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Old 06-29-2010, 06:33 PM   Top  -  End  -  #1
jiriku
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Join Date: Aug 2009
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:
Spoiler

Adaptations for the class are spoilered here:
Spoiler


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
LevelBase AttackFortRefWillSpecialFlame Control-0--1--2--3--4--5--6--7--8--9-
1st
+0
+0
+2
+2
Armored mage, flame control, heat enduranceAny attack31--------
2nd
+1
+0
+3
+3
Flame companion, searing spellsearing42--------
3rd
+1
+1
+3
+3
Ashen skin (5/+1), emberstrike +1d6Any one53--------
4th
+2
+1
+4
+4
  541-------
5th
+2
+1
+4
+4
Minor emberheartAny one542-------
6th
+3
+2
+5
+5
Cloak of flame's embrace 5431------
7th
+3
+2
+5
+5
Ashen skin (10/+2), emberstrike +2d6Any one5442------
8th
+4
+2
+6
+6
  54431-----
9th
+4
+3
+6
+6
Constant searing spellAny one54442-----
10th
+5
+3
+7
+7
  544431----
11th
+5
+3
+7
+7
Ashen skin (20/+3), emberstrike +3d6Any one544442----
12th
+6/+1
+4
+8
+8
  5444431---
13th
+6/+1
+4
+8
+8
 Any one5444442---
14th
+7/+2
+4
+9
+9
Fire elemental wild shape 1/day (large), major emberheart 54444431--
15th
+7/+2
+5
+9
+9
Ashen skin (30/+4), emberstrike +4d6Any one54444442--
16th
+8/+3
+5
+10
+10
  544444431-
17th
+8/+3
+5
+10
+10
Fire elemental wild shape 2/dayAny one544444442-
18th
+9/+4
+6
+11
+11
  5444444431
19th
+9/+4
+6
+11
+11
Ashen skin (immunity/+5), emberstrike +5d6Any one5444444442
20th
+10/+5
+6
+12
+12
Fire elemental wild shape 3/day (huge) 5444444443


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. 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. He 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).
__________________
3.5 Homebrew: Remixes to rebalance nearly every base class, all in the authentic flavor of the originals.
Tier 1 casters breaking your game? Remix your magic with Philosopher's Stone, or try these flavorful mid-tier classes instead: Machinist, Shapeshifter, Avatar, Magus of Blades, Ritualist, Magician, Dawnblade, Summoner, plus 5 elemental casters!


Last edited by jiriku : 04-16-2013 at 08:31 PM.
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Old 06-29-2010, 06:34 PM   Top  -  End  -  #2
jiriku
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Join Date: Aug 2009
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



[EFFECT] POWERS
Spoiler
__________________
3.5 Homebrew: Remixes to rebalance nearly every base class, all in the authentic flavor of the originals.
Tier 1 casters breaking your game? Remix your magic with Philosopher's Stone, or try these flavorful mid-tier classes instead: Machinist, Shapeshifter, Avatar, Magus of Blades, Ritualist, Magician, Dawnblade, Summoner, plus 5 elemental casters!


Last edited by jiriku : 04-16-2013 at 05:52 PM.
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Old 06-29-2010, 06:36 PM   Top  -  End  -  #3
jiriku
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Join Date: Aug 2009
Default Emberhaunt, new feats, spells and items

FEATS
Spoiler


MAGIC ITEMS

Spoiler



SPELLS

Spoiler
__________________
3.5 Homebrew: Remixes to rebalance nearly every base class, all in the authentic flavor of the originals.
Tier 1 casters breaking your game? Remix your magic with Philosopher's Stone, or try these flavorful mid-tier classes instead: Machinist, Shapeshifter, Avatar, Magus of Blades, Ritualist, Magician, Dawnblade, Summoner, plus 5 elemental casters!


Last edited by jiriku : 04-16-2013 at 08:47 PM.
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Old 06-30-2010, 12:04 PM   Top  -  End  -  #4
Lix Lorn
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Join Date: Feb 2010
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Gender: Male2Female
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:
Quote:
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?
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Last edited by Lix Lorn : 06-30-2010 at 12:05 PM.
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Old 06-30-2010, 12:27 PM   Top  -  End  -  #5
jiriku
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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.
__________________
3.5 Homebrew: Remixes to rebalance nearly every base class, all in the authentic flavor of the originals.
Tier 1 casters breaking your game? Remix your magic with Philosopher's Stone, or try these flavorful mid-tier classes instead: Machinist, Shapeshifter, Avatar, Magus of Blades, Ritualist, Magician, Dawnblade, Summoner, plus 5 elemental casters!

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Old 06-30-2010, 12:58 PM   Top  -  End  -  #6
Lix Lorn
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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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Old 06-30-2010, 01:37 PM   Top  -  End  -  #7
Kellus
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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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Old 06-30-2010, 01:38 PM   Top  -  End  -  #8
Temotei
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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.
Kellus! You're alive! Huzzah!
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Old 06-30-2010, 02:03 PM   Top  -  End  -  #9
jiriku
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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.
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3.5 Homebrew: Remixes to rebalance nearly every base class, all in the authentic flavor of the originals.
Tier 1 casters breaking your game? Remix your magic with Philosopher's Stone, or try these flavorful mid-tier classes instead: Machinist, Shapeshifter, Avatar, Magus of Blades, Ritualist, Magician, Dawnblade, Summoner, plus 5 elemental casters!


Last edited by jiriku : 07-01-2010 at 03:39 PM.
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Old 06-30-2010, 02:08 PM   Top  -  End  -  #10
Lix Lorn
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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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Old 06-30-2010, 08:52 PM   Top  -  End  -  #11
jiriku
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Default Re: Emberhaunt base class [3.5 PEACH]

Added more detail about resolving exact weather effects for high summer.
__________________
3.5 Homebrew: Remixes to rebalance nearly every base class, all in the authentic flavor of the originals.
Tier 1 casters breaking your game? Remix your magic with Philosopher's Stone, or try these flavorful mid-tier classes instead: Machinist, Shapeshifter, Avatar, Magus of Blades, Ritualist, Magician, Dawnblade, Summoner, plus 5 elemental casters!

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Old 07-02-2010, 12:30 AM   Top  -  End  -  #12
nonsi
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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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Old 07-02-2010, 01:24 AM   Top  -  End  -  #13
nonsi
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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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Old 07-02-2010, 12:31 PM   Top  -  End  -  #14
jiriku
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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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Old 07-02-2010, 02:48 PM   Top  -  End  -  #15
nonsi
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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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Old 07-03-2010, 04:57 PM   Top  -  End  -  #16
jiriku
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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.
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Last edited by jiriku : 06-06-2011 at 10:00 AM.
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Old 06-06-2011, 10:02 AM   Top  -  End  -  #17
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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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Old 06-06-2011, 10:28 AM   Top  -  End  -  #18
Dryad
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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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Old 06-06-2011, 11:37 AM   Top  -  End  -  #19
Fruchtkracher
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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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Old 06-07-2011, 03:22 PM   Top  -  End  -  #20
jiriku
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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.
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Last edited by jiriku : 04-18-2013 at 06:43 PM.
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