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| Mattarias08-10-07, 11:39 PM | Hello again. This is my third homebrew creation, I believe. My DM wanted me to design a spellcasting/warrior class that fit my character concept (no need to discuss the ramifications of this, please, I've heard them all. -.-), and I came up with this. Any suggestions would be greatly appreciated. :) (Also, can someone teach me how to form something into a real table here?) EDIT: Did an overhaul. I like this version better. :D Opinions? Heartfire Knight http://img.photobucket.com/albums/v21/fiery25123/powerflame.png Mattarias stood before the charging horde, unafraid. His companions stood by him, preparing for battle. He licked his teeth as he drew forth his sword. "This is gonna be fun." he nodded to his companions, and pulled his hand across his heart, as if donning a mantle. They charged, at their head a force of elemental fire... Power. That is the one thing that matters to a Heartfire Knight, whether it be the strength to restore peace to a world in turmoil or to ascend above all others, power is the one thing a Heartfire Knight strives for, to emulate the Overking of legend, whom they respect more than any deity. Entry requirements: To be worthy of becoming a Heartfire Knight, one must fulfill all the following criteria. Race: Half-Elf. Base Attack Bonus: +3 Skills: Knowledge: nobility/royalty 9 ranks, Concentrate 9 ranks, Speak Language: Ignan Feats: Fiery Burst, Weapon Focus (Longsword), Eschew Materials. Spellcasting: Must know and be able to cast at least one arcane spell of the [fire] descriptor for every spell level known, with the exception of 0th level slots. Special: Must have defeated an opponent with a CR equal to or greater than your HD in single combat, utilizing nothing but melee attacks and [fire] spells. Special: Must have read from the pages of The Fire Master’s Chronicles, and performed a special ritual described within it. This ritual results in a permanent drain of 2 points of constitution, which is recoverable only by divine intervention. Special: A character entering this class may not advance in any other class until he finishes advancing in this one. Table 1-1: Heartfire Knight (HD: D8) LV BAB Fort Ref Will Special 1 +1 +0 +2 +0 Flame spell, Control flame, Flametouched, Burning Indignation 2 +2 +0 +3 +0 Cauterization 3 +3 +1 +3 +1 Heated Dash 4 +4 +1 +4 +1 Halt the Burning Horde 5 +5 +1 +4 +1 Flame Brand 6 +6 +2 +5 +2 Flare Jump 7 +7 +2 +5 +2 Rising Phoenix, Dying Shadows 8 +8 +2 +6 +2 Right Hand of the Crimson King, Fearless Eyes of the Overking 9 +9 +3 +6 +3 Indomitable Flame 10 +10 +3 +7 +3 Fiery Transformation Table 1-2 Heartfire Knight spells per day Level 3rd 4th 5th 6th 1 2 2 3 3 4 4 5 2 5 5 3 6 5 4 7 5 5 2 8 5 5 3 9 5 5 4 4 10 5 5 5 5 Table 1-3 the Heartfire Knight spell list (Complete...?) 1st level: Burning Hands, Flame Missile (As Magic Missile, but a [fire] spell that deals fire damage), Lesser Orb of Fire, Produce Flame, Scorching Grasp (As Shocking Grasp, but [fire] and deals fire damage. +3 on attack roll if the character is wearing flammables. May ignite things). 2nd level: Flame Dagger, Flaming Sphere, Heat Metal, Heartfire, Scorch, Scorching Ray, Fire Burst. 3rd level: Body Blaze, Everburn Mark (As Explosive Runes, but a [fire] spell deals fire damage instead of [force].), Fireball, Firebolt (as lighting bolt, but [fire] and deals fire damage), Flame of Faith. 4th Level: Blast of Flame, Burning Blood, Channeled Pyroburst, Explosive Cascade, Firebrand, Fire Shield (warm shield only), Flame Strike, Metal Melt, Meteoric Strike, Orb of Fire, Wall of Fire. 5th level: Cone of Fire (as cone of Cold, but [fire]), Flame Strike, Greater Fire Burst, Inferno. 6th level: Bounding Firebolt (as Chain Lightning, but [fire] and deals fire damage), Fire Storm. Class Skills (6+Int modifier per level): the Heartfire Knight's class skills (and the key ability for each) are: Balance (Dex), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility and royalty) (Int), Listen (Wis), Perform (Cha), Spellcraft (Int), and Tumble (Dex). Class Features As they advance in level, Heartfire Knights draw closer and closer to primal elemental fire, increasing their power and altering their appearance, eventually gaining the ability to transform into an avatar of the Burning King's power himself. (Note: A Heartfire Knight may not use any class features if he is wearing armor of any kind.) Weapon and armor proficiency: Heartfire Knights gain no extra proficiencies in any weapon or armor. Spells and spells per day: A Heartfire Knight spontaneously casts spells according to table 1-2: Heartfire Knight spells per day. Whenever he advances a spell level, he automatically knows all spells known, according to the Heartfire Knight spell list. A Heartfire Knight's effective caster level for casting [fire] spells is his Heartfire Knight level plus those of any previous spellcasting classes he has, plus any relevant modifiers. Flame spell: Due to the ritual involved in becoming a Heartfire Knight, the character may no longer advance his spellcasting in any class after the completion of this one. Also, all his [fire] spells are cast at +2 caster level, and all [water] and [cold] spells he attempts to cast automatically fail, as if due to arcane spell failure. Any spells cast on him that directly increase his AC suffer a 50% chance of arcane spell failure. He may no longer learn any spells that do not have the [Fire] descriptor. Additionally, the Heartfire Knight may, at first level and every other level thereafter, choose to replace a spell from his previous spellcasting class's spell list with a spell from the Heartfire Knight spell list of the appropriate level. Also, He may no longer use the Use Magic Device skill, and may no longer utilize spell completion or spell trigger items such as wands or scrolls, even if the spells they contain are on the Heartfire Knight's spell list. Control Flame(Ex): Starting at 1st level, a Heartfire Knight may, at will, move a small sized or smaller fire ten feet per Heartfire Knight level. Additionally, he may make a fire brighter, doubling its effective illumination radius, duller, effectively halving it, or snuff the fire out completely. With the exception of putting a fire out, this ability does not change the amount of damage a fire does. This ability is a move-equivalent action that does not provoke an attack of opportunity. The size of the fire the Knight may affect increases by one size category every odd level after first. Flametouched (Ex): Starting at 1st level, A Heartfire Knight Undergoes a ritual to bring fire into himself, permanently raising his body temperature above normal for his race. As his appearance changes, slowly and subtly, the Heartfire Knight gains fire resistance equal to his effective character level. Also, He may only drink flammable liquids, not water, or take a -1 per Heartfire Knight level to all rolls for 1d4 hours. A Heartfire Knight no longer has a need to perform “bodily functions” (with the exception of sleeping or trancing) and may digest anything consumable without ill effects as whatever is eaten is incinerated in his stomach. Ingested poisons with a DC of 15 or over still retain their usual effect. His flesh treats large bodies of water as normal people's bodies treat fire. It does 1d6 points of nonlethal damage to him on contact, and 1d6 per round upon being totally immersed. This damage persists for 1d3 rounds after ending contact with the water, or until the Heartfire Knight is dried, whichever is sooner. Burning Indignation (Ex): At 1st level, a Heartfire Knight's sense of self burns so fiercely he becomes more aware of effects that may harm him and deflects or avoids them with impunity. He gains a deflection bonus to AC equal to his charisma modifier when unarmored and unencumbered. In addition, he gains +1 AC. This bonus increases by 1 for every level after fifth. Cauterization(Su): Starting at 2nd level, a Heartfire Knight may literally burn his magic in order to seal his wounds. Using this ability, he may convert 1d6 points of lethal damage per level of the spell or spell slot expended, plus his charisma modifier, into nonlethal damage. 0-level slots convert 1d3 points of damage for determining the effects of this ability. Additionally, a Heartfire Knight may convert his damage by immersing his wounds in nonmagical fire. The size of the blaze dictates how many hit points may be converted. A small fire converts 1d6 points of damage, a medium fire, 2d6, and a large fire, 3d6. Any fires larger than large have no additional effect. Heated Dash (Ex): At 3rd level, a Heartfire Knight learns to move as fast as a wildfire in a good wind. While wearing no armor and carrying no more than a light load, his footsteps seem to emanate smoke or sparks as he gains an extra ten feet to his movement speed and a +5 to jump checks. This ability stacks with the fast movement ability. Also, this ability allows a Heartfire Knight to move up to 5x his normal speed while running, and 3x his speed on a charge. Additionally, as a swift action, the Heartfire Knight may ignite one flammable object of medium size or smaller if he passes within five feet of it using this ability. Halt The Burning Horde (Su): At 4th level, a Heartfire Knight is respected and feared by those who share his element, and he may channel his inner fire in such a display of might as to compel creatures with the [Fire] subtype to join his cause. This ability functions as the cleric's rebuke undead ability, the Knight being treated as a cleric of his character level, with the exception that the Heartfire Knight may only affect [fire] creatures. Flame Brand (Sp): At 5th level, a Heartfire Knight gains the ability to channel the power of flame into true offensive power. By expending a spell slot as a swift action, he may add 1d6 of fire damage per level of the spell or spell slot sacrificed, plus his charisma modifier to any melee attack or [fire] spell. Alternatively, a Heartfire Knight may create a longsword composed entirely of fire as per the flame blade spell (his caster level is equivalent to his character level for purposes of this effect). This sword can be wielded with no penalty if wielded in the Heartfire Knight's off hand, as it is essentially weightless. Also, if the Heartfire Knight possesses the Two Weapon Fighting feat, he may wild this sword and his primary longsword together without penalty. This ability lasts for five rounds plus the Heartfire Knight's Charisma modifier. Flare Jump (Su): At 6th level, a Heartfire Knight may travel between two diminutive(torch-sized) or larger sources of fire as per the dimension door spell. The Heartfire Knight may travel up to 10 feet per Heartfire Knight level per day in this manner. He need not travel all this distance at once- he may take a ten foot jump in one round, and a forty foot jump in another, or the like, if he so wishes. He may move up to ten feet per Heartfire Knight level in this manner. This is a move-equivalent action and can be split among many jumps, but the distance traversed, no matter how small, counts as a ten foot increment. Additionally, If the Heartfire knight possesses the Spring Attack feat, he may use any fire he jumps through to add to his spring attack distance. Rising Phoenix, Dying Shadows (Sp): Once per day per two Heartfire Knight levels, the Knight may, as a full action, coil up his energy, then channel it through his blade, unleashing it all in a devastating fiery attack upon his enemies. Using this ability, the Heartfire Knight may do 10d6 points of damage to one adjacent enemy. For the purposes of damage reduction, half of this damage is slashing damage, and the rest is fire damage. If they succeed on a reflex save with a DC equal to 15+ your charisma modifier, they take only 5d6 points of fire damage instead. This ability is only useable if the Heartfire Knight is wielding a Longsword. Right Hand of the Crimson King: At 8th level, a Heartfire Knight's connection with true, primal fire is complete and unseverable. He gains the [fire] subtype, yet takes double damage from cold and water attacks, and the damage taken from being submerged in water doubles, as does the penalty for consuming water. Additionally, he no longer benefits from spells with the healing descriptor, as it is not positive energy that powers his body any more, but an unquenchable fiery energy that erupts from his wounds when he is injured. His Cauterization ability no longer does nonlethal damage, but instead completely heals 1d8 points of damage per level of spell or spell slot expended. Fearless Eyes of the Overking (Su): At 8th level, the Heartfire Knight's inner flame no longer wavers, for through the eyes of the Overking, he has seen the very heart of darkness, and he now fears nothing (gains immunity to fear). Also, by specially preparing a bottle of aged red wine with alchemist's fire and willingly sharing it with up to five companions, he may bestow unto them fire resistance 5 and a +1 morale bonus against fear effects. These bonuses begin when the bottle is finished, and lasts until they fall asleep, dreaming wondrous dreams of dancing fire. The special wine takes one hour to make and costs 50 gold to prepare (this includes the cost of alchemist's fire). Indomitble Flame: At 9th level, a Heartfire Knight learns to control fire to such an extent that all his [fire] spells and abilities bypass the fire resistance of enemies, and deal twice their normal damage against [cold] creatures. Additionally, if the Heartfire Knight has the Searing Spell feat, he may choose to replace it with a fighter bonus feat he qualifies for, ignoring the fighter level prerequisite. Fiery Transformation (Su): As you offer your power, you pull you hand across our heart, symbolizing your devotion to the Everburning Flame. In a flash, your appearance changes. You gain six fiery, transparent wings, your hair elongates as its ends dance like fire. The edges your eyes are lined with crimson, as glowing runes of the same color cover your body, infusing it with strength and ending your fingers in fiery claws. Your breath blows hot and smoke billows from the spaces between your reddened teeth. You are fire incarnate. Once per day, as a move equivalent action, a Heartfire Knight may sacrifice a sixth level spell to transform into an avatar of the Burning King in his most fearsome state. He gains the Fire Absorb ability, a fly speed of 60 (with perfect maneuverability), a +4 bonus to strength, 2d10 extra dice of damage on all melee attacks, and a +10 bonus on rebuking attempts vs. fire creatures. Additionally, everything within ten feet of the Heartfire Knight (excluding himself or his equipment) are dealt 2d6 points of damage every turn. What's more, if the Knight is slain while in this form, his body explodes and is destroyed in a holocaust of unquenchable, unbearable flame, dealing 10d6 points of damage to all within 30 feet of him (this blast does not affect his equipment, but does end this ability's duration). 5d6 days later, The Heartfire Knight appears in the spot of his death, or, if this is not possible, in the nearest livable square. He is fatigued from the ordeal of rebirth, yet otherwise exactly as he was, equipment and all, as if a True Resurrection spell was cast upon him. This transformation lasts for an initial six rounds, yet the Heartfire Knight may expend a spell as a free action to prolong this transformation for one extra round per level of the spell expended. However, when this ability ends, the Heartfire Knight falls unconscious for ten rounds per spell sacrificed. Playing a Heartfire Knight A Heartfire Knight's power does not go unnoticed by those who look upon him, yet traditional spellcasters see your approach as dangerous and power-hungry, traditional melee fighters see you as insane for playing with fire. They may be right, yet you also pity their misconception of your strength. As your connection with fire burns brighter and brighter, your offensive ability increases exponentially, insuring that you will be able to deal damage easily in combat. Combat "When all else fails, use fire". That is your motto. You know how to hold back your full strength until it is needed, preferring to engage your enemies in melee combat first, using your explosive abilities when your enemy seems resilient to physical damage. Due to your ability to fight in melee, you are less reliant on your spells than other melee casters, and do not become useless once you run out of spells. Unfortunately, due to your extremely limited spell list, you cannot cast "buffing" spells on yourself like other hybrid warrior/spellcasters, yet you make up for this with a multitude of offensive abilities. Advancement At earlier levels, you may be tempted to continue fighting, even if the odds are down. Remember though, that if you take too much nonlethal damage you will find yourself unconscious, which may lead to a worse situation. Knowing when to fight and when to run is crucial at these levels. At later levels, your abilities allow you to stay in battle for extended periods of time, in melee combat or from afar. Upon completing this class, your Fiery Transformation ability allows you to fight more effectively without fear of dying, though only for a limited time. Resources Being bound to this prestige class may be a difficult affair, as discovering your abilities may lead to dangerous and often destructive results. Heartfire Knights are an extremely rare breed, and it is likely you will have a hard time finding others similar to you. This often leads to a tendency popular among Heartfire knights- to gain fame and notoriety to make up for their often lonely singularity. Heartfire Knights in the World Becoming a Heartfire Knight is an excellent choice for a spellcaster seeking more power, explosively augmenting one's power to survive in melee. However, it entails some harsh drawbacks. The -2 to Constitution is a harsh blow to any spellcaster, given their low hit die, Use Magic Device, one of the most important skills to a spellcaster, is effectively rendered useless, and the inability to wear armor practically ensures that your AC is going to be sub-par (Although Burning Indignation makes up for this, to an extent). This makes this class unpopular, yet seems a small price to pay when it is completed. While most Heartfire Knights resolve themselves to a life of advancing good in some form or another, there are dark tales, whispered, of those who had turned to the path of darkness, who wield terrifying powers and a horde of flame creatures at their command. Organization At most, there are one or two Heartfire Knights in the world at one time, and the inner workings of the class are usually passed down mixed bloodlines from father to son, the latter only understanding them when he hears the Call, the inner urging to fulfill his destiny. When father and son are separated, the son learns things on his own, the Voice Within telling him to attempt new things, slowly prodding at his subconscious. This is dangerous, though, as this leads to recklessness and sudden, abrupt realizations of power. NPC Reactions Adepts have a starting attitude of indifferent to unfriendly toward Heartfire Knights, as their exotic appearance and 'crude' uses of magic make seem seen untrustworthy. Aristocrats have a starting attitude of indifferent to friendly toward Heartfire Knights, due mainly to their usually noble heritage and mannerisms. Younger aristocrats may be fascinated by the Knight's dedication to power, often trying to emulate them. Commoners have a starting attitude of indifferent toward Heartfire Knights, having never heard of them before. they are likely to judge them as members of their previous class, though eccentric looking. Experts have a starting attitude of indifferent towards Heartfire Knights, as, like commoners, they haven't heard much of them and think of them like any other spellcasting class. Warriors have a starting attitude of indifferent to friendly toward Heartfire Knights, commending them on their skill with a blade and willingness to "get their hands dirty", unlike traditional spellcasters. Heartfire Knight Lore Characters with Knowledge (history) or Knowledge (nobility and royalty) can research Heartfire Knights to learn more about them. When a character makes a Knowledge check, read or paraphrase the following: DC 20: "Heartfire Knights are unorthodox spellcasters who literally burn magical energy in order to gain power." DC 25: "Heartfire Knights are descendants of an ancient family dedicated to flame. They crave power above all else, and can even move through fire itself without harm." DC 30: "Heartfire knights seek to emulate the power of a great king from ancient legends, who is thought to have been a myth." Additionally, characters who achieve this level of success can learn important details about specific Heartfire Knights, including notable accomplishments and places in which they were last seen. Player Characters attempting to find a Heartfire Knight must succeed on a DC 20 gather information check, in order to find the right contacts and intermediaries for finding one. Heartfire Knights in the Game A balance between melee combat and spellcasting is crucial to victory. You may be able to hold your own in battle , yet holding back on your magical abilities may be a fatal mistake. Remember "even moderation in moderation". Purchasing equipment is different depending on what aspect of yourself you would like to focus on, since you no longer need to purchase armor, you have more money to spend on weapons or other miscellaneous magical equipment. Adaptation Heartfire Knights are easily incorporated into a world full of magic. Their concentration on offensive magic is to be expected to happen anywhere with spellcasters, especially those specializing in evocation. In worlds where magic is less prevalent, they become much more unique and powerful. Perhaps a powerful lord in a faraway desert is a member of the class and requires the PCs' services, for what he seeks is in the middle of an ocean. Regardless of setting, members of this class may be encountered as wandering duelists, eager to test their strengths, or settled-down nobles with notoriety in their kingdom. Encounters [Sample encounter coming soon!] |
| rone_leah08-11-07, 02:33 AM | I'm I reading this correctly? You keep all your spells known except cold and water spells, but are inable to use them. If not the abuse of Heated dash with leap attack and shock trooper are bit too much. You could go 350ft on a charge easy and instant kill things like crazy. If you can drop the con damage you have no buff spells. Drop the jump bonus to +5 cause you get +4 from the speed already. +9 to jump is nothing to sneeze at +14 is getting iffy cause it stacks with boots of striding and springing. But on a better note thanks for the love on Half-elves. |
| Mattarias08-11-07, 02:48 AM | XD That last sentence made me giggle, rone. No problem. Yeah, I just noted that glitch in Flame spell. Fixing. Also, I didn't know what leap attack and shock trooper did, so thank you for noting that. I'm fixing the jump bonus, but should I just say 'This ability doesn't work with leap attack and shock trooper', or what? Edit: Alright. Fixage done. Anything more? -also, I made Heated Dash stack with fast movement, as I saw no reason why it shouldn't. Thoughts? |
| rone_leah08-11-07, 05:57 PM | Don't make heated dash not work with leap attack and shock trooper. I was just trying to show the points that would be abusable |
| Mattarias08-11-07, 10:44 PM | ... Don't make it not work? O.o; ... But aren't you supposed to make things not abuseable? EDIT: Well, did that. Fixed up a bunch of other things too, as proposed by the GitP boards. |
| IdleAltruism08-12-07, 02:12 PM | Base Attack Bonus: +3 Skills: Knowledge: nobility/royalty 9 ranks, Concentrate 9 ranks, Speak Language: Ignan Feats: Fiery Burst, Weapon Focus (Longsword), Eschew Materials. Spellcasting: Must know and be able to cast at least one arcane spell of the [fire] descriptor for every spell level known, with the exception of 0th level slots. Special: Must have defeated an opponent with a CR equal to or greater than your HD in single combat, utilizing nothing but melee attacks and [fire] spells. Special: Must have read from the pages of The Fire Master’s Chronicles, and performed a special ritual described within it. This ritual results in a permanent drain of 2 points of constitution, which is recoverable only by divine intervention. Special: A character entering this class may not advance in any other class until he finishes advancing in this one. Way to many prereqs. I would drop knowledge nobility down to a 4 or something or drop it all together. The feats are meh at best, weapon focus longsword is unnecessary, there is only 1 ability(and its not very good) that uses it. Theres just way to much to get into this class, take half of it out. It looks like you went through alot of books and took there PrCs prereqs. Class Skills (6+Int modifier per level): the Heartfire Knight's class skills (and the key ability for each) are: Balance (Dex), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (nobility and royalty) (Int), Ride (Dex), Listen (Wis), Perform (Cha), Spellcraft (Int),and Tumble (Dex). From what I can tell this isn't a rogue/mage, to many skills and skill points. Look at your average gish PrC, I'd drop it down to 2+ int and keep some of the paladin skills and sorc(probably drop bluff and diplomacy/sense motive). Spells and spells per day: At 1st level, and every even level thereafter, the Heartfire Knight gains additional spells per day and spells known as if he has gained a level in a Spellcasting class he previously belonged to. I'd change it to 2nd level and ever even level after that. Flame spell: Due to the complicated ritual involved in becoming a Heartfire Knight, The character sacrifices the ability to cast any spells outside those with the [fire] descriptor (if a spell he chooses is on multiple spell lists, it is gained at the lowst level possible), and can never cast any spells above 6th level. A Heartfire Knight may keep and cast spells knowen from previous Spellcasting classes (these spells are given the [fire] descriptor), with the exception of those with the [cold] and [water] descriptors. Such spells are immediately replaced with similar spells of the appropriate level that have the [fire] descriptor. A Heartfire Knight may choose [fire] spells from any class's spell list to add to his own as he gains more spells known. These spells can not be of a higher level than the Heartfire Knight can cast. Additionally, a Heartfire Knight can no longer use spell trigger or spell completion magic items (such as wands and scrolls) of any spell, even if it is on his spell list. He may still utilize other magic items normally, though. This kills the class, its just not worth it. It just doesn't make any sense at all, get rid of this and add something like+cl or dc of fire spells and something that penetrates fire resistance. This is a 1/2 caster progression already, thats enough of a nerf this was totally unnecessary. Control Flame(Ex): Starting at 1st level, a Heartfire Knight may, at will, move a small sized or smaller fire ten feet per Heartfire Knight level. Additionally, he may make a fire brighter, doubling its effective illumination radius, duller, effectively halving it, or snuff the fire out completely. With the exception of putting a fire out, this ability does not change the amount of damage a fire does. This ability is a move-equivalent action that does not provoke an attack of opportunity. The size of the fire the Knight may affect increases by one size category every odd level after first. I understand flavor, but this is worthless. Flametouched (Ex): Starting at 1st level, A Heartfire Knight Undergoes a ritual to bring fire into himself, permanently raising his body temperature above normal for his race. As his appearance changes, slowly and subtly, the Heartfire Knight gains fire resistance equal to his effective character level. Also, He may only drink flammable liquids, not water, or take a -1 per Heartfire Knight level to all rolls for 1d4 hours. A Heartfire Knight no longer has a need to perform “bodily functions” (with the exception of sleeping or trancing) and may digest anything consumable without ill effects as whatever is eaten is incinerated in his stomach. Ingested poisons still retain their usual effect. Also, should the Heartfire Knight be submerged in cold water for over 1d6-1 minutes, he takes 1d4 points of nonlethal damage every round until he is removed from the water and dried. I understand flavor but this is just to much. Cauterization(Su): Starting at 2nd level, a Heartfire Knight may literally burn a spell slot to seal his wounds. Using this ability, he may convert 1d6 points of lethal damage per level of the spell or spell slot expended, plus his charisma modifier, into nonlethal damage. 0-level slots convert 1d3 points of damage for determining the effects of this ability. Worthless Heated Dash (Ex): At 3rd level, a Heartfire Knight learns to move as fast as a wildfire in a good wind. While wearing no armor and carrying no more than a light load, his footsteps seem to emanate smoke or sparks as he gains an extra ten feet to his movement speed and a +5 to jump checks. This ability stacks with the fast movement ability. Also, this ability allows a Heartfire Knight to move up to 5x his normal speed while running, and 3x his speed on a charge. This is to much, drop the 3x charge(maybe make it like 1-3 times a day) and give him the run feat, same thing. Halt The Burning Horde (Su): At 4th level, a Heartfire Knight is respected and feared by those who share his element, and he may channel his inner fire in such a display of might as to compel creatures with the [Fire] subtype to join his cause. This ability functions as the cleric's rebuke undead ability, the Knight being treated as a cleric of his character level, with the exception that the Heartfire Knight may only affect [fire] creatures. This adds very little to the class, I'd drop it. Burning Indignation (Ex): At 5th level, a Heartfire Knight's sense of self burns so fiercely he becomes more aware of effects that may harm him and deflects or avoids them with impunity. He gains a deflection bonus to AC equal to his charisma modifier when unarmored and unencumbered. In addition, he gains +1 AC. This bonus increases by 1 for every level after fifth. This looks like a copy of the blade singers special ability, except theirs has more limits and a better type of AC. I'd model it something like theirs and drop the additional AC. Flare Jump (Su): At 6th level, a Heartfire Knight may travel between two sources of fire as per the dimension door spell. The Heartfire Knight may travel up to 50 feet per day in this manner. He need not travel all 50 feet at once- he may take a ten foot jump in one round, and a fourty foot jump in another, or the like, if he so wishes. Evey two levels above sixth, the distance that may be traversed increases by 50. This is a move-equivalent action and can be split among many jumps, but the distance traveresed, no matter how small, counts as a ten foor increment. Shadow jump but with ridiculous limitation. Useless..... Flame Brand (Sp): At 7th level, a Heartfire Knight gains the ability to channel the power of flame into true offensive power. By expending a spell slot as a swift action, he may add 1d6 of fire damage per level of the spell or spell slot sacrificed, plus his charisma modifier to any melee attack or [fire] spell. Alternatively, a Heartfire Knight may create a longsword composed entirely of fire as per the flame blade spell. This sword can be wielded with no penalty for the purposes of two-weapon fighting or if weilded in the Heartfire Knight's off hand, as it is essentially weightless. This ability lasts for five rounds plus the Heartfire Knight's Charisma modifier. At this level its just useless, the sword is pure flavor and you won't use it. The other abilities are just meh 6d6(21 average) to a single melee attack, you might as well cast fireball it'll do more damage. Right Hand of the Crimson King: At 8th level, a Heartfire Knight's connection with true, primal fire is complete and unseverable. He gains the fire subtype, yet takes double damage from cold and water attacks, and the damage taken from being submerged in water doubles, as does the penalty for consuming water. Additionally, he no longer benifits from spells with the healing descriptor, as it is not positive energy that powers his body any more, but an unquenchable fiery energy that erupts from his wounds when he is injured. His Cauterization ability no longer does nonlethal damage, and instead healing 1d8 points of damage per level of spell or spell slot expended. NO, just no. This is bad, remove this. Aura of Courage (Su): This ability, attained at 8th level, is identical to the paladin ability of the same name. A Heartfire Knight's resolve burns so brightly it bolsters his soul against fear. Due to his unconcealable power, this resolute aura infects his friends and allies, so that they may know no fear either. Hes probably already a paladin, this is not worth a PrC 8th level ability. Searing Spell: At 9th level, a Heartfire Knight's [fire] spells and abilities are treated as always being modified with the searing spell metamagic feat, although spells are not raised a spell level when cast in this manner. If the Heartfire Knight already has the Searing Spell feat, the Heartfire Knight may choose to replace it with a fighter bonus feat he qualifies for, ignoring the fighter level prerequisite. I'm not to sure about the searing spell, it looks a bit unbalanced(I'm really unsure, the way the class is now they badly need a boost but if you fixed it they might not need this). The bonus fighter feat, no(this is pretty much pointless). Fiery Transformation (Su): Once per day for five minutes, a Heartfire Knight may take on the likeness of the legendary Burning King. He gains floating, transparent wings of flame, which give him a fly speed of 60 with perfect manuevarability, a wavy flamelike appearance to his hair, a ghostly crown of brilliant flames, a +4 bonus to strength, and an extra 2d10 points fire damage to all melee attacks, as the symbols that cover his body glow red-hot. Additionally, Those who would dare attack the Heartfire Knight in melee combat get dealt 2d6 points of fire damage on contact, unless using a reach weapon. What's more, if he is slain while in this form, the Heartfire Knight's body explodes and is destroyed in a holocaust of unbearable flame, dealing 10d6 points of damage to all within 30 feet of him (this blast does not affect his equipment). 5d6 days later, The Heartfire Knight appears in the spot of his death (if possible- if not, he appears somewhere randomly determined by the DM), exactly as he was, equipment and all, as if a True Ressurection spell was cast upon him. When this ability is dismissed or its duration expires, the Heartfire Knight is considered fatigued for the rest of the encounter. This looks kind of like the jade pheonix mage. But as a 10th level ability its worthless, this needs a serious buff. I would remove it all together but you could fix it if you wanted. Its abilities are just to weak. Also what kind of action is it to transform? It really looks like you took alot of other PrC classes and stuck them together. As it is this class is to weak to play. I suggest a total revamp. |
| Mattarias08-12-07, 02:52 PM | XD Sorry idle, no offense, but your post made me giggle. First of all, I'm proud to say that I invented most of these abilities myself, although I did borrow a bit from what I know of the abilities of a few other classes. XD Also, underpowered? I'd love to see your reasons on why. I was actually concerned about this being OVERpowered. The reason it has so much flavor is because D&D is a game where you're supposed to have FUN- not to win at who can roll the most dice before getting tired. Also, thanks for the note. I'll add in what action that is. thanks. |
| IdleAltruism08-12-07, 03:09 PM | XD XD Also, underpowered? I'd love to see your reasons on why. I was actually concerned about this being OVERpowered. The reason it has so much flavor is because D&D is a game where you're supposed to have FUN- not to win at who can roll the most dice before getting tired. You comment doesn't make much sense to me could you please explain what you meant by rolling the most dice? Flavor is fine, but that doesn't mean it should give a boatload of painful side affects and limitations and few tangible benefits. This is in no way shape or form is overpowered, standing next to any pure physical combatant or gish it gets outclassed in just about every conceivable way. All this class can do is damage and its not very good at doing it. |
| Mattarias08-12-07, 03:19 PM | I meant "rolling the most dice" as in "doing the most damage". The side effects aren't that big a deal when you get down to it. As long as you're not on a seafaring/snowy expedition campaign and don't wear armor, you're fine. And I think this class is strong enough to stand up to a melee combatant or gish. Whatever it is, it quickly ceases to be a problem after being set on fire. |
| IdleAltruism08-12-07, 03:57 PM | This class is meant to roll lots of dice, you designed it that way. And like I said before its not very good at actually doing damage. The side affects are a big deal. They cannot cast higher then 6th level spells and your selection is extremely limited. On top of this you can't use scroll/staffs/wands, these two limitations by themselves make the class pathetically weak. The spells are what make a gish a gish. You could be a fire ball slinger without this class and be much better at it then this class could ever hope to be as it is. Just about any half decent build for gish or pure melee would be more effective then this. |
| Mattarias08-12-07, 04:20 PM | Ah. Touché. I must've mixed up my metaphor. No matter. Personally, I don't see what's so awesome of 7th-9th level spells, but I guess that's just me. Also, those kinds of items aren't that big a deal either. Potions are cheaper and more convenient anyways. How's changing the capstone ability a bit, giving it Fire Absorb and changing the 2d6 on contact to 2d6 to all things in a ten-foot area each round, sound? Maybe even add a +cl to [fire] spells to the Flame spell ability? |
| IdleAltruism08-12-07, 04:44 PM | I'm sure if you browsed around or searched for it there are plenty of threads here that will explain why 7-9th level spells are awesome :D . And wands and staffs are awesome, just awesome. Scrolls are like wands and staves just 10x as awesome because they are cheap. Personally with the way you have this class, I would make it a binder prestige class and make a new vestige to go along with it. If thats not your cup of tea my second suggestion would be to throw away the gish idea and make it more like a stand alone prestige class that gives a bunch of special abilities as apposed to caster levels. My third suggestion would be to look at the elemental savant from CA, the duskblade PH2, and the jade pheonix mage ToB. The last one, the jade pheonix mage is the one I would suggest you base the class around. Go with something like a swordsage desert wind type of guy. |
| Mattarias08-12-07, 05:44 PM | Thanks for the advice. I'll consider it, but I think I like this class as-is, for now, in its "underpowered" state. I'll wait until I get more opinions here. |
| rone_leah08-12-07, 11:44 PM | Yeah it's a underpowered chargetastic Prc. Ftr2/wiz4/heartfire 7, with Arcane strike, leap attack, and shock trooper, with wraith strike and expedious retreat = +15 to hit, 4d4 and 4d6 to damage plus power attack for 11 points and moving 210ft in one attack. Damage two handed 2d6+4d4+4d6+33= 64 dmg(avg):confused: :weep: I take it back it's not chargetastic. Up power now. |
| Mattarias08-13-07, 12:15 AM | :eek: Holey fire. I don't even have access to most of those feats. how do the following changes sound? Flame Spell: As-is, but add a +1CL/2 HfK levels to all [Fire] spells. Heated Dash: As-is. Extra 1 point of fire damage per level on a charge. Burning Indignation: Bring down to level one? Flare Jump: Add an extra ability: if an opponent is surrounded with fire, the HfK can use a full round action and "full spring attack" while jumping through the fire, catching the foe flatfooted? Flame Brand: Make the added damage be 2d6/spell level, and the blade do 1d6/spell level expended? Right Hand of the Burning King; As-is. add +1 to CL of [fire] spells? Fiery Transformation: As-is, add Fire Absorb, and change the 2d6 on contact to 2d6 to all within ten feet? |
| Mattarias08-14-07, 05:51 PM | Oh dear, second page. Fixing.. :bump: |
| Mattarias08-17-07, 03:43 AM | Woah dear.. bumping again already? :embarrass I guess it's to be expected. 4th edition.. Oh dear.. |
| Mattarias08-19-07, 05:59 PM | Raise, raise, raise the falling thread... :embarrass I revamped the class to give it more power and less "suck". opinions? |
| Mattarias08-25-07, 04:48 PM | From hell's heart, I bumpeth thee! from second page I raiseth thee! Rise, O fallen thread! *fwoosh* |
| Cthulhu_Dreams08-26-07, 11:33 PM | From hell's heart, I bumpeth thee! from second page I raiseth thee! Rise, O fallen thread! *fwoosh* If the metric of power in your game is a cleric or druid, this class is totally sucktastic. It's basically totally, extremely, hugely bad. You get half casting, and cannot wear armour! in return for a BAB bonus.. that a cleric gets by casting a spell! So basically you are absolutely and in every respect worse than a cleric with the fire domain. Let's make the same character as a cleric.. who then PrC's into some random but good cleric PrC (church inquistor? or whatever that one is called). He's going to have medium bab, 2 good saves, full cleric spell casting, three domains and a smattering of random abilities. If you come in as Melee Class 5/Wizard 1 you are going to have BAB 9 at level 10, compared to our Clerics +7 (woo, +2 to hit! note he gets that with one single buff spell) You cannot wear armour, the cleric can. And the cleric can also be healed. You can only cast 3rd level spells.. the cleric can cast 5th! (and gets 6th next level) - Also of note, the cleric's cohort's cohort has more spell casting power than you. Cleric has as many random and probably worthless abilities, and 3 domains. And look thats without really trying. If you come in as wizard X you'll still suck due to the half casting and even if you give full casting you'll still suck compared to a wizard who took initiate of the seven veils. Hurrah, so now having established that the class sucks in all circumstances and is extremely underpowered and probably worthless in the current form... what to do. Basically, keep what you've got.. and give it full wizard casting (except, if you wanted to be nice, the first level. I would not recommend that and instead go with full casting). If you want to persist in leaving lame disadvantages like 'cannot be healed' leave the metamagic feat for free stuff in there. However I still think you are going to suck next to a cleric. I mean, nothing is stopping you throwing down the same character, except as a cleric of some fire god with the fire domain and say. sun? and randomly being *alot better* while that is still the case, you can throw down more power for the class. |
| Mattarias08-26-07, 11:39 PM | O.. kay then. Thank you for the review. :) It's been a while since I got one.. On that note, what do you think of this guy's (http://www.enworld.org/showpost.php?p=3731257&postcount=21) ideas on my class? |
| Cthulhu_Dreams08-27-07, 06:03 AM | O.. kay then. Thank you for the review. :) It's been a while since I got one.. On that note, what do you think of this guy's (http://www.enworld.org/showpost.php?p=3731257&postcount=21) ideas on my class? He's clearly a loon. How can a class that is strictly worse than a cleric be munckin-y? If you wanted to be a munckin you'd be busting out some cleric stylings and, you know, being better. At 10th level, as I pointed out, you have +9 BAB, can cast 3rd and 4th level spells. A cleric can cast 1st -5th level spells, has 2 good saves, 3 domains, no disadvantages - oh and has turn undead. :D RP/DS: give me an K! 10d6, up to 5x per day? This is the equivalent of a 19th level rogue's Sneak Attack, and you're gaining it as early as 12th level. Or it's Flame Strike 5x/day. This needs serious toning down. It is no-where near the equivelent of a 19th level rogue's sneak attack, because that guy gets 3 attacks a round, a 4th from haste and that means you do way more. Sheesh, a 12th level rogue is pretty **** poor if he doesn;t have 3 attacks at level 12. Secondly by my count you only meet the pre-reqs at level 6, and thats a level 7 ability so you get it at level 13. So lets take my cleric benchmark again. Admittedly a weedy 2-3 times a day he can cast *destruction* which kills you instantly if you fail the save and you suffer a mere 10d6 damage if you pass. Hey wait thats not just a bit better, thats a lot better. Or if you actually want to do the fire thing, cast firestorm which does 13d6 to a pretty sizeable area that you don't have to be next too. Thats better too. The really killer example is that a 6th level wizard spell lets you cast planar binding to trap an efreeti and make it cash wish for you, so really 10d6 damage a day isn't that hot on the spellcasting front. Remember the cleric is better in combat than you too as it can persist any number of buff spells via divine metamagic. Or just cast one of the long term ones really because the difference is only 2 points of BAB. However, our friend the cleric |
| Mattarias09-02-07, 09:34 PM | :\ Hm, ok then, so this class is kinda fine as-is? Thanks. My apologies for the late response. I just finished moving in to college. I was thinking I should maybe tack on an XP cost to revivification from FT? Ideas? I was thinking -25%, or something.. |
| Khatoblepas09-03-07, 09:12 PM | Just change "as True Ressurrection" to "as Ressurrection". One negative level should do it. ;) Seriously, you could be low on HP and transform, and avoid negative levels from dying at ALL. This helps mitigate it and so people don't abuse it. |