Flame Disciple

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Description: After years of study and practice, an arcane spellcaster who begins to favor fire with a single-minded focus can discover ways to acquire its qualities and properties, developing a virtual immunity to fire. As the Disciple becomes more in tune with his elemental nature, his skin slowly transform into a tough hide, providing some measure of natural armor.

Prerequisites: The ability to cast four arcane spells with the fire descriptor, one of which must be at least 3rd-level or greater offensive Fire spell, 7 ranks of Spellcraft, 5 ranks of Knowledge(Arcana), 3 ranks of Knowledge(The Planes), and must not have an elemental creature type (wholly or partially).


Hit Dice: d6

Skill Points: 2+INT

Class Skills: Spot, Listen, Concentration, Knowledge (Arcana), Knowledge (The Planes), Spellcraft, Fly

× Level Natural AC Bonus BaB Fort Ref Will Ability
1 +0 +1 +2 +0 +0 Fire Mastery, Fire Resistance, Soul Furnace, Fire Spells gain +1 to DC.
2 +1 +1 +3 +0 +0 Resistant Familiar,Inner Fire +1 to arcane caster level
3 +1 +2 +3 +1 +1 Nova Channel, Fire Spells gain +2 to DC.
4 +2 +2 +4 +1 +1 Elemental Familiar, +1 to arcane caster level
5 +2 +3 +4 +1 +1 Lingering Flames, Fire Spells gain +3 to DC.

Fire Mastery - All spells cast by the Flame Disciple with the fire descriptor do additional fire damage equal to Flame Disciple level. All checks made to overcome a creature's spell resistance using a fire spell are increased by your Flame Disciple level.

Fire Resistance (Ex) - The Flame Disciple develops flame resistance equal to five times his or her Disciple level. This does not stack with fire resistance from other sources.

Soul Furnace (Su) - For fire-based spells with an instantaneous duration the caster may sacrifice some of his or her own life-force to empower them. The caster may sacrifice up to one hit point per level of the spell being cast as a immediate action when casting a spell to add 1d4 fire damage for each hit point so sacrificed. This effect is limited to spells of level less than or equal to the Flame Disciple level, and may only be used on spells with the fire descriptor. The self-damage cannot be prevented, reduced, or redirected.

Resistant Familiar (Ex) - If the caster has a familiar, it shares the caster's innate fire resistance if it is within 30 feet, and 1/2 of that resistance if further away. You now add your Flame Disciple level to your arcane caster level when calculating familiar bonuses.

Inner Fire (Ex) - The caster's soul furnace has reached such intensity that he or she may ignite flammable materials with nothing but a touch as a standard action. If the item is in someone's possession or equipped my someone, then ignition requires a successful "Disarm (Grabbing Items)" action. If the item is magical, it can save to avoid the effect. In both cases, the save is DC 10 + Flame Disciple Level + Caster Attribute Mod. Items that are not readily flammable cannot be affected by this power.

Nova Channel (Su) - The caster's mastery over her inner fire has reached such levels that the caster may use it to act as a conduit directly to the Elemental Plane of Fire, sacrificing spell castings to fuel a pyrotechnic blast from within the caster's own body. As a standard action that does not provoke an attack of opportunity, the Flame Disciple may sacrifice a spell to generate a 20' radius ball of fire, centered on (and affecting) herself. The damage dealt by this blast is equal to 1d4 + Ability Modifier for every level of the sacrificed spell. A reflex saving throw against the Disciple's caster DC for a spell of the same level is allowed for half damage. The caster makes a fortitude save, with a bonus equal to her attribute modifier, to suffer half damage. The Flame Disciple may not sacrifice a spell of a higher spell level than she has flame disciple levels.

Elemental Familiar - If the caster has a familiar, that familiar gains the "Elemental (Fire)" template, Fire Immunity and Cold Vulnerability. Any natural attacks now deal +1 fire damage in addition to damage from any other sources. In addition, the familiar gains a fire breath weapon, once per day, with 15' range, dealing 1d4+1 points of damage for every point of caster attribute bonus. The DC for this breath weapon is 10 + Flame Disciple Level + the better of the familiar's Charisma or Constitution.

Elemental Traits:

  1. Darkvision out to 60 feet.
  2. Immunity to poison, sleep effects, paralysis, and stunning.
  3. Not subject to critical hits or flanking.
  4. Unlike most other living creatures, an elemental does not have a dual nature—its soul and body form one unit. When an elemental is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an elemental. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection, to restore it to life. (Ed Note: The soul is "burnt away" by the transformation.)
  5. Proficient with natural weapons only, unless generally humanoid in form, in which case proficient with all simple weapons and any weapons mentioned in its entry.
  6. Proficient with whatever type of armor (light, medium, or heavy) that it is described as wearing, as well as all lighter types. Elementals not indicated as wearing armor are not proficient with armor. Elementals are proficient with shields if they are proficient with any form of armor.
  7. Elementals do not eat, sleep, or breathe.

Lingering Flames (Metamagic) - The caster becomes so in tune with fire type spells that he or she gains the ability to increase the duration of instantaneous spells. If the caster takes a full round action to cast a fire spell with a casting time of less than one action, its duration may be changed from "instantaneous" to any number of rounds of the caster's choosing. For every round the spell is extended, the spell's effective level is increased by one. If Soul Furnace is used in conjunction with this ability, the increased damage must be paid in advance for *each round* the caster wishes to have increased damage, with the amount sacrificed chosen at the beginning of each turn of the duration. If the player is modifying a spell that emanates from the caster, he or she can only move in 5' steps and cannot cast any spells with somatic components.

Example: A Burning Hands (level 1) spell cast as a third level spell would burn from the casters fingertips for three rounds: The instantaneous duration, plus one round for each additional spell level. Any creature in the area of effect during the caster's turn, or entering into the area of effect on its own turn, takes the damage. (Much like Ice Storm of Fire Storm spells). Likewise, a fireball (level 3) cast as a fourth level spell would do exist for the round of casting plus one round.