| Post/Author/DateTime | Post |
|---|---|
| StruckingFuggle05-02-07, 07:02 PM | So, I'm trying to build an npc for one of my games, a mage themed around fire - setting stuff on fire, et cetera. I have the first level of Elemental Savant, so all of his spells, even his wizard ones, become automatically [Fire] spells, but other than that ... ... the rest of the prc is uninspiring. I wanted him to have smoe sort of trick or technique or something to make him something other than a straight wizard encounter, but - I've found that there's no good PrCs for a straight out-and-out Blaster Mage (elemental savant sucks, pretty much) ... are there any that're quite good that I'm missing, and what are they? Or is it pretty much "there's nothing"? |
| Karzach05-02-07, 10:15 PM | *shrugs* take the Warlock and tweak it a bit? |
| Rinian205-03-07, 10:29 AM | You could make him a pyromaniac and make some of his lower level spells into spell like abilities usable at will. This could make him very powerful so he would have to put up with something like a greatly reduced spell progression. And some degree of protection versus both heat and cold seems appropriate. Heat because he loves it and cold because he has an inner resevoir of fire. I can't find it at the moment but I know that I've seen a Fire Creature template which could certainly make your mage into something more memorable than just another fire mage. All of this would mean you'd have to make it yourself though. Sorry. :) |
| RobbyPants05-03-07, 10:40 AM | *shrugs* take the Warlock and tweak it a bit? There's a PrC in theFiendish Codex 2 called a Hellfire Warlock (http://www.wizards.com/default.asp?x=dnd/ex/20061207a&page=3). Basically, it's a 3 level PrC that lets you pump extra damage into your Eldritch Blast with Hellfire blast (fire damage) in exchange for Con damage. Each level allows you to throw an extra 2d6 damage on it, so at 3rd level, you can add +6d6 fire damage to your Eldritch Blast. Also, in the XPH, there's the Pyrokinetisit PrC, but that's probably not what you're looking for. It's a great pyromaniac-type PrC, but it doen't focus on fire blasting. Hope this helps! :D EDIT: I reread the PrC a bit, and the Hellfire Blast ability does not deal fire damage. It's typeless. It's supposed to be hellfire; a fire that burns hotter, and bypasses fire resistance and immunity. |
| Spikes01k05-03-07, 10:40 AM | Maybe you could do a warlock, war mage combination? Sounds like that might be pritty cool, use spell slots to up the power and change the type of energy used. hmm. maybe I'll make one. |
| blindcynic05-03-07, 12:24 PM | Hi all This is a wicked blaster mage pc I copied from the PRC threads a while back. I can't remember who made it, I guess when I copied it I forgot to write who made it. My apologies. The next was on the same thread, and perhaps made by the same person?! I have copied over 78 PRC's that I liked on here and have creator names for all of them but four...At any rate scroll down to the fireblaster for a mage who can do exactly what your looking for. But take a good look at the blaster mage too. I have actually used it twice for villains in my campaign and well they are amazing. My pc's just stare in wonder...expecially after I showed them the class. They love it, and one of them is trying to get the prereq's all set for it. (Kinda tough) Blaster Mage Requirements To qualify to become a Blaster Mage (BM), a character must fulfil all of the following criteria: Skills: Concentration 5, Knowledge(arcana) 5, Spellcraft 5, Craft 5 Feats: Combat Casting, Point Blank Shot, weapon focus: Ray, and lightning reflexes. Spells: Must be able to cast 3rd-level arcane spells, Must have access to the evocation school. Alignment: Any chaotic Game Ruling Information Blaster Mages have the following game statistics. Base Attack Bonus: Low Hit Die: d4 Saves: Good Reflex and Will/ Poor Fortitude Class Skills: Concentration (con), Craft (Int), Knowledge(arcana) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot(Wis) Notes: When a character joins this class, they must select a prohibited school. If the caster is a specialist mage they must select an additional prohibited school. Class Features Code: 1. Improved Ray +1, gains the improved initiative feat. 2. Deflect Ray +1, (+1 of existing Spellcasting arcane class) 3. Precise Spell, 4. Improved Ray +2, (+1 of existing Spellcasting arcane class) 5. Change to Ray, Deflect Ray +2, 6. Greater Ray Focus, (+1 of existing Spellcasting arcane class) 7. +1 Initiative bonus and reflex saves, the character’s reaction time just keeps on improving. 8. Improved Ray +3, Spell on the Run, (+1 of existing Spellcasting arcane class) 9. Ray Split, Deflect Ray +3, 10. Bonus Feat, (+1 of existing Spellcasting arcane class) Improved Ray (1st/4th/8th level): The Blaster Mage adds this bonus to the DC of any Ray or Projectile Spell he casts. This stacks with any other bonuses he might receive. +1 of Existing Spellcasting class: Deflect Ray (2nd/ 5th/9th level): The Blaster Mage adds this bonus to his AC when faced with Ray and Projectile spells and to the saves against Rays and Projectile Spells. Precise Spell: At 3rd level, the Blaster Mage can fire a Ray or Projectile Spell at an opponent engaged in melee without taking the standard –4 penalty on his attack roll. Change to Ray: At 5th level, the Blaster Mage gains the ability to change any damage dealing area effect spell into Ray/Projectile Spell. He can do this a number of times per day equal to his caster level. Greater Ray Focus: Greater Weapon Focus (ray). This applies to Projectile Spells as well. Spell on the Run: When casting a Ray or Projectile Spell, the Blaster Mage can move both before and after he casts the spell, provided that the total distance moved is not greater than his speed. Ray Split: The Blaster Mage may take a Ray or Projectile Spell and split the particular spell up into different rays. The damage is split up die-for-die and the targets can not be more then five feet apart. You must assign which targets get what ray before damage is rolled. This is usable 3-times per day. The Fireblaster Spellcasters love many spells. Magic Missile, Polymorph, Detect Thoughts, all wonderful and useful. But there is a certain spell that can hold a special place in the heart of some fiery tempered casters. And that spell is Fireball. The Fireblasters are a league of spellcasters who love little more than burning things to the ground. The group is wild and barely-organized, but they can hold themselves together for long enough to go on destructive sprees occasionally. The Fireblasters mostly consist of sorcerers, wizards, and even the occasional cleric with the Fire domain. Most Fireblasters are neutral, hiring themselves out as battle-field mercenaries and only concerning themselves with blowing the heck out of what they were hired to. Evil Fireblasters tend towards meaningless swathes of destruction, blowing to bits whatever they feel necessary. Good Fireblaster’s have a special love of taking their spells to evil; who better to watch burn to bits than someone who desperately deserves it? Level BAB Fort Ref Will Special 1 +0 +0 +2 +0 Improved Fireball, Fiery Focus, Fireball Mastery (Preparatory), +1 Spell casting level 2 +1 +0 +3 +0 Shape Sphere, Powerful Blasts 3 +1 +1 +3 +1 Bonus Feat, Fireball mastery (Materials) 4 +2 +1 +4 +1 Deafening Roar 5 +2 +1 +4 +1 Spontaneous Burn, Arcane Thesis, +1 Spell casting. 6 +3 +2 +5 +2 Bonus Feat, Fireball Mastery (Verbal) 7 +3 +2 +5 +2 Searing Spell 8 +4 +2 +6 +2 Split Fire 9 +4 +3 +6 +3 Bonus Feat, Fireball Mastery (Somatic) 10 +5 +3 +7 +3 Fiery Summoner, +1 spell casting Skills: Concentration (Con), Craft (Int), Knowledge (all skills, taken separately) (Int), Profession (Wis), and Spellcraft (Int) Skill Points per Level: 2 + Int modifier Hit Dice: d4 Prerequisites: Alignment: Any Non-Lawful Skills: Knowledge (Arcana) 9 ranks, Spellcraft 9 ranks Feats: Spell Focus (Evocation), Greater Spell Focus (Evocation) Spells: Must be able to cast Fireball Improved Fireball (Su): Starting at 1st level, a Fireblaster adds an additional 1d6 fire damage per two class levels when she casts Fireball. This extra damage may surpass the 10d6 cap of the Fireball spell (to a maximum of 15d6). Fiery Focus (Su): As a result of the extensive focus on the Fireball spell, a Fireblaster adds +2 to the DC of any Fireball spell she casts. This bonus stacks with the Spell Focus and Greater Spell Focus feats. However, the Fireblaster can no longer cast spells that deal cold damage. If the Fireblaster does cast such a spell, she loses the bonus granted by this ability, and instead all her evocation spells take a -4 penalty on the Save DC. This lasts for 1 minute per class level. Fireball Mastery (Ex): At 1st level, a Fireblaster’s mastery over the Fireball spell is so complete than she can prepare it without her spellbook. If she does not prepare spells, or does not cast arcane spells, this ability has no effect. At 3rd level, the Fireblaster’s mastery of the spell continues to rise. She may now cast Fireball spells as though she had the Eschew Materials feat. At 6th level, she may cast Fireball spells without Verbal components. At 9th level, a Fireblaster may cast Fireball spells in Light Armour. Spellcasting: At all levels except 1st, 5th and 10th a Fireblaster gains spells known and spell per day as though she had advanced in the spell-casting class she belonged to before she gained the prestige class. She gains no other benefits of the previous class (bonus feats, improved familiar ability, etc.). If the Fireblaster belonged to more than one spellcasting class before becoming a Fireblaster, she must choose which class to advance. Shape Sphere (Su): At 2nd level, a Fireblaster may exclude herself from the area of any Fireball spell he casts. Additionally, she may exclude one additional creature at 5th level, and two additional creatures at 8th level. Powerful Blasts: A Fireblaster's ability to improve his fireball is beyond that of his peers. When he uses a Fireball Spell in a spell slot higher than 3rd (either through Metamagic or just cast at a higher level), the Fireball Spell is automatically considered a spell of the level he casts it from for all purposes, including save DCs and getting through a Globe of Invulnerability. Bonus Feats: At levels 3, 6, and 9 the Fireblaster gains a bonus metamagic feat. These metamagic feats may only be used on a Fireball spell cast by the Fireblaster. Deafening Roar (Su): Starting at 4th level, when a Fireball cast by the Fireblaster detonates, it unleashes a deafening roar. Creatures caught in the area of the Fireball must succeed on a Fortitude Save (in addition to the normal Reflex save, Same DC) or be deafened for 5 rounds. Spontaneous Burn (Su): At 5th level, a Fireblaster can lose a number of spell slots equal to three or more in order to spontaneously cast Fireball. Thus, a single 3rd level spell slot could be expended, or a 1st level and a 2nd level. Arcane Thesis: Also at 5th level, the Fireblaster gains Arcane Thesis (Fireball) as a bonus feat. Searing Spell: At 7th, a Fireblaster gains Searing Spell as a bonus feat. Split Fire (Su): Starting at 8th level, a Fireblaster can launch a Fireball spell multiple times, but with penalties. As a single standard action, the Fireblaster can expend a single spell slot in order to launch two Fireballs, either at the same area or two separate areas. However, each individual Fireball only affects a 10-foot radius, are only short range (25 feet + 5 feet per caster level), and split the damage dealt by the Fireball in half (for instance, a 10th-level Wizard / 8th level Fireblaster would deal 7d6 with both Fireballs, while a 10th-level Wizard / 10th level Fireblaster would deal 7d6 with one and 8d6 with the other). The Fireball spell is otherwise cast normally, with all it’s usual effects. Fiery Summoner (Su): At 10th level, the Fireblaster has gained a powerful connection to the elemental plane of fire. Three times per day, a Fireblaster may summon 1d4+1 Large Fire Elementals in the wake of her Fireball spell. The spell is cast normally, but the elementals appear in the radius of the Fireball. The elementals are under the command of the Fireblaster and remain for a number of rounds equal to the Fireblaster’s level. |