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Leather_Book_Wizard
2006-12-27, 09:52 PM
Flame of Knowledge Prestige Class

Requirements
In order to become a Flame of Knowledge, the character must fullfill the following criteria.
Skills: Knowledge (arcana) 8 ranks, Knowledge (any other) 8 ranks.
Spells: Ability to cast Burning Hands, Fireball , and one Divination spell.
Special: Must speak four languages, one of which must be Ignan.
hit Die : d4
Class Features: The following are class features of the Flame of Knowledge.
Weapon and armor proficiency: The Flame of Knowledge gains proficiency with the rapier but no armor.
Spells Per Day:When a new Flame of Knowledge level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of Flame of Knowledge to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.
Class Skills: The Flame of Knowledge's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (alchemy) (Int), Decipher Script (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (all skills taken individually) (Int), Perform (Cha), Profession (Wis), Speak Language (None), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at each level: 4+ Int modifier.


Base Fort Ref Will
Level Attack Bonus Save Save Save Special Spells Per Day .
1st +0 +0 +0 +2 Lore +1 level of arcane class
2nd +1 +0 +0 +3 Spark of Knowledge +1 level
3rd +1 +1 +1 +3 Flamedagger +1 level
4th +2 +1 +1 +4 Spark of Knowledge +1 level
5th +2 +1 +1 + 4 Fire Domain, Fire Resistence 5 +1 level
6th +3 + 2 + 2 +5 Spark of Knowledge +1 level
7th +3 +2 + 2 +5 Fireball +1 level
8th + 4 + 2 +2 +6 Spark of Knowledge +1 level
9th + 4 +3 +3 +6 Flamerapier +1 level
10th + 5 +3 +3 +7 Lamp of Knowledge,Fire Resistence 10 +1 level

Lore : "Knowledge feeds the flame of power " A Flame of Knowledge gathers legends and lore. He gains the ability to know information about various topics. This ability functions like bardic knowledge.

Spark of Knowledge : " Lore is like a great fire and sometimes it gives off sparks. " In his quest for knowledge, a Flame of Knowledge comes across secrets and tidbits not known to others. At second-level and every even-numbered level except ten thereafter, he can chose a Spark of Knowledge from the table below. His level plus his Int modifier determines how many he can learn.
Level
+Int Modifier Spark of Knowledge Effect
1 Instant Mastery 4 ranks of a skill in which the character has no ranks
2 Secret Health +3 hitpoints
3 Fire of the Mind +2 bonus on Will saves
4 Unquenchable Flame of Body +2 bonus on Fort saves
5 Flicker Away +2 bonus on Ref saves
6 Weapon Trick +1 bonus on Attack Rolls
7 Dodge Trick +1 Dodge Bonus to AC
8 Applicable Knowledge Any one feat
9 Newfound Arcana 1 bonus 1st-level spell
10 More Newfound Arcana 1 bonus 2nd-level spell.

Flamedagger(Sp) : "Hot flame makes for a better blade than cold steel." 3+ Int modifier time per day, a Flame of Knowledge can cast flamedagger. A 1-foot-long, blazing beam of red-hot fire springs forth from your hand. You wield this daggerlike beam as if it were a dagger. Attacks with the flame blade are melee touch attacks. The blade deals 1d4 points of fire damage +1 point per two caster levels (maximum +10). Since the blade is immaterial, your Strength modifier does not apply to the damage. A flamedagger can ignite combustible materials such as parchment, straw, dry sticks, and cloth. The weapon is activated as a standard action, and may exist for up to 1 miniute per class level per day, and can be deactivated if the caster wishes as a move action.

The spell does not function underwater.

Fire Domain : A 5th-level Flame of Knowledge gains access to the Fire cleric domain.

Fire Resistence(Ex) : A 5th level Flame of Knowledge gains Damage Reduction 5 against Fire Attacks.

Fireball (Sp) : " With enough knowledge, the ball of flame it creates becomes a part of you." A 7th-level Flame of Knowledge receives Fireball as a Spell-Like Ability usable 3 times per day. His caster level for the Fireball is his Flame of Knowledge level.

Flamerapier(Sp) :"Hot flame makes for a better blade than cold steel." As flamedagger, except the blade deal 1d6 damage and is 3-feet long.

Lamp of Knowledge (Su) : " I am just the Flame that burns in the great Lamp of Knowledge." Once per day, the Flame of Knowledge can summon a Lamp of Knowledge. It looks like an oil lamp and gives out illumination out to 10 feet. All Knowledge checks made within the Lamp's light get a +5 circumstance bonus. The weilder of the Lamp can also use the following spells:
( 4 times) Burning Hands
( 2 times) Delayed Blast Fireball
(Once) Wall of Fire.
The Lamp is present 1 hour/level.

Fire Resistence(Ex) : A 10th level Flame of Knowledge gains Damage Reduction 10 against Fire Attacks.

Leather_Book_Wizard
2006-12-27, 10:01 PM
Does anyone have any comments?

Fizban
2006-12-28, 02:42 AM
Kinda cool, a fire themed Loremaster with less identification and more burning stuff. Except with no spells....And the dissection:

First off, I'm guessing you forgot to include spellcasting. Otherwise....no.

Second: the flamedagger and flamerapier abilities are horrible. Limited times per day, causes you damage, and grants no actual bonuses? Now, If it let you cast the spell Flame Dagger (dagger version of Flame Blade), or even better split it up throughout the day, and then improve to rapier stats, that would be good.

The lamp of knowledge is interesting, but kind of arbitrary. At that level, burning hands and wall of fire mean nothing, and you've specified no CL for the spells, so we don't know how good the DBF is.

Suggestions: Change the flamedagger/rapier abilities to what I suggested. The weapon is activated as a standard action, and may exist for up to 1 miniute per class level per day, split up as the user wishes (deactivate as a move action). Specify that the CL of the SLA's is equal to your CL, and make the lamp of knowledge throw a fire damage cone of cold while ending it's effect (just cause I think it looks cooler).

Jack_of_Spades
2006-12-28, 04:27 AM
Why would a caster want to give his weapons flaming? If he's using them, something has gone horribly wrong. PLus a Staff of Fire grants the abilities of this class minus the knowlege things.

I think he should keep gaining spells per day like many caster PrCs do. Maybe give him bonuses to fire related spells; + x to DC at this level when casting fire spells. Maybe let him grant allies flaming weapons. Maybe some fire resistance?

Leather_Book_Wizard
2006-12-28, 09:30 AM
First off, I'm guessing you forgot to include spellcasting. Otherwise....no.
.
Yeah, I did forget. Added it.