[PEACH] Flamewielder: An alternative to the Pyrokineticist. [Archive] - Wizards Community

Post/Author/DateTimePost
lumber_of_the_beast

03-02-07, 06:21 PM
I've been working on a PrC that suits my tastes for a while now, and I've gotten to the point where I only have one questions left.

What should the manifester progression be? I have no idea; hopefully, it won't be too bad, as some of those high-level Psion powers are looking really nice...

Comments, questions, and whatnot, and hopefully an answer to my question.




Flamewielder

The vast majority of psionicly gifted individuals draw purely on the power of the self, sometimes believing it to be more pure than other sources of power, sometimes unable to draw on other sources of power. But the flamewielder is different. He draws on the primal fire energies of the planet, which he has formed a connection with. Some form a connection with the positive-aligned Flame of Life, one of the four powerful sources of energy used to create the world. Others choose to tap into the negative powers of the Flame of Death, which will eventually be used to help destroy it. Either way, a trained Flamewielder is a force to be reckoned with.

Prerequisites:
Knowledge (Religion) 8 ranks, Psicraft 8 ranks.
Ability to manifest 3rd-level powers.
Special: Must have interacted with the physical manifestation of the appropriate Flame.

Hit die: d4

Level BAB Fort Ref Will Manifesting Special
1 +0 +0 +0 +2 None Positive/Negative Aspect
2 +1 +0 +0 +3 +1 Fire Focus
3 +1 +1 +1 +3 None Purging Flame
4 +2 +1 +1 +4 +1 Fire Adaptation
5 +2 +1 +1 +4 None Gentle/Incinerating Flame
6 +3 +2 +2 +5 +1 Improved Fire Focus
7 +3 +2 +2 +5 None Sacred Shield/Profane Weapon
8 +4 +2 +2 +6 +1 Fear No Fire
9 +4 +3 +3 +6 None Soultouch/Soultorch
10 +5 +3 +3 +7 +1 Sacred/Profane Flame

Class skills: Autohypnosis, Concentration, Craft, Knowledge (All, taken individually), Profession, Psicraft
Skill points at each level: 2 + Int modifier.

Positive/Negative Aspect (Ex): At 1st level, a flamewielder must choose between a positive or negative aspect. A positive flamewielder adds Diplomacy and Heal to his class skill list and gains the ability to lay on hands for a total of his flamewielder class level x his charisma modifier per day, as a paladin. A negative flamewielder adds Bluff and Intimidate to his class skill list and gains the ability to damaging touch for a total of his flamewielder class level x his charisma modifier per day, as a paladin of tyranny. Both lay on hands and damaging touch are supernatural abilities.

Manifestation: At every even-numbered level, a flamewielder gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, and so on). This essentially means that he adds the level of flamewielder to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly. If a character had more than one manifesting class before he became a flamewielder, he must decide to which class he adds the new level of metamind for the purpose of determining power points per day, powers known, and manifester level.

Fire Focus (Ex): At 2nd level, a flamewielder chooses to specialize in fire energy for his manifestations at the exclusion of other powers. As a result, if he manifests a power that allows him to choose what energy type he uses, and fire is an option, he must select fire. Additionally, any fire power he manifests deals an extra 1 damage per damage die.

Purging Flame (Su): At 3rd level, a flamewielder gains the ability to augment his powers to deal extra damage to certain enemies. At the cost of an extra 3 power points, a positive flamewielder can deal an extra 1d6 damage per two class levels to undead and evil outsiders, while a negative flamewielder can deal an extra 1d6 damage per two class levels to living and good outsiders. This ability only affects hit point damage, and can only be used once per power.

Fire Adaptation (Ex): At 4th level, a flamewielder becomes resistant to fire, gaining a +4 bonus on saving throws against fire and heat spells and effects. In addition, the flamewielder gains fire resistance 10.

Gentle/Incinerating Flame (Su): At 5th level, a flamewielder can modify his powers to do less or extra damage, depending on his aspect. A positive flamewielder may choose to have his damaging fire powers deal nonlethal damage, while a negative flamewielder may choose to have the corpse of a creature killed by one of his damaging fire powers completely incinerated, preventing any method of resurrection that requires the body of the creature.

Improved Fire Focus (Ex): At 6th level, a flamewielder deals another +1 damage per damage die with fire powers. Additionally, at the cost of four power points, a flamewielder can make any damaging power into a fire power.

Sacred Shield/Profane Weapon (Su): At 7th level, the connection that the flamewielder has with [the Flame of Life or Flame of Death becomes so strong that those nearby begin to be affected. Any ally within 30 feet of a positive flamewielder gains a +2 sacred bonus to AC, while any ally within 30 feet of a negative flamewielder gains a +2 profane bonus to attack rolls.

Fear No Fire (Ex): At 8th level, a flamewielder becomes extremely resistant to fire. His saving bonus against fire and heat spells and effects increases to +8, and his fire resistance increases to 20.

Soultouch/Soultorch (Ps): At 9th level, a flamewielder gains the ability to draw upon the Flame’s connection to each soul. A positive flamewielder gains remove curse 1/day as a psi-like ability, while a negative flamewielder gains bestow curse 1/day as a psi-like ability.

Sacred/Profane Flame (Su): At 10th level, positive flamewielders gain the Sacred Flame ability, while negative flamewielders gain the Profane Flame ability. Either way, the effect is the same: half of all damage that their damaging fire powers do is divine.
lumber_of_the_beast

03-03-07, 03:43 PM
Why am I being ignored? Have I done something wrong?
leather_book_wizard

03-03-07, 03:48 PM
Might wanna bold the names of the class abilities. Makes it easier for folks to read. And add spellcasting. Also, the censored for plot reason thing makes it kinda hard to read.
lumber_of_the_beast

03-03-07, 03:51 PM
The entire reason I didn't add manifesting is because I don't know what to assign it. Which is why I posted here.

I see your point about the bolding thing, though.
leather_book_wizard

03-03-07, 03:55 PM
I'd help you, but I don't know anything about manifesters.
claypigeons

03-03-07, 04:53 PM
Purging Flame (Su): At 3rd level, a flamewielder gains the ability to augment his powers to deal extra damage to certain enemies. At the cost of an extra 3 power points, a positive flamewielder can deal an extra 1d6 damage per two class levels to undead and evil outsiders, while a negative flamewielder can deal an extra 1d6 damage per two class levels to living and good outsiders. This ability only affects hit point damage, and can only be used once per power.

Bolding is mine.

This makes "negative flamewielders" AWESOME. +5d6 damage to anything that is alive? Sign me up... I'd be willing to deal with the constant attempts to kill me for this.

Truthfully, I would get rid of the good/evil class features. Just make the class, and what each Flamewielder does with the powers is his own business. S/he shouldn't get something different just for having a different view of the world. Personally, I don't think Fire cares whether you use it for good or for evil. :P


As for the nitpicks and suggestions...

If you leave the class features as-is, I would give it only about 5/10 manifesting. It has enough going for it that the loss of 9th level powers is kind of expected.

Why lay on hands? Why would someone that controls fire be able to heal someone... I just don't think it works thematically with fire. Fire consumes... it doesn't create or repair (<--which is why I don't think there should be a difference in powers for good and evil people).

...The skill list... It gets 4+int (which is odd, to say the least, considering the most intuitive entry class is Psion.. probably kineticist, and it gains 2..)... but it has almost nothing in the way of a skill list. It has the most basic list I can think of for a psionic class. Autohypnosis and Concentration are vanilla for any psion I have seen, as is Psicraft... The others are skills that almost every class get. I would either add skills to the list, or make it 2+int.
lumber_of_the_beast

03-03-07, 09:36 PM
Reduced skills per level, added one skill to both aspects, gave it manifesting levels, added fluff which explains Lay on Hands.

Ta-daa.