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    Default (3.5 paired PRCs, PEACH) Fire and Ice: the Blaze Adept and the Frostwielder

    Blaze Adept
    ‘I know! We could set it on fire!’
    Josephine, a Blaze Adept, on how to cross a mile wide river.

    Background: The Blaze Adept is a magic user specialised above all others. They are champions of fire and spontaneity, arcane warriors who can be relied on nothing but to do what’s interesting.
    Races: Any race capable of using magic can become a Blaze Adept, though it is most common among Elves, Humans and dragons-including Cold aligned dragons, who enjoy the irony and versatility.
    Other Classes : Blaze Adepts are looked down upon by most other magic users for their single minded techniques, and focus on offensive magics, while martial classes tend to find them kindred spirits, if a little obsessed with flame.
    Role: A Blaze Adept can do one thing very well: Set things on fire. In a diplomatic scenario, their bluff skills might lend a hand, but they’re not at their best until something’s on fire.
    Blaze Adepts in the World: It is rare to find a Blaze Adept who does not fit one of the following profiles: Military, Adventurer, Outlaw.
    Some armies find that the sheer firepower of a Blaze Adept is worth the awkwardness of getting them to do as they’re told, and many adventuring parties count their abilities a boon, while some Blaze Adepts find neither to their liking and end up running from city to city, avoiding the law.
    Inspiration: Fire and ice are awesome.

    Prerequisites:
    Alignment:Chaotic
    Skills:Bluff ( 9 ranks)
    Special: Ability to cast at least one spell with the fire descriptor of third level or higher.

    Hit Dice: d6
    Class Skills: Bluff (Cha), Diplomacy (Cha), Intimidate (Cha), Concentration (Con), Craft (Int), Knowledge (Arcana) (Int), Hide (Dex), Move Silently (Dex), Listen (Wis) and Spellcraft (Int)
    Skill Points per Level: 4 + Intelligence modifier

    {table=head]Level | BaB | Fort | Ref | Will | Special | Spellcasting
    1 | +0 | +0 | +0 | +2 |Blaze |-
    2 | +1 | +0 | +0 | +3 |Lord of Flame|+1 level of existing spellcasting ability
    3 | +2 | +1 | +1 | +3 |Flame Mastery|+1 level of existing spellcasting ability
    4 | +3 | +1 | +1 | +4 |Being of Flame|+1 level of existing spellcasting ability
    5 | +3 | +1 | +1 | +4 |Irresistible Flame|+1 level of existing spellcasting ability
    6 | +4 | +2 | +2 | +5 ||+1 level of existing spellcasting ability
    7 | +5 | +2 | +2 | +5 ||+1 level of existing spellcasting ability
    8 | +6/+1 | +2 | +2 | +6 |Aura of Flame|+1 level of existing spellcasting ability
    9 | +6/+1 | +3 | +3 | +6 ||+1 level of existing spellcasting ability
    10 | +7/+2 | +3 | +3 | +7 |Sunfire|+1 level of existing spellcasting ability[/table]

    Weapon and Armour Proficiencies: A Blaze Adept gains proficiency with light armour, if they didn't have it already. They may cast spells in light armour with no penalty.

    Blaze (Su): Any weapon wielded by a Blaze Adept is treated as if it had the Flaming enhancement. At 7th level, this is instead increased to the Flaming Burst enhancement.
    In either case, if the weapon actually does possess this ability, the damage is doubled.
    (Eg: A Flaming Burst weapon wielded by a Blaze Adept deals 2d6 bonus damage, and a bonus 2d10 damage on a Critical Hit. (Assuming its critical multiplier is x2.)

    Lord of Flame (Sp): Depending on their class level, a Blaze Adept gains the ability to use certain spells as spell like abilities a certain number of times per day:
    If abilities reference levels beyond tenth, these are only applicable if the class is extended as per epic rules.

    Scorching Ray-Once per day at level 2, twice at level 4, and once more per every two levels thereafter.
    Flame Blade-Once per day at level 3, twice at level 6, and once more per every three levels thereafter.
    Fireball-Once per day at level 4, twice at level 8, and once more per every four levels thereafter.
    Wall of Fire-Once per day at level 5, twice at level 10, and once more per every five levels thereafter.
    Cone of Flame (As Cone of Cold, but deals fire damage.)-Once per day at level 6, and once more per every six levels thereafter.
    Summon Monster VI (Fire creatures only)-Once per day at level 7, and once more per every seven levels thereafter.
    Delayed Blast Fireball-Once per day at level 8, and once more per every eight levels thereafter.
    Incendiary Cloud-Once per day at level 9, and once more per every nine levels thereafter.
    Meteor Swarm-Once per day at level 10, and once more per every ten levels thereafter.

    For the DC of these spells, if any, it is 10 + the level of the spell in question + the casters ability modifier for their primary casting stat.

    Flame Mastery: A 3rd level Blaze Adept can cast any spell that deals energy damage as if it dealt fire damage instead.

    Being of Flame (Su): At 4th level, a Blaze Adept is more difficult to harm than most: protected by a haze of heat. They gain DR/Fire equal to their class level. (This ability may be suppressed as a free action.)

    Irresistible Flames (Su): At 5th level, the fires wielded by the Blaze Adept become harder to stop. Whenever they deal fire damage, they ignore an amount of Fire Resistance or DR equal to the Blaze Adept’s class level.

    Aura of Flame (Su): An 8th level Blaze Adept is hot enough to literally blister those around her. Any creature without the fire subtype within five feet/2 class levels takes 1d4 fire damage/3 class levels every round. This ability may be activated or deactivated as a free action.

    Sunfire: A 10th level Blaze Adept is a true creature of fire. All fire damage they would deal is enhanced to a special form of fire known as True Fire. Whenever the damage being fire would be beneficial, it is treated as fire, but it is otherwise treated as untyped damage. (And therefore bypasses fire resistance automatically, among other things)
    However, they also gain Resistance to True Fire equal to half their class level.
    In addition, they gain the Outsider type, as well as the Native and Fire subtypes, in addition to their current types.

    A creature with the Sunfire Ability cannot later gain Greatfrost Resistance from the Zero Frost ability, although they do not lose it if they already possess it.

    Frostwielder
    ’I judge you unworthy to walk these lands. Comet Swarm.’
    Andrew Flair, to a Blaze Adept disabled by his Permafrost.

    Background: A Frostwielder is more than just another magic user, but someone dedicated to the order of things, the silence of the icy wastes. Though not all follow these tenets, the large proportion hold ice and quiet above all else.
    Races: Frostwielders are most common among humans, with elves and kobolds making up most of the rest.
    Other Classes : Frostwielders are more martial than most spellcasters, leading to them being commonly disliked by both parties. Bards tend to find them dull. Some sorcerers mix combat and magic enough to understand them, and it is they who most often get on with them.
    Role: Frostwielders are casters, but with far more combat ability than most. After one successful strike with Permafrost, both they and their allies can lay into their opponent with sword and spell until they fall, making them a good endgame combatant.
    Frostwielders in the World: Frostwielders often find employment in law and order, chasing down renegade magic users, although they also make good adventurers.
    Inspiration: Fire and ice are awesome.

    Prerequisites:
    Alignment:At least one Neutral or Lawful Component
    Skills:Diplomacy ( 9 ranks)
    Special: Ability to cause cold damage. (If this damage is through a weapon, it must have been in their possession for at least one month.)
    Special: Possession of a Quarterstaff

    Hit Die: d8
    Class Skills: Diplomacy (Cha), Intimidate (Cha), Concentration (Con), Profession (Int), Knowledge (Arcana) (Int), Move Silently (Dex), Search (Int), Listen (Wis) and Spellcraft (Int), Ride (Dex)
    Skill Points per Level: 4 + Intelligence modifier

    {table=head]Level | BaB | Fort | Ref | Will | Special | Spellcasting
    1 | +1 | +0 | +0 | +2 |Frost |-
    2 | +2 | +0 | +0 | +3 |Frost Master|+1 level of existing spellcasting ability
    3 | +3 | +1 | +1 | +3 |Champion of Ice, Silence Staff|+1 level of existing spellcasting ability
    4 | +4 | +1 | +1 | +4 |Living Cold|+1 level of existing spellcasting ability
    5 | +5 | +1 | +1 | +4 |Inevitable Frost|+1 level of existing spellcasting ability
    6 | +6/+1 | +2 | +2 | +5 ||+1 level of existing spellcasting ability
    7 | +7/+2 | +2 | +2 | +5 |Permafrost|-
    8 | +8/+3 | +2 | +2 | +6 |Aura of Cold|+1 level of existing spellcasting ability
    9 | +9/+4 | +3 | +3 | +6 ||+1 level of existing spellcasting ability
    10 | +10/+5 | +3 | +3 | +7 |Zero Frost|+1 level of existing spellcasting ability[/table]

    Weapon and Armour Proficiencies: A Frostwielder gains proficiency with light and medium armour, if they didn’t have it already. They may cast spells in light or medium armour with no penalty.

    Spellcasting: If a Frostwielder did not have a caster level before it took this class, treat it's spellcasting levels as Sorcerer levels. (Therefore a Rogue 6/Frostwielder 10 would cast spells as an 8th level Sorcerer.)

    Frost (Su): Any weapon wielded by a Frostwielder is treated as if it had the Frost enhancement. At 6th level, this is instead increased to the Icy Burst enhancement.
    In either case, if the weapon actually does possess this ability, the damage is doubled.
    (Eg: A Icy Burst weapon wielded by a Frostwielder deals 2d6 bonus damage, and a bonus 2d10 damage on a Critical Hit. (Assuming its critical multiplier is x2.)

    Frost Master (Su): Depending on their class level, a Blaze Adept gains the ability to use certain spells as spell like abilities a certain number of times per day:
    If abilities reference levels beyond tenth, these are only applicable if the class is extended as per epic rules.

    Chill Touch-Once per day at level 2, twice at level 4, and once more per every two levels thereafter.
    Chill Metal-Once per day at level 3, twice at level 6, and once more per every three levels thereafter.
    Sleet Storm-Once per day at level 4, twice at level 8, and once more per every four levels thereafter.
    Wall of Ice-Once per day at level 5, twice at level 10, and once more per every five levels thereafter.
    Cone of Cold-Once per day at level 6, and once more per every six levels thereafter.
    Freezing Sphere-Once per day at level 7, and once more per every seven levels thereafter.
    Delayed Blast Frostball (As Delayed Blast Fireball, but deals Cold damage)-Once per day at level 8, and once more per every eight levels thereafter.
    Polar Ray-Once per day at level 9, and once more per every nine levels thereafter.
    Comet Swarm (As Meteor Swarm, but deals cold damage)-Once per day at level 10, and once more per every ten levels thereafter.

    For the DC of these spells, if any, it is 10 + the level of the spell in question + the casters ability modifier for their primary casting stat.

    Champion of Ice: A 3rd level Frostwielder can cast any spell that deals energy damage as if it dealt cold damage.

    Silence Staff: A 3rd level Frostwielder gains the Weapon Focus and Weapon Specialisation feats for the Quarterstaff, even if they do not meet the prerequisites.

    Living Cold (Su): At 4th level, a Frostwielder is more difficult to harm than most: their skin almost icy cold. They gain Cold Resistance equal to their class level. (This ability may be suppressed as a free action.)

    Inevitable Frost (Su): At 5th level, the cold controlled by the Frostwielder become difficult to stop. Whenever they deal cold damage, they ignore an amount of Cold Resistance or DR equal to the Frostwielder’s class level.

    Permafrost (Sp): A 7th level Frostwielder gains the Greater Weapon Focus and Greater Weapon Specialisation feats for the Quarterstaff, even if they do not meet the prerequisites.

    In addition, whenever they strike an enemy with any weapon or unarmed attack that deals some cold damage (Including from the Frost ability), they may channel icy magic to hold their enemy still. This is a standard action that provokes an Attack of Oppurtunity from anyone within range other than the target.

    The target is affected as by Hold Monster. The DC is 10 + the Frostwielder’s Class Level + their ability modifier for their primary casting stat. If relevant, the spell is treated as if it had the (Cold) Descriptor.

    Aura of Cold (Su): An 8th level Frostwielder chills the air about them to a dangerous degree. Any creature without the cold subtype within five feet/2 class levels takes 1d4 cold damage/3 class levels every round. This ability may be activated or deactivated as a free action.

    Zero Frost: A 10th level Frostiwielder is a true creature of fire. All cold damage they would deal is a greater form of cold, known as Greatfrost: Whenever the damage being cold would be beneficial, it is treated as cold, but it is otherwise treated as untyped damage. (And therefore bypasses cold resistance automatically, among other things)
    However, they also gain Greatfrost Resistance equal to half their class level.
    In addition, they gain the Outsider type, as well as the Native and Cold subtypes, in addition to their current types.

    A creature with the Zero Frost Ability cannot later gain True Fire Resistance from the Sunfire ability, although they do not lose it if they already possess it.

    Well, does anyone like them?
    Last edited by Lix Lorn; 2010-05-06 at 05:04 AM.
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: (3.5 paired PRCs, PEACH) Fire and Ice: the Blaze Adept and the Frostwielde

    Neither of these classes have listed HD.

    Blaze (Su): Any weapon wielded by a Blaze Adept is treated as if it had the Flaming enhancement. At 7th level, this is instead increased to the Flaming Burst enhancement.
    In either case, if the weapon actually does possess this ability, the damage is doubled.
    (Eg: A Flaming Burst weapon wielded by a Blaze Adept deals 2d6 bonus damage, and a bonus 2d10 damage on a Critical Hit. (Assuming its critical multiplier is x2.)
    Frost (Su): Any weapon wielded by a Blaze Adept is treated as if it had the Frost enhancement. At 6th level, this is instead increased to the Icy Burst enhancement.
    In either case, if the weapon actually does possess this ability, the damage is doubled.
    (Eg: A Icy Burst weapon wielded by a Frostwielder deals 2d6 bonus damage, and a bonus 2d10 damage on a Critical Hit. (Assuming its critical multiplier is x2.)
    On classes with bad BAB these are wasted abilities. Pointless filler, if I might say. Also, editing issues with the Frost version.

    [quoteBeing of Flame (Su): At 4th level, a Blaze Adept is more difficult to harm than most: protected by a haze of heat. They gain DR/Fire equal to their class level. (This ability may be suppressed as a free action.)
    [/quote]
    Living Cold (Su): At 4th level, a Frostwielder is more difficult to harm than most: their skin almost icy cold. They gain DR/Cold equal to their class level. (This ability may be suppressed as a free action.)
    There is no such thing as DR/Fire or DR/Cold. I believe you might want Fire Resistance and Cold Resistance here.

    Sunfire: A 10th level Blaze Adept is a true creature of fire. All fire damage they would deal is instead Hellfire damage: Whenever the damage being fire would be beneficial, it is treated as fire, but it is otherwise treated as untyped damage. (And therefore bypasses fire resistance automatically, among other things)
    However, they also gain Hellfire Resistance equal to half their class level.
    In addition, they gain the Outsider type, as well as the Native and Fire subtypes, in addition to their current types.
    Zero Frost: A 10th level Frostiwielder is a true creature of fire. All cold damage they would deal is instead Frostburn damage: Whenever the damage being cold would be beneficial, it is treated as cold, but it is otherwise treated as untyped damage. (And therefore bypasses cold resistance automatically, among other things)
    However, they also gain Frostburn Resistance equal to half their class level.
    In addition, they gain the Outsider type, as well as the Native and Cold subtypes, in addition to their current types.

    A creature with the Zero Frost Ability cannot later gain Hellfire Resistance from the Sunfire ability, although they do not lose it if they already possess it.
    Three things:

    One. Hellfire is evil. I recommend just saying outright that the fire damage is no longer affected by resistance or immunity.

    Two. Frostburn damage is hard to heal (not very but still), which means it is somewhat nastier than even Hellfire (not as bad as vile damage for sure but still bad).

    Three. You should have that final disclaimer on the first class too.

    The spell-like abilities... Would work better if they had their daily uses outright listed at the levels they are gained. Burning Hands is quite the lousy one also. All in all quite the weak prestige classes. Too much mirroring as well.
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    Default Re: (3.5 paired PRCs, PEACH) Fire and Ice: the Blaze Adept and the Frostwielde

    Alright.

    Editing mistake fixed, bab and armour improved.
    (one spellcasting level removed from Blaze Adept to stop people dipping to get the light armour)

    On the Dr/Fire, I KNEW I had to avoid that. Yet I did it anyway. Fixed.

    Replaced with 'enhanced' elemental abilities.

    I was using the Wixard Domains from Unearthed Arcana. Do you think Scorching Ray would be too strong to replace Burning Hands?

    The mirroring is deliberate. Is there anything I could do to improve it?
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: (3.5 paired PRCs, PEACH) Fire and Ice: the Blaze Adept and the Frostwielde

    You could most likely condense the two classes into a single class with a more generic name (Elemental Adept?) and add the options for electricity and acid (perhaps sonic).

    Scorching Ray as a spell-like ability would probably not be overpowered even if it were at-will (but limit it to two rays no matter the caster level I guess... Eye lasers! Energy Substitution-like ability would work here as well)

    All the other spell-like abilities... Not quite interesting. They feel somewhat like filler, in fact, it would probably be best to do something like the Radiant Servant of Pelor does with specific metamagic feats for the spells of choice here.
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    Default Re: (3.5 paired PRCs, PEACH) Fire and Ice: the Blaze Adept and the Frostwielde

    I really like keeping them seperate. :/

    Okay, I'll swap in Scorching Ray. Maybe they should work off Class level...

    Energy substitution. That makes sense... I'll add it.

    What does the Radiant Servant of Pelor do?
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: (3.5 paired PRCs, PEACH) Fire and Ice: the Blaze Adept and the Frostwielde

    At some point it automaticaly empowers all spells from the Healing Domain you cast... Then it changes to Maximizing them after a few levels... And at 10th level is Mazimizes and Empowers all of them.

    All for free, of course.

    Nifty.
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    Default Re: (3.5 paired PRCs, PEACH) Fire and Ice: the Blaze Adept and the Frostwielde

    Whoooah. ._.
    So, if I look through for some metamagic, and give them that for free? Maybe Quickened fire spells... or just go with the same progression.
    What do you think would be better? Should I just use the metamagic they used?
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: (3.5 paired PRCs, PEACH) Fire and Ice: the Blaze Adept and the Frostwielde

    I find these both interesting. Especially the Blaze adept. In fact, I may see if I can use one in an upcoming campaign!

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    Default Re: (3.5 paired PRCs, PEACH) Fire and Ice: the Blaze Adept and the Frostwielde

    Thank you very much!

    PSSSSST
    A Chaotic Neutral can take both classes!
    ^_^
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: (3.5 paired PRCs, PEACH) Fire and Ice: the Blaze Adept and the Frostwielder

    The mood strikes me to think of how an air or earth based Prc like this would work...

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    Default Re: (3.5 paired PRCs, PEACH) Fire and Ice: the Blaze Adept and the Frostwielder

    Problem with Earth is that there are few spells based on it. Air is doable.
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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