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    Default Emberhaunt base class [3.5 PEACH]

    EMBERHAUNT

    "Some men just want to watch the world burn."

    -- Alfred Pennyworth, Batman: The Dark Knight


    "If the world is cold, make it your business to build fires."

    -- Horace Traubel



    Do you like setting things on fire? I mean, do you really, really like setting things on fire? Monsters, dungeons, people, horses, party members, buildings, treasure, even yourself? Then this class is for you! Play an emberhaunt and embrace the flame! The emberhaunt is an arcane elemental specialist focused on fire. An emberhaunt focuses on intelligence, quickness of reaction time, the "hot" emotions of courage, anger and madness, and of course, burnin' down the house! Less broadly capable than a sorcerer or wizard, the emberhaunt sacrifices versatility for raw destructive prowess. Even fire-resistant or immune monsters are not safe from your burning power.

    Change Log:
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    1.0 Original version.
    1.01Relabeled Dance of Flames into Ritual of Flame, to better convey that the ability is learned through study. Slightly reflavored several abilities to better establish a theme of study, mastery, and control, as opposed to intuitive understanding.
    1.1 Added Charisma-based adaptation.
    1.2 Added some additional spells related to creating and repairing items and resisting or ignoring hampering spells. These spells explore the creative and chaotic aspects of fire. Subtracted a couple of direct-damage fire spells that were really too similar to available alternates to be worth including.
    1.3 Improved Cloak of flame's embrace to also grant concealment in addition to other benefits.
    1.4 Moved the Searing Spell bonus feat from 1st level to 4th level.
    1.5 Reduced caster level and gp value of the minor emberheart to be more appropriate to a 4th-level ability. Rewrote Ashen Skin to be available sooner and to scale throughout the progression; however, the conditional half of the bonus is now an enhancement bonus, so it will impossible to stack the bonus with other natural armor-enhancing effects. Combined Ashen Skin, Resist Fire, and Fire Immunity under a single class feature heading. Move the first +1d6 of Emberstrike from 10th to 8th level. Moved Constant Searing Spell from 11th to 10th level.
    1.51 Ashen Skin is now correctly marked as an (Ex) ability, rather than (Su).
    1.6 Enhanced scaling of Emberstrike from a maximum of +2d6 to a maximum of +5d6 (and made it available sooner). Removed Elemental Lore and Flame Friend, as the abilities don't seem to see use in actual play. Moved some abilities up or down a level or two to even out the power progression. Readjusted the minor emberheart item again. Removed evergreen from the spell list. Moved incite and shock and awe from 1st to 0th level.
    1.7 Removed the Ritual of Flame class feature and replaced it with a spell by the same name.
    1.8 Moved Constant Searing Spell from 10th to 9th level.
    1.81 Eliminated incendiary surge, dessicating bubble, and scorch from the spell list, as they were found to be too similar to other, better spells on the list.
    2.0 Gutted the spell list of almost all direct offensive spells and replaced them with the flame control ability. Reduced spells per day.
    2.01 Repaired tables.
    2.1 Save DCs for flame control effects that allow a save are 10 + spell-level-equivalent + Intelligence modifier (not Charisma).


    Adaptations:
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    Charisma-based emberhaunt: Since the emberhaunt casts spontaneously, has a forceful personality, and could easily be extroverted in nature, some might see him as Charisma-based caster. To convert the emberhaunt to Charisma-based casting, base all spell benefits and variables off Charisma and grant an additional two skill points per level.


    GAME RULE INFORMATION
    Emberhaunts have the following game statistics.
    Abilities: Intelligence is the most important ability for an emberhaunt, as it determines how powerful a spell he can cast, how many spells he can cast per day, and how hard those spells are to resist. Dexterity determines the effectiveness of some of the emberhaunt’s secondary abilities, and an emberhaunt benefits from a high Constitution score much as a sorcerer or wizard would.
    Alignment: Any
    Hit Die: d6

    Level Base Attack Fort Ref Will Special Flame Control -0- -1- -2- -3- -4- -5- -6- -7- -8- -9-
    1st
    +0
    +0
    +2
    +2
    Armored mage, flame control, heat endurance Any attack 3 1 - - - - - - - -
    2nd
    +1
    +0
    +3
    +3
    Flame companion, searing spell searing 4 2 - - - - - - - -
    3rd
    +1
    +1
    +3
    +3
    Ashen skin (5/+1), emberstrike +1d6 Any one 5 3 - - - - - - - -
    4th
    +2
    +1
    +4
    +4
    5 4 1 - - - - - - -
    5th
    +2
    +1
    +4
    +4
    Minor emberheart Any one 5 4 2 - - - - - - -
    6th
    +3
    +2
    +5
    +5
    Cloak of flame's embrace 5 4 3 1 - - - - - -
    7th
    +3
    +2
    +5
    +5
    Ashen skin (10/+2), emberstrike +2d6 Any one 5 4 4 2 - - - - - -
    8th
    +4
    +2
    +6
    +6
    5 4 4 3 1 - - - - -
    9th
    +4
    +3
    +6
    +6
    Constant searing spell Any one 5 4 4 4 2 - - - - -
    10th
    +5
    +3
    +7
    +7
    5 4 4 4 3 1 - - - -
    11th
    +5
    +3
    +7
    +7
    Ashen skin (20/+3), emberstrike +3d6 Any one 5 4 4 4 4 2 - - - -
    12th
    +6/+1
    +4
    +8
    +8
    5 4 4 4 4 3 1 - - -
    13th
    +6/+1
    +4
    +8
    +8
    Any one 5 4 4 4 4 4 2 - - -
    14th
    +7/+2
    +4
    +9
    +9
    Fire elemental wild shape 1/day (large), major emberheart 5 4 4 4 4 4 3 1 - -
    15th
    +7/+2
    +5
    +9
    +9
    Ashen skin (30/+4), emberstrike +4d6 Any one 5 4 4 4 4 4 4 2 - -
    16th
    +8/+3
    +5
    +10
    +10
    5 4 4 4 4 4 4 3 1 -
    17th
    +8/+3
    +5
    +10
    +10
    Fire elemental wild shape 2/day Any one 5 4 4 4 4 4 4 4 2 -
    18th
    +9/+4
    +6
    +11
    +11
    5 4 4 4 4 4 4 4 3 1
    19th
    +9/+4
    +6
    +11
    +11
    Ashen skin (immunity/+5), emberstrike +5d6 Any one 5 4 4 4 4 4 4 4 4 2
    20th
    +10/+5
    +6
    +12
    +12
    Fire elemental wild shape 3/day (huge) 5 4 4 4 4 4 4 4 4 3


    CLASS SKILLS (2 + Int mod per level, x4 at 1st level)
    An emberhaunt’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (any) (Int), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Tumble (Dex).



    "Arson, after all, is an artificial crime...A large number of houses deserve to be burnt."

    -- H. G. Wells

    CLASS FEATURES
    Your spells and class features make you more focused than other elemental casters. You're most effective when solving problems in an immediate and direct manner, preferably with fire. In battle you can obliterate your enemies with magical flames, or act more indirectly by inspiring hope, courage, and battle frenzy. However, you have few defenses, so if you're threatened, you'd best destroy your enemies quickly.

    Weapon and Armor Proficiency: The emberhaunt gains proficiency with all simple weapons, and with the scimitar, great scimitar (SS 97) and khopesh sword (SS 97). He gains proficiency with light armor, but not with shields.

    Spells: An emberhaunt casts arcane spells, which are drawn from the emberhaunt spell list (below). When you gain access to a new level of spells, you automatically gain access to all the spells for that level on the emberhaunt’s spell list. You can cast any spell you know without preparing it ahead of time. Essentially, your spell list is the same as your spells known list.

    To cast an emberhaunt spell, you must have an Intelligence score of 10 + the spell's level. The Difficulty Class for a saving throw against an emberhaunt’s spell is 10 + the spell's level + the emberhaunt’s Int mod. Like other spellcasters, an emberhaunt can cast only a certain number of spells of each spell level per day. The base daily spell allotment is given in the table above. In addition, you receive bonus spells for a high Intelligence score.

    An emberhaunt need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that level.

    Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster's gestures, causing an arcane spell failure chance. However, an emberhaunt’s limited focus and specialized training allow you to ignore the arcane spell failure chance for light armor. This training does not extend to shields, other forms of armor, or spells gained from other spellcasting classes.

    Flame control (Sp): The emberhaunt learns to conjure fire and shape it to use as a weapon. Select any one of the [attack] powers from the list of emberhaunt flame control abilities below. You can cast it as an at-will spell-like ability. Flame control is the equivalent of a spell whose level is equal to one-half your emberhaunt level, with a minimum spell level of 1st and a maximum of 9th when the emberhaunt reaches 18th level or higher. Use your emberhaunt caster level when determining level-dependent variables such as range and damage, and for any caster level checks required. Save DCs for flame control effects that allow a save are 10 + spell-level-equivalent + Intelligence modifier (not Charisma). Unless otherwise noted, casting flame control is a standard action that provokes attacks of opportunity. You suffer an arcane spell failure chance when using flame control if you wear any armor heavier than light armor or if you are wielding a shield.

    Upon reaching 2nd level, your ability to control flame improves and you learn your first [effect] power, sear. At 3rd level, and at each odd-numbered emberhaunt level thereafter, you learn an additional emberhaunt spell-like ability of your choice.

    You can add one or more [effects] to an [attack] power by expending an available emberhaunt spell slot when you invoke the ability. The level of the spell slot expended must be equal to or greater than the combined Effect Cost of all the [effects] chosen. Each flame control power includes one or more [effect] options; you can also learn more [effects] as you advance in level.

    Heat Endurance: Your constant experimentation with fire has inured you to extreme heat. You gain Heat Endurance (SS 50) as a bonus feat, even if you do not meet the prerequisites for it.

    Flame Companion: An emberhaunt of 2nd level or higher may perform a special incantation to call a small fire elemental as a familiar. The ritual requires rare dusts and pigments costing 100gp, and requires 24 hours of uninterrupted meditation. The elemental progresses as a familiar, as described in the Player's Handbook (pp. 52-53), except that the emberhaunt does not lose experience if his companion is killed, and he may replace a slain or dismissed familiar after waiting seven days.

    Searing Spell: Upon reaching 2nd level, an emberhaunt gains Searing Spell (SS 53) as a bonus feat.

    Ashen Skin (Ex): At 3rd level, an emberhaunt masters the mystery of binding the spirits of fire within his own flesh. His skin becomes as hard (and hot) as fire-hardened coals, while retaining its flexibility. His skin appears to be coated with a fine layer of ash, and burning cinders seem to float from his flesh at times. He gains resist fire 5 and a natural armor bonus to his Armor Class of +1. While his smoldering heat can scorch cloth or set paper alight (much as a candle would), he can choose to restrain his inner fires in order to avoid damaging his equipment.

    The emberhaunt binds more and more powerful fire spirits into his body as he advances in mastery. At 7th level, the benefit improves to resist fire 10 and +2 natural armor. At 11th level, it improves to resist fire 20 and +3 natural armor. At 15th level, it improves to resist fire 30 and +4 natural armor. At 19th level, he gains total immunity to fire and +5 natural armor.

    While his Cloak of Flame's Embrace is active, the emberhaunt also gains an enhancement bonus to his natural armor equal to the natural armor bonus provided by Ashen Skin. For example, an 11th level emberhaunt using Cloak of Flame's Embrace has +3 natural armor and a +3 enhancement bonus to natural armor.

    Emberstrike (Su): Starting at 4th level, the emberhaunt can use his deep understanding of the mysteries of fire to deal more damage with fire effects. Every time an emberhaunt deals fire damage with a spell, spell-like ability, or supernatural ability, he deals an additional 1d6 points of fire damage. Magic weapons that deal fire damage don’t trigger this ability, since the source of the damage is the weapon, not the emberhaunt.

    The emberhaunts’s emberstrike damage increases by an additional 1d6 points of fire damage for each four additional levels he obtains beyond 4th.

    Minor Emberheart (Su): Upon reaching 5th level, you gain the ability to craft a minor emberheart, a new magical item described below. The minor emberheart is created following all the rules for crafting wondrous items, except that you do not need to meet any prerequisites.

    If you wish, you may create a bound minor emberheart without spending the usual XP or gold costs (this does not reduce its crafting time), but if you do so, it functions only for you. If you wish to create a minor emberheart that others can use, you must expend gold and XP as normal during the crafting process. You may not use more than one bound minor emberheart in any 24-hour period.

    Your emberheart, once created, serves as a token for propitiating the fire spirits. If it is lost or destroyed, you must replace it with a new one within a week. Failure to do so results in the loss of all supernatural abilities granted by this class (except the ability to create a minor emberheart). Regaining these abilities is possible only if you obtain a new emberheart.

    Cloak of Flame’s Embrace (Su): As a free action, an emberhaunt of 6th level of higher can command the spirits of fire to surround him in a sphere of heat a number of times per day equal to 3 + his Dexterity modifier. This cloak of flame’s embrace casts light as a torch would, and lasts for five minutes. It cannot be extinguished by wind, even magical winds, but it is extinguished by total immersion in any non-flammable liquid or by any effect which could extinguish a magical fire. While cloaked in this fiery aura, the emberhaunt channels the essence of flame to become agile and unpredictable. He gains a +2 bonus on Reflex saving throws and all Dexterity-based checks, including Initiative checks, and does not incur attacks of opportunity for movement or spellcasting. He also gains concealment, although this concealment cannot be used to hide, since the smoke and light give away his general position. At 14th level, the bonus increases to +4.

    When his cloak of fire’s embrace is active, he adds an additional 1d6 points of damage with his emberstrike ability (for example, a total of +3d6 fire damage at 8th level and +4d6 at 12th level).

    Constant Searing Spell (Su): At 9th level, the emberhaunt binds even the most powerful spirits of fire with practiced ease. Any [fire] spell cast by the emberhaunt is automatically enhanced with the Searing Spell feat, with no change to the spell’s actual level. Additionally, the searing effect is applied automatically to all flame control spell-like abilities that the emberhaunt knows, at no cost.

    Fire Elemental Wild Shape (Su): At 14th level, an emberhaunt gains the ability to assume the form of a Small, Medium, or Large fire elemental once per day. This works just like a druid's wild shape, except as stated herein. The emberhaunt gains the elemental's racial bonuses to Strength, Dexterity, Constitution and natural armor, and gains Burn and Darkvision as per the fire elemental description. He also gains the elemental's feats. He retains his own type and racial attributes, but gains the [fire] subtype. The effect lasts one hour per emberhaunt level, or until the emberhaunt changes back. Changing form is a standard action and doesn't provoke an attack of opportunity.

    Upon changing to fire elemental form, the emberhaunt regains hit points (but nothing else) as if he had rested for the night. If slain in fire elemental form, he reverts to his normal shape (but remains dead).

    The emberhaunt gains an additional use per day of this ability at 17th and 20th level. At 20th level, he may use this wild shape ability to assume the form of a huge fire elemental.

    Major Emberheart (Su): Upon reaching 14th level, you gain the ability to craft a major emberheart, a new magical item described below. The major emberheart is created following all the rules for crafting wondrous items, except that you do not need to meet any prerequisites.

    If you wish, you may create a bound major emberheart without spending the usual XP or gold costs (this does not reduce its crafting time), but if you do so, it functions only for you. If you wish to create a major emberheart that others can use, you must expend gold and XP as normal during the crafting process. You may not use more than one bound major emberheart in any 24-hour period.

    A major emberheart can serve as a token with which you propitiate the fire spirits and access your supernatural class features. See the Minor Emberheart class feature for details.




    "Come on baby, light my fire."

    -- Jim Morrison, "Light My Fire"


    EMBERHAUNT SPELL LIST
    The emberhaunt spell list appears below. All spells are notated with the name and page number of the sourcebook in which they appear.
    0 Level: dawn (SC 59), detect magic (PH 219), incite (SC 121), light (PH 248), mending (PH 253), read magic (PH 269), shock and awe (SC 189).

    1st Level: animate fire (SC 12), beastland ferocity (SC 25), burning rage (PH2 105), endure elements (PH 226), faerie fire (PH 229), identify (PH 243), insightful feint (SC 124), nerveskitter (SC 146), parching touch (Sand 118), raging flame (SC 164), resurgence (SC 174), slow burn (SC 191), smoke ladder (CArc 122), sunstroke (Sand 123), wall of smoke (SC 235).

    2nd Level: ashstar (Sand 111), boiling blood (CM 97), continual flame (PH 213), darkfire (SC 59), desiccate (Sand 114), fire trap (PH 231), heartfire (SC 112), heroics (SC 113), make whole (PH 252), mindless rage (SC 142), primal form (fire only) (SC 161), pyrotechnics (PH 267), ritual of flame, updraft (SC 228).

    3rd Level: arcane sight (PH 201), bottle of smoke (SC 37), celerity, lesser (PH2 105), daylight (PH 216), dehydrate (SC 62), dispel magic (PH 223), energy vulnerability (fire only) (PH2 112), ferocity of sanguine rage (DrM 67), fire wings (SC 93), flashburst (SC 95), heatstroke (SC 113), heroism (PH 240), mesmerizing glare (SC 140), quench (PH 267), rage (PH 268), resurgence, mass (SC 175), shape of the hellspawned stalker (CM 117).

    4th Level: blistering radiance (SC 33), burning blood (SC 40), dispel water (Sand 114), fire stride (SC 93), firestride exhalation (DrM 67), flame whips (SC 95), freedom of movement (PH 233), good hope (PH 237), minor creation (PH 253), mystic surge (PH2 120), parboil (Sand 188), searing exposure (Sand 120).

    5th Level: battlecry (CM 96), celerity (PH2 105), desiccate, mass (Sand 114), dispel cold (Frost 93), fireward (SC 94), heart of fire (CM 107), major creation (PH 252), righteous wrath of the faithful (SC 177), shroud of flame (SC 189), unearthly heat (Sand 125).

    6th Level: anger of the noonday sun (SC 11), anti-cold sphere (SC 13), dispel magic, greater (PH 223), dragonshape, lesser (DrM 66), fire seeds (PH 230), fire spiders (SC 92), mephit mob (fire subtype only) (Sand 118), mummify (Sand 118), ray of light (SC 167), summon greater elemental (fire only) (SC 214).

    7th Level: arcane sight, greater (PH 201), elemental body (fire only) (SC 78), heroism, greater (PH 240), radiant assault (SC 164), rejuvenating light (CC 126), smoky confinement (CM 117), sunbeam (PH 289).

    8th Level: aura of vitality (SC 18), elemental swarm (fire elementals only) (PH 226), heat drain (SC 112), high summer (see below), insanity (SC 244), maddening whispers (SC 135), mantle of the fiery spirit (Sand 118), sunburst (PH 289).

    9th Level: celerity, greater (PH2 105), deadly sunstroke (CM 101), dragonshape (PH2 111), genius loci (fire only) (PH2 105), internal fire (CArc 112), summon elemental monolith (fire only) (SC 214), true creation (SC 224).
    Last edited by jiriku; 2014-06-22 at 02:25 AM.
    D&D Remix for 3.x: balanced base classes and feats, all in the authentic flavor of the originals. Newest: shadowcaster. Most popular: monk and fighter.

    Innovative new mid-tier classes compatible with 3.x and 3.x Remix: Machinist, Shapeshifter, Avatar, Magus of Blades, Ritualist, Magician, Dawnblade, Summoner, plus 5 elemental casters!


  2. - Top - End - #2
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    Default Emberhaunt, flame control

    Flame Control
    Flame control powers are grouped into two sets. [Attack] powers are spell-like abilities, while [effect] powers are special options that you can apply to an [attack] as you invoke it. You can add one or more [effects] to an [attack] power by expending an available emberhaunt spell slot when you invoke the ability. The level of the spell slot expended must be equal to or greater than the combined Effect Cost of all the [effects] chosen. When adding effects whose total cost is 0, you must still expend a 0-level or higher spell slot.

    [ATTACK] POWERS
    Spoiler
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    Burning Grasp
    Range: Touch
    Target: Creature or object touched
    Duration: Instantaneous
    Saving Throw: None

    Flame erupts from your hand as you touch the target, inflicting 1d8 points of [fire] damage per caster level. You must succeed on a melee touch attack to hit the target.

    Effect: Burning spear. Your attack takes the form of a spear composed of fire. The spear grants you reach, but you must have both hands free in order to wield it. The spear makes melee touch attacks and deals [fire] damage but otherwise functions as a normal spear. It is not a physical object, so it cannot be disarmed or sundered, nor can you apply your Strength bonus to damage when wielding it. You can take a full attack with the spear, but this increases its casting time to 1 full-round action. The duration of the effect is extended to the beginning of your next turn. Reduce the damage dealt to 1d6 points per caster level.
    Effect cost: 0


    Field of Flame
    Range: Close (25 ft + 5 ft/2 levels)
    Effect: One 10-foot square (S)
    Duration: 1 minute (D)
    Saving Throw: None

    Fire erupts at a location you designate, inflicting 1d6 + 1 point per caster level of [fire] damage to creatures and objects within the effect. If any 5-foot section of the flame takes 20 or more points of [cold] damage in a round, it goes out.

    Effect: Conflagration. The effect occupies a shapeable area of one 10-foot square per four caster levels, per two levels, or per level.
    Effect cost: 2, 3, or 4

    Effect: Cloud of flame. The effect emits choking black smoke shot through with burning cinders to a height of 20 feet. One square or less of smoke offers [concealment], while two or more squares offers [total concealment]. A strong wind can disperse the smoke as if it was a fog cloud spell.
    Effect cost: 2

    Effect: Intense heat. Creatures within 10 feet of the field of flame must succeed on a Reflex save or take 2d4 points of [fire] damage.
    Effect cost: 1

    Effect: Trail of flame. Instead of occupying its normal area, when you move, you leave a trail of flame in five feet wide in your wake, which lengthens as you move, exactly following the path you take across a horizontal surface—you leave no trail on vertical surfaces or through the air because the sheet of flame must be anchored on a horizontal surface. If you also add the wall of flame effect, you leave a wall behind you when you move.
    Effect Cost: 3

    Effect: Wall of flame. The effect is rotated 90 degrees vertically, producing a straight wall 20 feet long for each 10-foot square of area you would normally produce. This wall is up to 20 feet high, at your option.
    Effect Cost: 0


    Fiery Aura
    Range: Personal
    Target: You
    Duration: 5 minutes (D)
    Saving Throw: None (harmless)

    Your weapons are wreathed in mystic fire, and you deal an extra 1d6 points of [fire] damage per 4 caster levels (minimum 1d6) with melee and ranged weapons, natural attacks and unarmed strikes. This mystic fire does not harm you or your equipment.

    Effect: Fiery shroud. The aura envelops your entire body. Creatures who attack you with non-reach melee weapons, unarmed strikes, or natural attacks also take the damage.
    Effect cost: 3

    Effect: Enduring flame. Increase the duration of the effect to 1 hour or 24 hours.
    Effect cost: 1 or 6

    Effect: Burning legion. Up to one ally per caster level within 60 feet of you also gains the effect.
    Effect cost: 3


    Fire Bolt
    Range: 30 feet
    Effect: Line
    Duration: Instantaneous
    Saving Throw: Reflex half

    A line of fire shoots from your eyes, mouth, or fingertips, inflicting 1d6 points of [fire] damage per caster level to creatures and objects within the effect.

    Effect: Extended Bolt. Increase the range of the effect to 60 feet or 120 feet.
    Effect cost: 2 or 4


    Fireburst
    Range: Close (25 ft + 5 ft/2 levels)
    Effect: 10 ft radius burst
    Duration: Instantaneous
    Saving Throw: Reflex half

    Fire erupts at a point you designate, inflicting 1d6 points of [fire] damage per caster level to creatures and objects within the effect.

    Effect: Enduring flame. The effect persists for 1 round per caster level.
    Effect cost: 3

    Effect: Extended range. Increase the range of the effect to Medium or Long.
    Effect cost: 1 or 2

    Effect: Nova. If you center the effect on yourself, you take no damage from the attack.
    Effect cost: 0

    Effect: Wide burst. Increase the radius of the burst to 15 ft, 20 ft, 30 ft, or 40 ft
    Effect cost: 1, 2, 4, or 6

    Pillar of Fire
    Range: Close (25 ft + 5 ft/2 levels)
    Effect: Cylinder (10 ft radius, 30 ft high)
    Duration: Instantaneous
    Saving Throw: Reflex half

    Fire erupts at a point you designate, inflicting 1d6 points of [fire] damage per caster level to creatures and objects within the effect.

    Effect: Enduring flame. The effect persists for 1 round per caster level.
    Effect cost: 3

    Effect: Extended range. Increase the range of the effect to Medium or Long.
    Effect cost: 1 or 2

    Effect: Massive attack. Increase the size of the cylinder to a 20 ft radius, 40 ft high. Alternately, increase it to a 30 ft radius, 50 ft high.
    Effect cost: 2 or 4

    Effect: Nova. If you center the effect on yourself, you take no damage from the attack.
    Effect cost: 0


    Ray of flame
    Range: Medium (100 ft + 10 ft/caster level)
    Effect: Ray
    Duration: Instantaneous
    Saving Throw: None

    A ray of fire streaks from your eye or palm towards the target, inflicting 1d6 points of [fire] damage per caster level. You must succeed on a ranged touch attack to hit the target.

    Effect: Split ray. You fire two rays at separate targets within range. Reduce the damage dealt to 1d6 points per two caster levels. You must have a caster level of at least 2 in order to use this effect.
    Effect cost: 1

    Effect: Debilitating heat. Targets struck by the ray must succeed on a Fortitude save or become either [sickened] or [dazed] for 1 round.
    Effect cost: 1 or 4


    Wash of Flame
    Range: 15 feet
    Effect: Cone-shaped burst
    Duration: Instantaneous
    Saving Throw: Reflex half

    A cone of flame shoots from your mouth or fingertips, inflicting 1d6 points of [fire] damage per caster level to creatures and objects within the effect.

    Effect: Flamethrower. Increase the range of the effect to 30 feet or 60 feet.
    Effect cost: 2 or 4

    Effect: Fan the flames. The cone widens to a hemisphere.
    Effect cost: 1



    [EFFECT] POWERS
    Spoiler
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    Burning
    Effect: Victims of your attack are set on fire, and take 1d6 [fire] damage per round until extinguished. A creature that has been set afire can attempt a DC 15 Reflex save as a full-round action to extinguish the flames.
    Effect cost: 1

    Charring
    Effect: Your attack deals only half as many dice of damage as it normally would. Each round thereafter, victims continue to burn and take one fewer die of damage, until the effect reaches zero dice or is extinguished. For example, an attack that normally deals 12d6 damage would instead deal 6d6 initially, then 5d6 on the next round, then 4d6, 3d6, and so on. A creature that has been set afire can attempt a DC 15 Reflex save as a full-round action to extinguish the flames.
    Effect cost: 2

    Delayed
    Effect: When you cast it, you can choose to delay your attack’s effect by up to 5 rounds. The effect must still be a legal action when it occurs, and may fail if conditions have changed.
    Effect cost: 3

    Explosive
    Effect: On a failed Reflex save, victims of your area attack are ejected from the area and knocked prone. Such creatures take 1d6 points of physical damage per 10 feet traveled in this fashion.
    Effect cost: 2

    Searing
    Effect: Your attack ignores fire resistance, deals half damage to creatures with fire immunity, and deals double damage to creatures with vulnerability to fire.
    Effect cost: 1

    Selective
    Effect: You can specify any number of target allied creatures within your area attack. These creatures are unharmed by the attack.
    Effect cost: 2

    Smoldering
    Effect: Your attack uses the next largest die size when determining damage dealt.
    Effect cost: 2

    Swift
    Effect: You cast your attack as a swift action instead of a standard action.
    Effect cost: 4
    Last edited by jiriku; 2013-04-16 at 05:52 PM.
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    Default Emberhaunt, new feats, spells and items

    FEATS
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    EXTRA FLAME CONTROL [General]
    You are especially versatile when using your flame control power.
    Prerequisite: Flame control class feature.
    Benefit: You gain an additional flame control power.
    Special: You can take this feat more than once. Its effects stack.

    IMPROVED FLAME CONTROL [General]
    You are especially skilled at enhancing your flame control attacks.
    Prerequisite: Flame control class feature.
    Benefit: When you add effects to a flame control attack, reduce the total effect cost by one. If the total cost is zero or less, you do not need to expend a spell slot to add the effects.


    MAGIC ITEMS

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    Emberheart, Minor: This fist-sized lump of magical coal has been infused with the intensity and raging heat of a volcano. On command, a minor emberheart can produce the following effects:
    Light (at will)
    Heroics (3/day)
    Fire Wings (3/day)
    Faint evocation; CL 5th; Craft Wondrous Item; fire wings, heroics, light, creator must natively have the fire subtype or be an emberhaunt; Price 12,000 gp; Weight 1 lb.


    Emberheart, Major: A major emberheart looks similar to a minor emberheart, except that it is constantly surrounded by a swirling vortex of smoke and cinders to a radius of 1 foot. Creatures holding a major emberheart take 1d4+1 points of fire damage per round from the device's burning radiance. On command, a major emberheart can be used to produce the following effects:
    Light (at will)
    Fire Stride (3/day)
    Firebrand (3/day)
    Heroics (3/day)
    Fire Wings (3/day)
    Fire Storm (1/day)
    High Summer (1/day, see below)
    A major emberheart's most awesome power is the ability to create a high summer once per day. A major emberheart casts this spell automatically each day at dawn, unless it has already been used that day to create a high summer. Thus, the mere presence of a major emberheart generates a 15-mile-radius zone of eternal summer; the majority of tropical or waste regions that appear in frostfell environments are the result of the introduction of a major emberheart into the region.

    Strong transmutation; CL 15th; Craft Wondrous Item, light, fire stride, firebrand, heroics, fire wings, fire storm, high summer, creator must natively have the fire subtype or be an ember haunt; Price 120,000 gp; Weight 1 lb.



    SPELLS

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    Ritual of Flame
    Evocation [Fire]
    Level: emberhaunt 3
    Components: S, F, sacrifice
    Casting Time: 1 immediate action
    Range: 30 ft.
    Target: Creatures or squares within a 30-ft. radius burst
    Duration: 1 round
    Saving Throw: Yes
    Spell Resistance: Yes

    With merely a forceful gesture, you channel the spirits of fire through yourself, launching them at nearby creatures.

    You send jets of superheated air at a number of creatures within range up to your Dexterity modifier. Affected allies receive resist cold 10 and a +4 bonus to saves against [cold] until the beginning of your next turn, while enemies are [sickened] for 1 round by the heat (Fort negates, DC = 10 + ½ emberhaunt level + Dex modifier). At 13th level, the resistance increases to 20 and the save bonus increases to +6, while enemies are [nauseated] instead of [sickened].

    A caster of at least 9th level may instead invoke choking smoke: The emberhaunt can direct thick clouds of smoke to fill a number of squares within range up to his Dexterity modifier. Allies within the affected squares receive [concealment] until the beginning of the emberhaunt’s next turn, while enemies within the squares are [blinded] for 1 round by the thick smoke (Fort negates, DC = 10 + ½ emberhaunt level + Dex modifier). At 17th level, allies receive [total concealment] instead.

    A caster of at least 13th level may instead invoke dazzling radiance: All creatures within a 30-ft. radius are [stunned] by the brilliant light, or [dazzled] on successful Fortitude save (DC = 10 + ½ emberhaunt level + Dex modifier). The caster can shield a number of target creatures within range up to his Dexterity modifier. Shielded creatures are unaffected by the dazzling radiance. The caster is vulnerable to the dazzling radiance unless he selects himself as a target to be shielded. The emberhaunt must drive the fire in the area to a fever pitch to activate this ability; he must sacrifice an additional 5 hit points when invoking dazzling radiance. The flash of light is instantaneous, but the conditions last for 1 round. Dazzling radiance has the [light] descriptor, and counters and dispels darkness effects appropriately.

    A caster of at least 17th level can instead invoke burning heat. The temperature within a 30-ft. radius rises to approximately 500 degrees Fahrenheit (260 degrees Celcius) for 1 round. Lamp oil and other combustible fuel sources immediately burst into flame. Any exposed dry, flammable items such as paper, cloth, leather, hair, fur, etc, catch fire and begin to burn. Liquids begin to boil furiously, and small volumes of liquid (such as the contents of most potions, vials, and flasks) quickly boil away to nothing. Creatures may attempt a Reflex save to protect vulnerable magical items in their possession (DC = 10 + ½ emberhaunt level + Dex modifier). Additionally, all creatures sustain 3d10 points of [fire] damage and are now on fire. The caster can shield a number of target squares within range up to his Dexterity modifier. Shielded squares are unaffected by the burning heat. The caster is vulnerable to the burning heat unless he selects himself as a target to be shielded. The caster must drive the fire in the area to a fever pitch to activate this ability; he must sacrifice an additional 10 hit points when invoking burning heat.

    Focus Component: an emberheart.
    Sacrifice Component: the caster takes one point of damage for each creature targeted by this ability. Invoking dazzling radiance requires a sacrifice of 5 additional hit points, while burning heat requires a sacrifice of 10 additional hit points. This damage may not be prevented or redirected, although it doesn't disrupt the spellcasting process.


    High Summer
    Transmutation [Fire]
    Level: Emberhaunt 8
    Components: V, S, XP
    Casting Time: 10 minutes (see text)
    Range: 1 mile/level
    Area: 1 mile/level radius, centered on you
    Duration: 4d12 weeks
    Saving Throw: None
    Spell Resistance: No

    You change the weather to a state of permanent summer, or strengthen summer conditions already present. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest themselves. The temperature rises to warm or by one band, whichever produces the warmer result (see SS p.12 for details). Open water and the moisture in soil and plants begins to evaporate, leading to drier conditions. In most environments, rainfall tapers off, and if the area was already dry or conditions were already summery, desertification may occur, creating a waste environment. If the area was already a desert, it becomes a hellish waste in which few things can live. High winds often develop near the border of the spells effect and along coastlines as cooler air mingles with the hot air of the high summer, which can lead to dust storms or intense lightning storms. Alternately, if cast in a frostfell or glacial region, the snow and ice melt rapidly, choking waterways and leading to flash floods and heavy soil erosion (which accelerates the creation of waste environments). You specify the sort of weather impact you wish to create, but DM adjudication may be necessary to establish the final result.

    Daily wind and water evaporation from open water sources (lakes, reservoirs, wells, etc.) during high summer are determined using the table below. Add +8 to the roll when cast during summer, +4 in spring or autumn, -2 in winter, +2 for a hot climate, -2 for temperate climate, and -6 for cold climate. Roll separately for wind and desiccation. The wind and desiccation are the maximum possible for the day; at your option, there can be less wind or drought. Severe winds will bring a duststorm (described on SS p.16) if there has been evaporation since the last rain.

    High Summer d20 Roll Amount of Desiccation Amount of Wind
    0 or less 1d12 inches of rain Weak (0-10 mph)
    1-5 No change in water level Weak (0-10 mph)
    6-10 1d4-1 inches evaporation Moderate (11+ mph)
    11-15 1d8 inches evaporation or 1 inch dustfall Moderate (11+ mph)
    16-20 1d12 inches evaporation Strong (21+ mph)
    21-25 2d12+4 inches evaporation Strong (21+ mph)
    26+ 1d6+1 feet of evaporation, temperate increases +1 band Severe (31+ mph)

    You control the general tendencies of the weather, such as the direction and intensity of the wind. When you select a certain weather condition to occur, the weather assumes that condition 10 minutes later (changing gradually, not abruptly). The weather continues as you left it for the duration, or until you use a standard action to designate a new kind of weather (which fully manifests itself 10 minutes later).
    XP Cost: 100 XP.
    Last edited by jiriku; 2014-05-30 at 04:55 PM.
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    Default Re: Emberhaunt base class [3.5 PEACH]

    I like it very much! (Though fire is irrevocably Cha based in my head.)

    For Dance of Flames. Since it's Dex based, wouldn't it be better to base it on Tumble? Or, for the name, Perform (Dance)?

    Also:
    You control the general tendencies of the weather, such as the direction and intensity of the wind. When you select a certain weather condition to occur, the weather assumes that condition 10 minutes later (changing gradually, not abruptly). The weather continues as you left it for the duration, or until you use a standard action to designate a new kind of weather (which fully manifests itself 10 minutes later).
    Do you still need that in the description for High Summer?
    Last edited by Lix Lorn; 2010-06-30 at 12:05 PM.
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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: Emberhaunt base class [3.5 PEACH]

    Dunno. I'm not as happy with this class as I was with the other two.

    I'm using as my guide the elemental associations from Miyamoto Musashi's Go Rin No Sho, the Book of Five Rings. Musashi saw the elements about like so:

    Fire - dextrousness and intellect
    Air - reflexes and intuition
    Earth - stamina and resoluteness
    Water - strength and perceptiveness
    Void - spirituality and "no-mind"

    The skill rank requirements in Dance of Flames are really intended to play up the idea that the emberhaunt has learned secrets through study, like a wizard learns spells. Maybe I should change the name to Mystery of Flame?

    Dunno about high summer. I basically copy-pasta'd it from the fimbulwinter spell in Frostburn, which tells you to roll on a random table to determine daily snowfall and wind strength, but then allows you to specify less snow or wind if you wish. I dropped the table, but maybe I should add it back in, converting snowfall into rainfall and reducing the amount.

    Urgh. I've got a horrific sinus infection, and trying to think is like trying to swim through molasses. Imma get some drugs and food and then look at this again.
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    Default Re: Emberhaunt base class [3.5 PEACH]

    Fire is intellect? To me, fire is spontaneous and uncontrollable.

    You're ill?! (Hugs, clings, sends to sleep)
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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: Emberhaunt base class [3.5 PEACH]

    The emberhaunt is the master of all fire magic. The wizard can cast fireball before he can.

    There is a problem here.

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    Default Re: Emberhaunt base class [3.5 PEACH]

    Quote Originally Posted by Kellus View Post
    The emberhaunt is the master of all fire magic. The wizard can cast fireball before he can.

    There is a problem here.
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    Default Re: Emberhaunt base class [3.5 PEACH]

    Quote Originally Posted by Kellus View Post
    The emberhaunt is the master of all fire magic. The wizard can cast fireball before he can.

    There is a problem here.
    A wizard is more powerful than an emberhaunt. This is intentional. I'm aiming for something in the neighborhood of a beguiler, dread necromancer, fire-focused shugenja, or even a Desert Wind-focused swordsage.

    If it helps, you can view it as the emberhaunt sacrificing raw power (high-level spells available at lower levels) for versatility within his element (able to cast many fire spells that aren't on the sorcerer/wizard list). Or just compare it to a sorcerer instead.

    Quote Originally Posted by Lix Lorn View Post
    Fire is intellect? To me, fire is spontaneous and uncontrollable.

    You're ill?! (Hugs, clings, sends to sleep)
    Fire can also be seen as creative, inquisitive, alert, and....zzzzzzz...(hugs are nice. ty Lixie )


    Edit: /wakes self up
    OK, with food and medicine in me, I see more need to hammer in the theme of the studious emberhaunt, so I've slightly reflavored and relabeled some abilities. I really need to get cracking on some honest-to-god flavor text, but I find that dreadfully tedious to write, so I'm going to deal with the mechanics first. I'll also add in a Charisma-based variant under the Adaptations spoiler.
    Last edited by jiriku; 2010-07-01 at 03:39 PM.
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    Default Re: Emberhaunt base class [3.5 PEACH]

    Quote Originally Posted by jiriku View Post
    Fire can also be seen as creative, inquisitive, alert, and....zzzzzzz...(hugs are nice. ty Lixie )
    (Notes down for next argument I have about elements)
    (Also, anytime you like! Hugs are good for the soul)
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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: Emberhaunt base class [3.5 PEACH]

    Added more detail about resolving exact weather effects for high summer.
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    Default Re: Emberhaunt base class [3.5 PEACH]

    Quote Originally Posted by jiriku View Post
    Dunno. I'm not as happy with this class as I was with the other two.
    Not hard to figure out why.
    Utility-wise, this class is inferior to the other two.
    But I'm not sure how much this can be attributed to your lack of imagination. This element holds less potential for versatility than than the others to begin with.


    Quote Originally Posted by jiriku View Post
    I'm using as my guide the elemental associations from Miyamoto Musashi's Go Rin No Sho, the Book of Five Rings. Musashi saw the elements about like so:

    Fire - dextrousness and intellect
    Air - reflexes and intuition
    Earth - stamina and resoluteness
    Water - strength and perceptiveness
    Void - spirituality and "no-mind"
    Does this mean you'll also present your version of the Void Disciple?
    If so, you won't here me complaining



    Quote Originally Posted by jiriku View Post
    The skill rank requirements in Dance of Flames are really intended to play up the idea that the emberhaunt has learned secrets through study, like a wizard learns spells. Maybe I should change the name to Mystery of Flame?
    Sorry, but on this one I still don't agree with you.
    Sure, more Int means more skill points, but theme-wise, I still find my interpretation for the appropriate ability scores more thematically sound.
    And given "Void" is now in the picture (I really hope so), It sould be as follows:
    Fire - Cha
    Air - Dex
    Earth - Con
    Water - Int
    Void - Wis

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    Default Re: Emberhaunt base class [3.5 PEACH]

    Try to obtain "Dark Sun - Earth, Air, Fire and Water.pdf"
    It may be AD&D material, but it holds tons of ideas about elemental powers, so it might help you to fine-tune your creations.

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    Default Re: Emberhaunt base class [3.5 PEACH]

    Sure, why not a Void disciple! I've got a pre-release copy of the new 4th edition Legend of the Five Rings game, so I can surf that for inspiration.

    I totally agree about the narrow focus of this class. I'm not sure what to do about. What is fire good for if you aren't, well, burning things? Maybe I could go with the "uncontrollable" idea that Lix put forward and include spells like freedom of movement and resurgence. I was also considering fire-as-creative-force, which might include mending, make whole, even minor creation, major creation, true creation, and fabricate.

    Whaddya think?

    Will hunt for the Dark Sun material. My pdf-fu is strong.
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    Default Re: Emberhaunt base class [3.5 PEACH]

    Quote Originally Posted by jiriku View Post
    I totally agree about the narrow focus of this class. I'm not sure what to do about. What is fire good for if you aren't, well, burning things? Maybe I could go with the "uncontrollable" idea that Lix put forward and include spells like freedom of movement and resurgence. I was also considering fire-as-creative-force, which might include mending, make whole, even minor creation, major creation, true creation, and fabricate.

    Whaddya think?
    This would definitely raise its attractiveness.
    Maybe it could also serve as a curative force (the idea came up in one of the DarkSun novels, but it was for a sun pries rather than fire specific one).

    A few more ideas that popped to mind:

    If my memory serves me, some Indian societies had a bonfire ritual for gaining wisdom. Maybe you could use this for something.

    The air and fire masters control energy, so they should be able, at some point, to serve as a lightning rod to their element and by so protect their comrades from env damage.

    One more for the road. It is AD&D originated, but dig the following idea:
    Combination Casting: Elemental clerics may combine their powers to access the
    spells of the paraelemental planes.”

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    Default Re: Emberhaunt base class [3.5 PEACH]

    OK, added resurgence, mass resurgence, freedom of movement, minor creation, major creation, and true creation. I took out a couple of direct-damage spells that lacked distinctiveness.

    There are already three spells on the list that are curative after one fashion or another: evergreen, heat drain, and rejuvenating light.

    I am thinking about the lightning rod thingy. Let me see what I can come up with.
    Last edited by jiriku; 2011-06-06 at 10:00 AM.
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    Default Re: Emberhaunt base class [3.5 PEACH]

    Playtesting has shown that the emberhaunt is a bit of a late bloomer at low levels, but the minor emberheart is an oversized bump in power. I've rearranged a number of class features and slightly weakened the emberheart to smooth out the power progression.
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    Default Re: Emberhaunt base class [3.5 PEACH]

    I see a problem with the Armoured Mage feature. It's only a working feature until lvl three, where it will cease to matter entirely due to Ashen Skin. (The description says 'hot as burning coals,' and unless you've got fire-resistant armour, the Ashen Skin ability will effectively destroy any armour you don, either by brittling it, or simply burning it.)

    For all the rest: I like the fact that it offers tons of stuff, thus really giving the feel of progress! I'm not entirely sure what to make of weapon and armour proficiencies when paired with a 1/2 BAB, though, and the fact that it is a late bloomer might be a problem for stories that start at entry levels, and don't progress too quickly.

    Oh, and I don't really get 'Minor Emberheart.' I mean; it creates a magic item, which is a focus. Apart from needing one, I honestly don´t understand what it does.
    The other thing is: You need one in order to maintain your supernatural abilities. While fair enough in its own right, your first supernatural ability is granted one level before being able to craft an emberheart. So you won't effectively gain that ability until you gain the ability to create (and of course, until you attain) an emberheart.

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    Default Re: Emberhaunt base class [3.5 PEACH]

    Quote Originally Posted by jiriku View Post
    Ashen Skin (Su): At 3rd level, an emberhaunt masters the mystery of binding the spirits of fire within his own flesh. His skin becomes as hard (and hot) as fire-hardened coals, while retaining its flexibility. His skin appears to be coated with a fine layer of ash, and burning cinders seem to float from his flesh at times. He gains resist fire 5 and a natural armor bonus to his Armor Class of +1.
    The emberhaunt binds more and more powerful fire spirits into his body as he advances in mastery. At 7th level, the benefit improves to resist fire 10 and +2 natural armor. At 11th level, it improves to resist fire 20 and +3 natural armor. At 15th level, it improves to resist fire 30 and +4 natural armor. At 19th level, he gains total immunity to fire and +5 natural armor.
    While his Cloak of Flame's Embrace is active, the emberhaunt also gains an enhancement bonus to his natural armor equal to the natural armor bonus provided by Ashen Skin. For example, an 11th level emberhaunt using Cloak of Flame's Embrace has +3 natural armor and a +3 enhancement bonus to natural armor.
    Resist Fire (Ex): At 3rd level, an emberhaunt gains authority over the wild spirits of fire. Although fire spirits are extraordinarily difficult to tame, he learns a little of their ways, and acquires resist fire 5. This fire resistance increases by 5 at 7th level, by 10 at 11th and 15th level, and becomes complete immunity at 19th level.
    seems kind of reduntant, unless I'm mistaken?

    Otherwise a fire mage that seems more flexible than just "blowing up stuff" seems interesting to play.
    And it should be on tier 3 par, albeit I'm hardly a good judge of that.

    Although a small fire elemental at second level, which IS something anyone else can't summon (for very few rounds that is) until third level at best
    could be overpowered at that level. (AND it has the small familiar buffs even at that level)
    Especially since it's immune to all damaging spells its master can cast.

    But a full fire caster that can blast through fire resistance, runs around covered in molten magma armor and can morph into a huge fire elemental?
    Would I not play pathfinder (and had I a gm who wouldn't ban all 3.5 stuff by default) I'd love to play one

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    Default Re: Emberhaunt base class [3.5 PEACH]

    Good catches. Resist Fire description has been deleted and Ashen Skin is now correctly marked as an (Ex) ability. Edited Ashen Skin to indicate that it need not damage held or worn equipment.

    Edit: 7/31/2011 made a significant update removing several filler abilities and expanding or re-assigning many other abilities to make the class simpler and to improve the smoothness of power progression. Adjusted spell list for 0th- and 1st-level spells.

    Edit: 11/20/2011 Removed ritual of flame and replaced it with a spell by the same name.

    Edit: 10/13/2012 Eliminated incendiary surge, dessicating bubble, and scorch from the spell list, as they were found to be too similar to other, better spells on the list.

    Edit: 4/16/2013 Launched emberhaunt 2.0 with a major overhaul to its offensive capabilities. Essentially, nearly all direct-attack spells are removed from the spell list and spells per day are greatly reduced. Instead, emberhaunt gains fire control, an offensive spell-like ability similar to the warlock's eldritch blast.
    Last edited by jiriku; 2013-04-18 at 06:43 PM.
    D&D Remix for 3.x: balanced base classes and feats, all in the authentic flavor of the originals. Newest: shadowcaster. Most popular: monk and fighter.

    Innovative new mid-tier classes compatible with 3.x and 3.x Remix: Machinist, Shapeshifter, Avatar, Magus of Blades, Ritualist, Magician, Dawnblade, Summoner, plus 5 elemental casters!


  21. - Top - End - #21
    Pixie in the Playground
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    Jun 2012

    Default Re: Emberhaunt base class [3.5 PEACH]

    I'm a tad confused about the Fire Elemental Wild Shape. Does it work like the druid class ability (besides the stat bonuses you mentioned)?

    Like, do they retain their items while in this form? Can they cast spells when this ability is active? Are they still able to speak?

  22. - Top - End - #22
    Troll in the Playground
     
    jiriku's Avatar

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    Aug 2009

    Default Re: Emberhaunt base class [3.5 PEACH]

    Tables are updated.

    To clarify, fire elemental wild shape works just like druidic wild shape, except where specified differently in the ability description. I'll update the text to clarify.
    D&D Remix for 3.x: balanced base classes and feats, all in the authentic flavor of the originals. Newest: shadowcaster. Most popular: monk and fighter.

    Innovative new mid-tier classes compatible with 3.x and 3.x Remix: Machinist, Shapeshifter, Avatar, Magus of Blades, Ritualist, Magician, Dawnblade, Summoner, plus 5 elemental casters!


  23. - Top - End - #23
    Troll in the Playground
     
    jiriku's Avatar

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    Aug 2009

    Default Re: Emberhaunt base class [3.5 PEACH]

    Save DCs for flame control effects that allow a save are 10 + spell-level-equivalent + Intelligence modifier (not Charisma). This corrects an omission which would have created two different save-determining attributes for the emberhaunt.
    D&D Remix for 3.x: balanced base classes and feats, all in the authentic flavor of the originals. Newest: shadowcaster. Most popular: monk and fighter.

    Innovative new mid-tier classes compatible with 3.x and 3.x Remix: Machinist, Shapeshifter, Avatar, Magus of Blades, Ritualist, Magician, Dawnblade, Summoner, plus 5 elemental casters!


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