Talk:Flame Disciple

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Draft moved to the top. Other stuff at the bottom, some hidden in collapsible tables.-Slitherrr


Alright, this is what I've come up with. Saving throws are blanked, but I expect Will is strong, and Fort and Ref are weak. I'm willing to hear arguments to the contrary, naturally, but that's my initial inclination. d8 HD is clearly far too much, but considering the HP sacrificing mechanic and the severely reduced caster progression, d6 is very reasonable. I ditched the "becoming a half elemental" idea - sort of - instead migrating that ability to the familiar to give some kind of ability gain on the even (caster increase) levels. Increased the spell prereqs to bring in line with other specialist prestige classes. Persistent damage is something I try to avoid for sanity sake, but liked having a offensive defense ability and tried to compensate with a more potent single round of damage. Finally, added a mechanic that *might* be a tad to complicated (but I don't think so) in order to create a "fire storm" sort of mechanic that is still tied to spell slots rather than special abilities.

Input encouraged.


Speechbub.png Comment
With the Nova ability as it stands, there's a good argument for Fort to be the strong save. We could argue that a flame disciple isn't really as concerned about self-control as a normal sorc/wizzie. -Slitherrr 15:19, 28 October 2010 (EDT)
--Slitherrr 15:20, 28 October 2010 (EDT)
That's kind of why I gave the Attribute Bonus to saves. I'm down with making fort one of the strong saves, but I'd probably want to drop the bonus, which really is just one more layer of complexity anyway. Hmm. Also, FWIW, the caster has an innate fire resist of 15 by the time she can nova, which would certainly apply to any damage. -gm
Right, with the resistance, the Nova doesn't do horrible damage. At the higher levels, though, a successful fort save becomes the difference between taking (on average) 22ish damage, or taking zero. I'm totally fine with no attribute bonuses to save, for the complexity reason, too.-Slitherrr
Also, note that I said "the" strong save, not "a" strong save. -Slitherrr
Ahh, of course. I like it. -gm

This article is a draft. Its content is likely to change, possibly drastically, in the near future.

Description: In Flux


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), and 3 ranks of Knowledge(The Planes). Must not have an elemental creature type (wholly or partially).

Speechbub.png Comment

Looking at this just now, I notice that it takes 18 skill ranks (7 spellcraft, 5 know(arc), 6 know (the planes)) for a sorc to get here, making level 7 the first possible FD level for a sorc with no int bonus if he gets skills in nothing but those things (also, coincidentally, the level at which he can get fireball). Wizards have an easier time, of course--they could make level 6 (level 5 being the level for 3rd-level spells), with skill points to spare (15 skill ranks total out of a minimum of 16, and if course wizards will have an int bonus as well). I don't know which of the two fit better, or whether we want to think about requirements, I just wanted to throw that number-crunchy in since I'm waiting for a thing to finish and have little else better to do.

--Slitherrr 15:13, 28 October 2010 (EDT)
Sorc gets fireball at level 6. I factored it in to the requirements. are you suggesting that the skill reqs are too high?
I think they're probably exactly right for the sorc, since the sorc would be putting everything in to get it in at the minimum level, which is right about perfect. My bigger question is whether the Wizard should be able to get in earlier, since this class really seems more like a natural-connection-with-magic thing than a studied-for-a-long-time thing, anyway. I also don't know how that discrepancy would be changed, and it's only one level of difference, I was just adding it to the slew of data.-Slitherrr
I don't really mind. Wizards having an easier time getting prestiges than sorcs is par for the course, excepting things like dragon disciple.
Works for me, then. -Slitherrr

Hit Dice: d6

Skill Points: 2+INT

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

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

Fire Mastery - All spells with the fire descriptor cast do additional fire damage equal to caster's Flame Disciple level.

Fire Resistance - Flame Disciples develop flame resistance equal to 5x their Disciple level. This does not stack with fire resistance from other sources.

Inner Fire - 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 they are entitled to a reflex save to avoid the effect. If the item is magical, it is entitled to a save to avoid the effect. In both cases, the save is DC 10 + Flame Disciple Level + Caster Attribute Mod.

Resistant Familiar - If the caster has a familiar, that familiar shares the caster's innate fire resistance if within 30 feet.

Soul Furnace (Sp) - For fire-based spells, the caster may sacrifice some of his own life-force to empower them. The caster may sacrifice up to one hit points per spell level as a free action when casting a spell, adding 1d4 fire damage for each hit point so sacrificed. This effect is limited to spell levels less than or equal to the disciple level, and may only be used on spells with the fire descriptor.

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 caster attribute bonus. The DC for this breath weapon is 15.

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.

Nova Channel (Sp) - The caster's mastery over her inner fire has reached such levels that the caster may us 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, DC equal to casting a comparable level fire spell cast by the Flame Disciple, is allowed for half damage. The caster make 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.

Speechbub.png Comment

Awesome. It'll do a significant amount of damage to the caster without putting him in so much danger that he'll never use the ability.

--Slitherrr 10:38, 28 October 2010 (EDT)

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, 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 for *each round* the caster wishes to have increased damage.

Example: A Burning Hands spell cast as a third level spell would burn from the casters fingertips for three rounds: The instantaneous duration, plus one round for each 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 cast as a fourth level spell would do exist for the round of casting plus one round.


More Numbers:

Average Dmg(resisted dmg) as Caster Stat (x) vs Sacrificed Spell Level (y)
0 1 2 3 4 5
1 3.5 (1.75) 5.5 (2.75) 7.5 (3.75) 9.5 (4.75) 11.5 (5.75) 13.5 (6.75)
2 7.0 (3.5) 10.0 (5.0) 13.0 (6.5) 16.0 (8.0) 19.0 (9.5) 22.0 (11.0)
3 10.5 (5.25) 14.5 (7.25) 18.5 (9.25) 22.5(11.25) 26.5(13.25) 30.5(15.25)
4 14.0 (7.0) 19.0 (9.5) 24.0 (12.0) 29.0 (14.5) 34.0 (17.0) 39.0 (19.5)
5 17.5 (8.75) 23.5(11.75) 29.5(14.75) 35.5(17.75) 41.5(20.75) 47.5(23.75)

-Slitherrr

If we consider this a showcase ability for the FD, I think this may be a tad underpowered. Consider a sorc 8/FD 5 could cast a fireball (level 3 spell) and do 10d6+5 damage at a range of up to 400 ft + something crazy, or he could nova with a 15' radius with a level 4 spell and do (4d4+(cha bonus, let's say three) damage (he can't even do a level 5 spell at this level, yet). The latter is clearly a lot less, for the sacrifice of a higher-level spell slot and the ability to damage at range AND the larger radius of the fireball (15' vs 20'), although with the benefit of no components (which implies the ability to nova while bound) and no casting time (vs a standard action).

I think we could solve these problems by scaling radius with FD level (or rather, with level of spell sacrificed). -Slitherrr

Scaling the radius by FD level is not a bad idea. I'm not sure it's that underpowered considering one of the trade offs (nova damage) is mitigated by resist (15, 20, or 25 depending on level) Pete could shrug off level 1 or 2 novas with failed saves, and even lvl 3 ones with a successful one. Also: I think you're misreading the damage? It's not Lvld4 + MOD, it's (d4+MOD)/Lvl. -gm
Yeah, I was factoring that in. The damage calculations in the table are (d4+mod)*lvl, even if I might have said it the wrong way up there. I'm just wondering if the ability to cast instantly with no components is worth the difference in levels. Consider that a level 3 nova is 22.5 damage (assuming +3 from cha) in a 15' radius on average. At the same minimum level (6 sorc + 3 FD = caster level 7, if he goes straight for FD), he's getting 7d6 + 3 from his fireball, averaging 27.5 in a 20' radius (with more variance than the nova). If we go to level 4 (as above), then we're at a minimum of sorc 8 FD 4, so a 10d6 + 4 = 39ish avg fireball vs. 29ish (again, +3, a +4 makes it 34) avg nova, with the fireball in a larger radius, at range, AND using a level lower spell slot, at the cost of being a standard action rather than a free (or swift, more likely, since I doubt you want this more than once per turn). That's the argument, without considering the self-damage aspect. My thought is that making the range scale would give it a usefulness that none of the other fire spells have, without having to crank the damage up to stupid levels. -Slitherrr
Ahh. FWIW, I'd suggest that by getting to Nova, the character would have at least gotten 2 points of their primary attribute from level gains and probably have a +4, but I doubt that's much of a difference. Additionally, I think that the damage output for this ability *should* be less than a spell cast of the same level sacrificed, though the question of "how much less" is in play.
1. Damage drop is balanced by versatility. The FD can scale damage depending on threat, or be more discriminate about what spell levels to lose.
2. Fireball is the grandfathered-in-overpowered spell for that level and isn't a great comparison. How does the first level nova compare to burning hands, or the second level one to Flaming Sphere? Pretty well, I'd argue. Possibly better. If there is some damage-scale-dropoff at the ceiling spell levels... so be it. The re-purposing of low level, borderline obsolete spells might be value enough.
3. The ability *should* do less damage, with less variance, because of the risks involved in using it.
4. As you indicate, it is a standard action. Unlike a cast spell, it does not require V, S, or M components or, most importantly for trying to drop a FB on yourself when swarmed, does not trigger attacks of opportunity.
5. Did I mention it doesn't trigger attacks of opportunity? Being snarky, sure, but to me, this is the core strength of the ability. Imagine Thoven surrounded by 5 kobolds. He can cast a FB on himself and wipe them out, but he has an AC of 11 and is going to have to shrug of five free attacks before he gets that chance, and then has to succeed on a concentration check based on the cumulative amount of damage suffered by those AoOs.
I agree that the non-AoO nature is a big gain. I'll run the numbers on Flaming Hands and Burning Sphere and see what I get, there. I'll run it on Fire Shield, too, but that will have a huge caveat that the damage is reactive, not AoE (plus a shielding affect against cold/fire damage, to make things more complicated). Basically, the question isn't whether it should do as much damage as a fireball (because it definitely shouldn't), but whether there is a vast enough difference in the damages to justify tweaking the nova a bit despite its advantages. -Slitherrr






I updated the article to reflect something of a consensus on the way to do fire resist (FR 5x Disciple Level), although I'm still not sure the best way to handle cold damage. In Elementals, Immunity to fire yields +50% cold damage, so anything that big seems like it would be bad news. One suggestion from [[slitherrr] was +1 to each cold damage die rolled, which is significant at high levels without being absurd. That would make sense to take effect on the 5th level. If something was needed in the interim, +1 per 2 dice could be done at level 3 or something.

I moved caster level advancement from levels 1,3,5 to levels 2,4 to provide a bit of room to do more fun stuff.

I also removed Minor Elemental Swarm -- the idea is neat, but it seems impractical and like it would be rarely used for it to be a 5th level ability.

Some ideas so far for filling in other abilities (etc):

  • Metamagic feats don't cost anything for fire-based spells
  • Possibly the option between two different styles of new metamagic feat:
    • Fire spells all get a knockback/knockdown, or
    • Fire spells apply a damage over time effect
  • A caster-centered explosion (presumably to deal with being swarmed)
  • The ability to learn druid/cleric/etc fire spells at some sort of level penalty

I'm open to suggestions for others, it seems (at least to me) like there's a bit of room to push more cool stuff in without making the class over-powered.

-TooMuchPete 17:07, 23 June 2010 (EDT)