin:

WaylanderX
2012-06-19, 07:05 AM
Updates: 19-6-'12:
Added Anchor Feats and finished End Chains.
Changed Elemental Chains to Primal Chains.
Began with creating Primal Chains.

WaylanderX
2012-06-21, 06:11 AM
Updates: 21-6-'12:
Finished Primal Chains
Changed Topic name to attract more people that might be bothered to PEACH this class :smallfrown:
Added an ACF section.
Corrected some balance issues with the way Chains work.

P.S. If you have PEACHed this class and you want anything PEACHed yourself, but leave a message and I'll PEACH your homebrew also.

Veklim
2012-06-21, 03:01 PM
Nice...really, really rather nice. A blaster/BFC with flavour, utility and apparent balance. I am impressed. :smallcool:

OK, let's get cracking!

By the time you gain Child of the Arctic Volcano, you have already gained fire/cold immunity from Of Two Worlds, so the 'max equal to your resistance' caveat is completely superfluous. I do find much amusement in the way Child of the Arctic Wind completely negates Flamestrike though!

Also, this line in Two World Trance needs to read differently:

You can use this trance an equal Class level divided by 3, rounded down, minimum once per day. When used, you are Dazed for 1 round afterwards.

May I suggest this instead:

You may enter a trance 1/day for every 3 class levels you possess (minimum of 1). At the end of this trance you are dazed for 1 round.

You haven't added weapon or armour proficiencies yet, thought I'd remind you :smallwink:

Also may I suggest you add Knowledge (The Planes) to their class list, since they seem to do rather a massive amount of channelling from other planes!

Will look again later, think there were a few issues I saw on the chains themselves, but certainly nothing major.

Eldest
2012-06-21, 11:35 PM
OK, this class? Awesome. But I think there might be a few issues, all at low level. You get to cast your Ashen-Frost Burst once every three rounds. Now, say you're level one, and you're in a trivial encounter that you don't want to waste one of your three Chains on. So you use the burst. And sit around for two rounds. Similarly, if you cast the Burst, and then on turn two use your chain, you've got nothing for round three. Which is why I'm suggesting you give them something similar to the anchors, but A) as a class feature, and B) they remove the cooldown on Ashen-Frost Burst when used. Make it a minor boost, dependant on what path you chose. Maybe the Destruction of the Material people get a little bonus on damage (say, +1 per die of both fire and ice), the Controlling the Material get to make a square nobody is in difficult terrain until the end of his next turn, and the Weakening the Materials people give a -1 per 2 dice of damage to the target's AC.

Next, blanket immunities. Say this guy is facing somebody immune to both fire and ice damage, like a Xorn (http://www.d20srd.org/srd/monsters/xorn.htm). Just looked in the SRD, found him randomly. Second monster I checked. What's this guy gonna do?

Also, the ACF that switches out the Fire and Ice damage for Sonic and Force is far, far more powerful. Force is very hard to resist, I suggest either removing that or making it a feat you can take at 1st level that gives some sort of disadvantage. Force and Sonic damage is that good.

Again, this class looks awesome and unique, nice job.

WaylanderX
2012-06-22, 02:09 AM
By the time you gain Child of the Arctic Volcano, you have already gained fire/cold immunity from Of Two Worlds, so the 'max equal to your resistance' caveat is completely superfluous. I do find much amusement in the way Child of the Arctic Wind completely negates Flamestrike though!

The ice and fire immunity are only during the trance. Outside of it, chances are that you only have resistances, that is where that line comes in. Glad you like the way it works though ;P


Also, this line in Two World Trance needs to read differently:

Fixed, thanks for pointing it out.


You haven't added weapon or armour proficiencies yet, thought I'd remind you.

That's......a good one, can't believe I forgot that, thanks for the reminder.


Also may I suggest you add Knowledge (The Planes) to their class list, since they seem to do rather a massive amount of channelling from other planes!

Seems legit, I'll add it.


OK, this class? Awesome. But I think there might be a few issues, all at low level. You get to cast your Ashen-Frost Burst once every three rounds. Now, say you're level one, and you're in a trivial encounter that you don't want to waste one of your three Chains on. So you use the burst. And sit around for two rounds. Similarly, if you cast the Burst, and then on turn two use your chain, you've got nothing for round three. Which is why I'm suggesting you give them something similar to the anchors, but A) as a class feature, and B) they remove the cooldown on Ashen-Frost Burst when used. Make it a minor boost, dependant on what path you chose. Maybe the Destruction of the Material people get a little bonus on damage (say, +1 per die of both fire and ice), the Controlling the Material get to make a square nobody is in difficult terrain until the end of his next turn, and the Weakening the Materials people give a -1 per 2 dice of damage to the target's AC.

Ah look, this is certainly a major issue. At first I wanted to resolve this by using things similar to eldritch blast shapes and augments, but as time passed, it kinda slipped my mind. I'll add your suggestions to it, although I must figure out the balance first. I'm kind off worried if I removed the cooldown, that it would be more effective to only spam Ashenfrost-bursts instead of doing chains.


Next, blanket immunities. Say this guy is facing somebody immune to both fire and ice damage, like a Xorn. Just looked in the SRD, found him randomly. Second monster I checked. What's this guy gonna do?

That is where the secondary path comes in. If you picked Destruction of the Material as a primary and Weakening secondary, you can always switch to debuffing, because the Xorn is not immune to debuffs and let the others deal the damage. On the other hand, it would be nice to have some Chains that deal untyped damage. I still have many Chains to create, so one untyped Destruction Chain per Chain level would be nice.
"Edit": If you pick the Destruction path, half of the damage you deal with your Ashenfrost burst is untyped damage and has no cooldown if you don't chain anything behind it. This should slightly solve the problem.


Also, the ACF that switches out the Fire and Ice damage for Sonic and Force is far, far more powerful. Force is very hard to resist, I suggest either removing that or making it a feat you can take at 1st level that gives some sort of disadvantage. Force and Sonic damage is that good.

You got a valid point there, I'll give it a downside.

Thx guys, I really needed this kind off peaching ^^. Thank you for helping me out. If you need any peaching yourself, let me know, I'll be happy to help.

Morph Bark
2012-06-22, 05:24 AM
Which is why I'm suggesting you give them something similar to the anchors, but A) as a class feature

Hey look, it's my suggestion! :smalltongue:


With the Ashen-Frost Burst modification by the Destruction Path, you say it now deals half untyped damage? Which half? Is the fire damage or the cold damage replaced? Perhaps it might be easier to make the extra damage you get from the Destruction Path untyped damage instead?

Also, adding feats that are kind of like Searing Spell or Piercing Cold (iirc) might be good ideas. Perhaps allowing you to use a move action to apply them to your next Chain (or Burst) once per encounter or once per two combos?

WaylanderX
2012-06-22, 06:48 AM
Yo Durka :P Thx for your contribution.


With the Ashen-Frost Burst modification by the Destruction Path, you say it now deals half untyped damage? Which half? Is the fire damage or the cold damage replaced? Perhaps it might be easier to make the extra damage you get from the Destruction Path untyped damage instead?

Made the bonus damage untyped, it was a little unclear indeed.


Also, adding feats that are kind of like Searing Spell or Piercing Cold (iirc) might be good ideas. Perhaps allowing you to use a move action to apply them to your next Chain (or Burst) once per encounter or once per two combos?

Made them into a anchor feat. That seemed more appropiate, seeming that both feats are metamagic feats and most Anchor feats are resembling Metamagic feats in effect.

Steward
2012-06-22, 06:52 AM
This looks like a really awesome class concept. I really dig the names too!

What's a "Rime-Fire Mage"?

WaylanderX
2012-06-22, 07:40 AM
What's a "Rime-Fire Mage"?

Hehe, that was the old name for the class. Just a placeholder though.
Seems that I forgot to change it completely. Thx for the reminder ^^.

Veklim
2012-06-22, 09:38 AM
The paths look a little better now, certainly fixes the problem with cooldowns (which I missed, sorry about that)! However, the Weakening and Controlling paths new improvements could do with some sort of duration, since as written they're currently permanent. Also, with the Weakening ability, you shoudl clarify what happens with repeated uses on a single target. Just saying they don't stack doesn't say whether a greater number on a successive hit supersedes the initial value or not, although I'd assume that's the case.

Good point with the resistances, I kinda assumed I'd be in a trance since round one of most relevant combats anyhow! The trance has no activation time, was this deliberate?

Beyond that, I think it's looking more and more solid as things progress. Editting issues here:

You can recall used Chain Slots by making a Int Check DC 15 for Entry Chains, DC 17 for Mid Chains, DC 19 for End Chains and DC 21 for Primal Chains. Each time you try to recall any slot, the DC for regaining another one becomes 2 higher. You can recall spells a total of times of class level divided by 2 plus your Int Modifier per day regardless of succeeding or failing the check.
They're not spells! Honest! :smallwink:


In addition, in exchange of for ending your combo with your Ashen-Frost BurstJust grammatical, but thought I'd mention it since it appears 3 times!

I'm really interested to see how this would perform as a working character. If I were to play one, I'd probably want to try a Controller/Weakener build, ignoring Destruction altogether. The Destruction is a blaster-extraordinaire, but I can already tell how that will pan out!

Oh yeah, one last question...
The two bladed scythe, can you still make trip attacks with it? :smallwink:

WaylanderX
2012-06-22, 10:06 AM
Thank you for your PEACHing once again. I'll be sure to return the favor ^^.


However, the Weakening and Controlling paths new improvements could do with some sort of duration, since as written they're currently permanent. Also, with the Weakening ability, you shoudl clarify what happens with repeated uses on a single target. Just saying they don't stack doesn't say whether a greater number on a successive hit supersedes the initial value or not, although I'd assume that's the case.

Clarified and fixed, didn't notice, thx for that.


Good point with the resistances, I kinda assumed I'd be in a trance since round one of most relevant combats anyhow!

Surprise round Fireball!.....o crap :P


The trance has no activation time, was this deliberate?

Fixed to a free action.


They're not spells! Honest!
Just grammatical, but thought I'd mention it since it appears 3 times!

Ok ok, I stand corrected on that one :P


The two bladed scythe, can you still make trip attacks with it?

Check the Spoiler for that one ;)


I'm really interested to see how this would perform as a working character. If I were to play one, I'd probably want to try a Controller/Weakener build, ignoring Destruction altogether. The Destruction is a blaster-extraordinaire, but I can already tell how that will pan out!

Supersweet! If you have any playtime with it, tell me how it works out. I'm really curious about that.

eftexar
2012-06-22, 10:10 AM
I really like the idea. Its sort of like combos in a fighting game (which somebody should make now).
I question though if Ashen-Frost burst needs limitations to use. If you are worried about someone spamming it instead of building chains then make it less desirable (drop the damage a bit). Better yet, have it decrease in damage every time it is used temporarily. Otherwise, because it is required to be first in any chain of chains, there could be a lot of standing around.

WaylanderX
2012-06-22, 10:43 AM
I really like the idea. Its sort of like combos in a fighting game (which somebody should make now).
I question though if Ashen-Frost burst needs limitations to use. If you are worried about someone spamming it instead of building chains then make it less desirable (drop the damage a bit). Better yet, have it decrease in damage every time it is used temporarily. Otherwise, because it is required to be first in any chain of chains, there could be a lot of standing around.

That is why the benefits were added for the Ashenfrost Burst, so you have something that is viable at low level when you don't have the amount of Chains to waste on small fry. If you nerf the damage, then it is even weaker then a unmodifier eldritch blast, which I want to avoid. Thanks for your input though and glad you like the class ^^

Morph Bark
2012-06-22, 11:02 AM
I really like the idea. Its sort of like combos in a fighting game (which somebody should make now).


!

[/Metal Gear Solid]

Veklim
2012-06-22, 01:24 PM
!

[/Metal Gear Solid]

Oh gods...the epic idea. Everyone duck and cover!

Eldest
2012-06-23, 01:14 PM
!

[/Metal Gear Solid]

I look forward to finding out if you make a class out of this, and how awesome this class is.

Anyway, I like how you added the option to end the chain early. Now, you might want to add in a few small things at levels that are otherwise just numerical boosters, like the Dead Levels (http://www.wizards.com/default.asp?x=dnd/cwc/20061013a) articles suggest. Minor boosts or small things that could be significant in some random situations, like a Dashing Swordsman being immune to damage from flying glass.

WaylanderX
2012-07-09, 08:50 AM
Hello people,

due to a study trip to the Pyrenees, I wasn't able to work on this class.
Now I'm back, fresh with new ideas and spirit! OOOWWW yeah....(Also SPAAAACEEE). I have some new ideas for Prc's and other class features I wanna work on, so check in every now and then to rate it, if you would ^^.


Now, you might want to add in a few small things at levels that are otherwise just numerical boosters, like the Dead Levels articles suggest. Minor boosts or small things that could be significant in some random situations, like a Dashing Swordsman being immune to damage from flying glass.

Very good point, I'm thinking up new class features now. Although I'm thinking of giving it some big things to, because this class was rated tier 4 by Morphs Tier Compendium, thought my aim was tier 3. Thx for the feedback though ^^

Updates: 09-7-'12:
Added Elemental Extraction class feature with stats for Ice elementals.
Added Elemental Empathy (Party face versus Elementals yey!)

WaylanderX
2012-07-14, 06:18 PM
Updates: 09-7-'12:
Changed Child of the Artic Volcano to level 19.
Added Frostfire Ascencion, a new capstone ability!

New paths in the making, including a summon path and a movement path.
Also, I'm making a few Prc's for this class and another baseclass with another magic system and I have plans for a campain setting, but that is still in its very very early stages

Anyway, if you would, please rate these changes and if you have any idea's for a cool mechanic I could use in any of my Prc's/base classes, let me know!

WaylanderX
2012-08-26, 05:17 AM
Updates: 26-8-'12:
Added Summoning The Immaterial Path!
Added Entry Chains for the new Path.
Added Stats for Living Bomb.
Added more Entry and Mid chains for the rest of paths.

Give me a PEACH on the entry Chains of this path guys, I really need it. I shall upload the stats for other 2 elementals as soon as possible.

WaylanderX
2012-08-28, 06:00 AM
Updates: 28-8-'12:
Added the other elementals for the Entry Chains.
Thinking of rebalancing the Elemental Entry Chains, seem to weak.

WaylanderX
2012-09-19, 02:45 PM
Updates: 19-9-'12:
Added Primal Chains for Summoning the Immaterial.
Transfered stats elementals to thread: Waylander's Elemental Compendium (http://www.giantitp.com/forums/showthread.php?t=256308)

Hawkflight
2012-12-07, 05:19 PM
Updates: 19-9-'12:
Added Primal Chains for Summoning the Immaterial.
Transfered stats elementals to thread: Waylander's Elemental Compendium (http://www.giantitp.com/forums/showthread.php?t=256308)

Not to necro this or anything, but ... frostflame? ....Snowflame (https://www.youtube.com/watch?v=PeJdv1IV8Y4)? :smalleek: