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| fissionessence04-02-08, 05:39 PM | Here is a basic idea for a PC race of flamekin, as seen in Magic: the Gathering's Lorwyn, Morningtide, and upcoming Shadowmoor sets. For reference: http://ww2.wizards.com/gatherer/index.aspx?term=elemental&Field_Type=on&setfilter=Lorwyn%20Block&colorfilter=Red Most of the cards on that page represent flamekin, although not all of them (I don't know of any search field that would result in all of the flamekin and nothing else). Anyway, I just sketched this up in about 20 minutes, so any and all comments and criticism are welcome. In order to represent the more powerful flamekin abilities, I plan for a flamekin class through 20 that would improve the flamekin's fire damage and other natural abilities, as well as grant the flamekin fiery spell-like abilities and other goodies. Any suggestions for that are also welcome. Without further ado: Flamekin Racial Traits — Medium Humanoid • +2 Charisma, -2 Intelligence. A fiery passion burns within the heart of each flamekin, but their lack of community focus on education can detract from a flamekin's intellect. • Medium • Base lands speed 30 feet. • Immunity to most poison. A flamekin's fiery and earthy body prevents most poisons from affecting them, although certain poisons (at DM's discretion) may still affect the elemental-like body of a flamekin. • Energy Resistance 5 to fire; this increases to 10 at 7HD, 15 at 14 HD and 20 at 20HD. • Half again against cold and water. • A flamekin's body glows with hot coals and fire, granting torchlike illumination and giving a -6 on hide checks. A flamekin may concentrate while standing still to suppress this glow (along with the penalty). • A flamekin's body gives off fierce heat from its fires. Each unarmed strike from the flamekin deals additional fire damage and any opponent grappling the flamekin takes the damage each round as well. This damage does not apply to an opponent striking the flamekin, even with an unarmed attack or natural weapon. The amount of damage is based on the flamekin's hit dice; see the table below. (The flamekin's ability to deal additional fire damage with unarmed strikes does not mean he automatically has the Improved Unarmed Strike feat, nor does it make his normal unarmed strike damage lethal; only the added fire damage is lethal for a flamekin with a basic unarmed attack.) • Automatic languages: Common and flamekin. Bonus languages: Ignan, Terran, or the languages of creatures nearby the flamekin's home. • Favored Class: Fighter, Monk or Sorcerer. EDIT: Here is a new table for the Flamekin's added fire damage: 1 1 2 1d2 3 1d3 4 1d4 5 1d4 6 1d6 7 1d6 8 1d8 9 1d8 10 1d10 11 1d10 12 1d12 13 1d12 14 3d4 15 3d4 16 2d8 17 2d8 18 4d4 19 4d4 20 3d6 (or 1d20) Flamekin's Added Fire Damage Level Fire Damage 1 1 2 1d2 3 1d3 4 1d4 5 1d4 6 1d6 7 1d8 8 1d10 9 1d10 10 2d6 11 3d4 12 2d8 13 2d8 14 3d6 15 2d10 16 2d10+1 17 2d10+1 18 2d12 19 3d8 20 6d4 (Yes, I know that table looks pretty convoluted, but I tried to keep the average amount of damage from the fire damage dice roughly similar to a 2/3 base attack bonus of the same level. If there is a better dice progression table, please direct me to it :)) ~ fissionessence |
| ArochanoX04-03-08, 12:50 AM | Flamekin (just the 3 cards I saw) had very typical red abilities: use mana for more punch in combat, use mana to create a bolt that deals damage and if you show a card with type X (here elemental) the card costs X less to play. I suggest that the flamekin should have a ray of heat (ranged touch attack, 30ft range, 1d3 fire damage), and the same damage should apply on melee attacks too. If one wants to increase this firey damage there should be a feat that increases it. Free progression for ultimately 6d4 fire damage is a bit much. Poison immunity is a good catch from elemental type. Energy resistance should be a little higher (for example 10 from levels 1-10 and immunity from 11 onward) and it should be countered with a penalty: cold vulnerability 50% more damage from cold attacks. +2 charisma -2 intelligence is a very bad ability score modifier. +2 Dex -2 Str (the Str penalty for damage is countered with the extra fire damage) would be better. "Speed of flames" or something like that. |
| fissionessence04-03-08, 02:58 AM | Thanks for the suggestions! I'm glad most of it looked okay. For the ability adjustments, I followed the DMG guide for ability score parallels. The MtG flamekin are heavily focused (flavor-wise) on being very charismatic and passionate, so I can't imagine giving them a bonus to any score if not charisma. From there (according to the DMG table), I either have to subtract from int or wis, and int seemed to have the most precedent. I haven't really done a lot of creating races or anything, so I wasn't sure where to go with the energy resistance to make it stay balanced. I am all for any version of fire resistance that is balanced for a +0 LA. The vulnerability to cold is up in the original post, along with water; I guess you just missed that line since I didn't stick it in with the fire resistance :P As for the added fire damage, I really had no idea what was possible within the bounds of not being broken. Just tell me the max that a 20th level should add, and we can work out the progression in between from there. As far as the ray, I'm not sure. I mean, I like it, but it gets my unexperienced staying-balanced-spider's-sense tingling. I'd rather keep the base race focused, and then offer cool ranged fire stuff in with flamekin sorcerer substitution levels, or the flamekin class that I'm working on sketching up. Here's something I've come up with: New Material - Lavarock: Flamekin craft weapons from porous pumice they call lavarock. The common form of this material has a lower hardness than a weapon crafted from usual materials because of its brittle nature, and it is impossible to create a sharp edge from it, and so all weapons of the cheap lavarock must be bludgeoning weapons. Additionally, because of its lack of durability and refinement, masterwork versions of these weapons cannot be created. A stronger version of this material also exists, though, and it is as tough as and can be as sharp as steel. This material can be made into masterwork weapons, but is much more expensive than the cheaper version because of the rarity of the material and the difficulty of working with it. The benefit of both these materials is its porous nature and fiery origin; a flamekin wielding a weapon of lavarock can suffuse the stone with fire from his own racial ability, adding fire damage to attacks with the weapon as if it were an unarmed strike. ~ fissionessence |
| fissionessence04-03-08, 06:26 AM | Okay, sorry for the double post, but here's the flamekin's racial class that I've worked up. Criticize away! It's a weird mix of sorcerer, dragonfire adept, shadowcaster and swordsage. Once some of the kinks get worked out in this thread, I'll post it up in the classes forum (or else if this thread doesn't get any replies, I'll just go ahead and put it up there anyway :)) Here we go: Adventurers: A flamekin brightsoul is a pilgrim, searching the world for clues to his elemental heritage. He journeys far and wide, while simultaneously searching deep inside himself to unlock the secrets and power of his own fiery spirit. Characteristics: The brightsoul's power emanates from him so viscerally that flames can easily be seen flickering from his body. It is this innate power of the flamekin race that fuels the brightsoul's powers. He may shape it into powerful blasts or the ability to manipulate fire around him, or he may use the power of his surges to grant him intense fire for supernatural martial maneuvers involving his body's natural heat and flame. Alignment: Flamekin are passionate individuals, and so tend toward extreme alignments; however, the brightsoul seeks power within himself and does not necessarily focus his attention on matters external to himself and his own pilgrimage, which can result in neutrality. This contrast can result in any sort of alignment for the flamekin brightsoul, depending on whether the character's natural charisma and passion wins out over his inner journey. Religion: Some brightsouls may pay patronage to gods of elemental fire or earth, or sometimes to deities that represent the flamekin's own desires and goals, but many forgo such worship and stay focused on themeselves and the elemental power they seek, not attributing it to any supreme being. Background: A young flamekin with a strong dose of zeal and wanderlust may quickly find himself persuaded by his family and friends to undertake the pilgrimage journey of the brightsoul. Such a journey is popular and encouraged by the flamekin, and a flamekin returning home after said pilgrimage is complete is welcomed, heralded, and begged to share his newfound wisdom. Races: Because the natural power of the class is drawn from the fiery elemental heritage of the flamekin, only flamekin can take levels in the brightsoul class. (At GM discretion, other races with fiery backgrounds may take levels as a brightsoul, although certain abilities and aspects of the flavor may not fit and could require a bit of alterations. Some alternate race examples: a PC fire elemental or magma paraelemental, fire mephit or genasi, or a character with the half-fire elemental template. Also, see the Firezeal Spirit feat.) Other Classes: Most brightsoul's will encounter other adventurers while on their journeys, and are glad to travel with these newfound friends. However, the brightsoul tends to stay focused on his own goals and intentions, all the while, and he is generally not concerned with the class of any companions, just as long as they remain amenable and their alignments remain unopposed. Role: The brightsoul's role may vary depending on his surge selection, but it will generally rely on the character dealing significant amounts of fire damage to the opponents of the party. A brightsoul with a focus on spell surges may spend much of his time at range, blasting fire at the enemies, while a brightsoul with more maneuver surges will go into melee more often, taking advantage of his natural armor, inner-flame nova ability and racial natural fire damage. GAME RULE INFORMATION Brightsouls have the following game statistics. Abilities: Charisma determines the level of surges available to the brightsoul along with their save DCs, while also having a great impact on the damage of his inner-flame nova class ability. Constitution affects the save DC of the inner-flame nova ability, and Strength is a great asset to any brightsoul who will often find himself swinging a weapon. Alignment: Any Hit Die: d8 Class Skills: The brightsoul's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Jump (Str), Knowledge (geography) (Int), Spot (Wis), Survival (Wis), Tumble (Dex). Skill Points at 1st Level: (4 + Int modifier) x 4. Skill Points at Each Additional Level: 4 + Int modifier. Brightsoul BaseAtk Fort Dex Will —————————— Surges —————————— Level Bonus Save Save Save Special 0 1 2 3 4 5 6 7 1 +0 +2 +0 +0 2 1 - - - - - - 2 +1 +3 +0 +0 Rocky Form +1 3 1 - - - - - - 3 +2 +3 +1 +1 3 2 - - - - - - 4 +3 +4 +1 +1 Inner-flame Nova 3 2 - - - - - - 5 +3 +4 +1 +1 Rocky Form +2 3 2 1 - - - - - 6 +4 +5 +2 +2 3 2 1 - - - - - 7 +5 +5 +2 +2 Heated Body 4 2 1 1 - - - - 8 +6 +6 +2 +2 Rocky Form +3 4 2 1 1 - - - - 9 +6 +6 +3 +3 4 3 2 1 - - - - 10 +7 +7 +3 +3 Rocky Form +4 4 3 2 1 1 - - - 11 +8 +7 +3 +3 Expanded Flame 10ft 4 3 2 2 1 - - - 12 +9 +8 +4 +4 4 3 2 2 1 - - - 13 +9 +8 +4 +4 Rocky form +5 5 3 2 2 1 1 - - 14 +10 +9 +4 +4 5 3 3 2 2 1 - - 15 +11 +9 +5 +5 Rocky form +6 5 3 3 2 2 1 1 - 16 +12 +10 +5 +5 Expanded Flame 15ft 5 3 3 2 2 1 1 - 17 +12 +10 +5 +5 5 3 3 2 2 2 1 - 18 +13 +11 +6 +6 Rocky Form +7 5 3 3 2 2 2 1 1 19 +14 +11 +6 +6 5 3 3 2 2 2 2 1 20 +15 +12 +6 +6 Expanded Flame 25ft 5 3 3 2 2 2 2 2 Class Features: All the following are class features of the brightsoul. Weapon and Armor Proficiency: Brightsouls are proficient with all simple weapons, the scimitar, light pick, falchion, spear and short sword. They are also proficient with all light armor, but not with shields. However, a brightsoul must be careful because armor with an arcane spell failure chance can disrupt any of his surges used as spells or spell-like abilities. Surges: The brightsoul learns fiery abilities called surges, allowing him to shape the raw elemental fire within him. Depending on the level of the flamekin and the nature and level of the surge, the specific surge may be usable at will, per encounter, or once per day. To use a surge, the brightsoul must have a Charisma score of at least 10 + the surge's level. If a surge allows a saving throw, its DC is 10 + the surge's level + the brightsoul's Cha modifier. Surges may come from one of two different sources: spells or maneuvers. (For information on maneuvers, see the Tome of Battle: Book of the Nine Swords.) Any spell with the [Fire] descriptor that does not require an XP cost or costly material component or focus may be made into a brightsoul's surge. Its surge level is equal to its spell level. If it has a different level depending on class (such as "Drd1 or Src/Wiz 2"), use the lower of the two numbers. Additionally, the DM may determine that certain spells with the [Light] or other descriptors are appropriate for the fiery flamekin brightsoul. In addition to spells, any maneuver (including stances) from the Desert Wind school may be made into a surge. The maneuver's surge level is equal to the swordsage level required to aquire the maneuver. (So, if a maneuver requires "Swordsage 2", then it is a level 2 surge.) The brightsoul learns surges according to the table above. The table represents the total number of surges known of each level for each level in the class. Upon reaching 5th level, and at every odd numbered brightsoul level after that, a brightsoul can choose to learn a new surge in place of one he already knows. In effect, the brightsoul "loses" the old surge in exchange for the new one. The new surge's level must be the same as that of the surge being exchanged, and it must be at least two levels lower than the highest-level surge the brightsoul can use. Maneuver surges are extraordinary abilities unless otherwise noted in the maneuver description, and they are usable once per encounter, or as normal for stances. The brightsoul's initator level is equal to his class level, but since brightsoul is not a martial adept class, this does not stack with any other martial adept class levels for purposes of brightsoul initiator level or maneuvers available in an actual martial adept class. Surges made from spells are either supernatural, spell-like, or used as spells, and are usable at-will, per-encounter, or 1/day respectively, based on the brightsoul class level and the level of the spell surge. Refer to the tables below. Level 0 1 2 3 4 5 6 7 |Type Usage 1 (Sp) Spell |Spell 1/day 5 (Sp) (Sp) Spell |(Sp) per encounter 7 (Sp) (Sp) Spell Spell |(Su) at-will 10 (Sp) (Sp) (Sp) Spell Spell | 13 (Su) (Sp) (Sp) (Sp) Spell Spell | 15 (Su) (Sp) (Sp) (Sp) (Sp) Spell Spell | 18 (Su) (Su) (Sp) (Sp) (Sp) (Sp) Spell Spell | 20 (Su) (Su) (Su) (Sp) (Sp) (Sp) (Sp) Spell | Surges used as spells are subject to most of the same rules as arcane spells, including arcane spell failure chance, somatic and vocal components, provoking attacks of opportunity and being disrupted on a failed Concentration check. They may be cast defensively and resisted by spell resistance, do not function in an anti-magic field, and so on. A surge that mimics a spell which would require a material component or focus is exempt from these requirements as the material or focus is considered to be within the elemental body of the flamekin; however, this does not apply to costly material components or foci because a brightsoul cannot make a surge from a spell with such requirements. A surge used as a spell-like ability follows the normal rules for spell-like abilities except that it is subject to arcane spell failure chance. Surges used as a supernatural ability follows those appropriate rules. Any spell surge (a surge created from a spell, as opposed to one created from a maneuver) may be dispelled by the brightsoul as a standard action, and uses the brightsoul's class level as the caster level. Many of the brightsoul's surges are usable at-will or per encounter, and thus the brightsoul need not rest to regain them. However, in order to regain his daily surges, the brightsoul must meditate for 15 minutes after sleeping for eight hours. Rocky Form (Ex): The flamekin's rocky body grants him a +1 natural armor bonus beginning at level 2. This natural armor improves to +2 at 5th level, +3 at 10th, +4 at 14th and +5 at 18th. If the flamekin gains natural armor from another source, use the higher of the two bonuses. Inner-flame Nova (Su): As a standard action, the flamekin brightsoul of at least 4th level can flare up his inner flame, expanding it to a burst 5 ft. around him. The inner-flame nova deals damage to each creature in the area equal to the brightsoul's fire damage bonus, multiplied by the brightsoul's Cha modifier. A successful Reflex save at DC 10 + 1/2 class level + Con modifier halves the damage. Once used, inner-flame nova cannot be used again for 1d4 rounds. Heated Body (Ex): Beginning at 7th level, increase the flamekin's racial fire resistance as if he had five more hit dice than he actually has. Thus, a flamekin brightsoul 7 would be treated as if it were level 12 for the purposes of determining its flamekin racial fire resistance. Expanded Flame: Starting at level 11, the brightsoul may increase the burst area of his inner-flame nova ability from 5ft. to 10ft. Additionally, he may exclude any square from the burst area as he uses the ability (for example, in order to protect an ally from the blast). For each square excluded, increase the number of rounds before he can use the ability again by 1. (So, if he excluded 2 squares from the blast, he must wait 1d4+2 rounds before using the ability again.) At 16th level, the brightsoul's inner-flame nova may have up to a 15ft. burst, and a 25ft. burst at 20th level. ~ fissionessence |
| StoneSinger04-03-08, 04:53 PM | I absolutely love your ideas. That, and I already thought the Flamekin were cool (and pretty badass looking) before all of this. They look like they would be charismatic...but also very intimidating ( I mean who wants 3rd degree burns? Seriously burns are the worst injuries you can get!) I have read (I can not remember where, sorry) that there fire burns heatlessly and harmlessly until the flamekin wants them to burn otherwise In the realm of reality, which I am rarely in, is that possible? How would such a creature be feuled? Those are my 2 main thoughts, how they keep the fires going, and if the fire can be controlled. I mean it would not be good to walk past a tavern's curtains and set the place on fire. Just thoughts for you to consider. Good job so far by the way, seriously.:D |
| fissionessence04-04-08, 06:22 AM | Thanks! I'm glad you like it. In the realm of reality, it's probably not possible for the flamekin to make their flames burn heatlessly. However, whatever allows them to exist in the first place probably lets them get away with having cool fire. I mean, they're rocky elementals with fire burning inside them! How are they fueled? Elemental magic, I guess :P I think they eat rocks. (It's been several months since I was reading Lorwyn or Morningtide.) I'll try to remember to make notes of those things you pointed out in the initial flamekin racial description, along with a thorough description. For now, here are some bonus goodies: the feat mentioned in the brightsoul 'Races' entry, which allows non-flamekin to take levels as a brightsoul. Also, a couple new 0-level wizard/sorcerer spells for the brightsoul to make into surges, and a short list of non-fire subtype spells that the brightsoul coul potentially use (at DM discretion). I couldn't actually find any 0-level fire spells, so I'm totally open to suggestions on giving the brightsoul more 0-level surge options! New Feat: Firezeal Spirit A powerful passion burns within you so strongly that actual flames tend to leap from within your body. Prerequisite: Cha 15, Character Level 1st, Non-Flamekin Benefit: You gain the flamekin's ability to deal fire damage on unarmed strikes and in grapples. See the flamekin race description. Special: You may take levels in the brightsoul class as if you were of the flamekin race. Normal: Only flamekin may take levels in the brightsoul class. New Spells: FIRE SHOT Evocation [Fire] Level: Sorcerer/wizard 0 Component: V,S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray Duration: Instantaneous Saving Throw: None Spell Resistance: Yes A flicker of flame fires from your finger like a bullet from a sling. You must succeed on a ranged touch attack with the ray to strike a target. The spell deals 1d3 points of fire damage. BURNING COALS Evocation [Fire] Level: Sorcerer/wizard 0 This spell functions as the caltrops spell (Spell Compendium 42), except that it is an evocation spell with the fire subtype, and it generates hot coals and cinders that deal fire damage instead of caltrops. Spell Surge Selection from non-Fire subtypes: Dancing Lights [0, Light, PHB] Flare [0, Light, PHB] Luminous Gaze [1, Light, Spell Compendium] ~ fissionessence |
| ADHadh04-04-08, 04:02 PM | Gave it a try. (http://forums.gleemax.com/showthread.php?t=921483) Not that I succeeded, I'm not as talented or experienced. Any thoughts of cinders (http://wizards.com/default.asp?x=mtgcom/feature/451)? PS. Bonus. (http://forums.gleemax.com/showthread.php?t=959356&highlight=boggart) |