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| SilentOne12-15-07, 03:12 AM | http://www.georgehernandez.com/h/xzMisc/zMisc/Media/BillAube/FireElemental.jpg (from www.GeorgeHernandez.com) Mostly I'm worried about the balance of this race, trying to keep the LA as playable as possible (ie, low). I'm not entirely sure how powerful the elemental subtype by itself is, but if that's the most unbalancing element, it's possible to change them to humanoids with elemental blood (treated as elementals for purposes of favored enemy, etc) (as well as getting some of the racial benefits) Flamekin Type: Elemental. This means that flamekin have darkvision out to 60 ft, immunity to poison, sleep effects, paralysis, and stunning, they aren't subject to critical hits or flanking, and are proficient with all simply weapons. They can't be raised or resurrected without a limited wish, wish, miracle, or true resurrection, which pulls their spirit out of Waulkin's Heart. Size: Medium. As medium sized creatures, flamekin get no special bonuses or penalties. +2 Dex, -2 Con, +2 Int, -2 Wis. Flamekin are quick in body and mind, but their impulsive nature makes them exceptionally rash, while their spiritual fires cause them to burn out more quickly. +2 racial bonus on Appraise and Craft checks related to metals. Flamekin are master metal smiths, thanks to the impressive natural stockpiles in their homeland and their culture. Fire resistance 5. This should be obvious. Scorch (Ex): A flamekin deals an additional 1 point of fire damage with unarmed attacks. A creature struck by her unarmed strike must make a Reflex save (DC 15) or catch fire. A flamekin can set fire to combustibles with a touch, without the need to attack them, though anything requiring more than 1 point of fire damage to catch fire is unaffected by a single touch. Metal weapons wielded by a flamekin also deal an additional point of fire damage, though there is no chance of the target catching fire from the transfered heat. Cold Vulnerability (Ex) Flamekin suffer a -2 penalty on saves against cold effects. Heart of Fire (Ex) A flamekin is constantly surrounded by an aura of flame that sheds light as a torch, providing bright illumination out to 10 feet and shadowy illumination out to 20 feet. Favored Class: Barbarian Level Adjustment: +1 |
| ragoftag12-15-07, 09:43 AM | Interesting refusal of the Genesi path. My download of mighty Yabba's feature points has glitched, so this is going on my own baseless thoughts:Type: Elemental. This means that flamekin have darkvision out to 60 ft, immunity to poison, sleep effects, paralysis, and stunning, they aren't subject to critical hits or flanking, and are proficient with all simply weapons. They can't be raised or resurrected without a limited wish, wish, miracle, or true resurrection, which pulls their spirit out of Waulkin's Heart. You forgot "Elementals do not eat, sleep, or breathe". All in all, worth at least a + 2 in my book, maybe a + 3. Perhaps the "Fire Subtype: A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure." from HypertextD20 is a better fit if trying to keep it playable. I assume 'Waulkin' is either a Fire deity or other campaign specific fellow... +2 Dex, -2 Con, +2 Int, -2 Wis. minor adjustments such as these are favorable to certain Classes and worth a minor bump, but no more than a quarter of a level in most cases. Nice fluff. Fire resistance 5. This should be obvious.And worth a half LA by itself. A thought: make this the minimum with the caveat 'or Character level, whichever is greater'. Allows the base to all the race, but allows higher levels to gain a little benefit each time they level. Just a thought. Scorch (Ex): A flamekin deals an additional 1 point of fire damage with unarmed attacks. A creature struck by her unarmed strike must make a Reflex save (DC 15) or catch fire. A flamekin can set fire to combustibles with a touch, without the need to attack them, though anything requiring more than 1 point of fire damage to catch fire is unaffected by a single touch. Metal weapons wielded by a flamekin also deal an additional point of fire damage, though there is no chance of the target catching fire from the transfered heat.Ouch! A 'free' damage boost ability that should likely be (SU), but actually being (EX)! You do need to specify damage from burning from a Crunch standpoint. A feat or more to enhance this ability would seem to be called for. I waver between +1 and +2 mainly due to the relatively weak damage. All in all I'm going to say +4 or more as they are now, but ripe for a powerful race set in a 'fire' plane or location. Interesting, but well over a +1 LA. I will be watching to see where this goes, and you have a great start, feel wise. Now when do we get the fluff? |
| ADHadh12-15-07, 04:17 PM | I knew I'll get to revive it! (http://forums.gleemax.com/showthread.php?t=921483) My Flamekin is Lorwyn based. |
| SilentOne12-15-07, 05:37 PM | Characters exposed to burning oil, bonfires, and noninstantaneous magic fires might find their clothes, hair, or equipment on fire. Spells with an instantaneous duration don’t normally set a character on fire, since the heat and flame from these come and go in a flash. Characters at risk of catching fire are allowed a DC 15 Reflex save to avoid this fate. If a character’s clothes or hair catch fire, he takes 1d6 points of damage immediately. In each subsequent round, the burning character must make another Reflex saving throw. Failure means he takes another 1d6 points of damage that round. Success means that the fire has gone out. (That is, once he succeeds on his saving throw, he’s no longer on fire.) A character on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like permits the character another save with a +4 bonus. Those unlucky enough to have their clothes or equipment catch fire must make DC 15 Reflex saves for each item. Flammable items that fail take the same amount of damage as the character. These are the same rules for catching on fire from lava, fire elementals, and alchemists fire, though perhaps a maximum duration for the burn would be in order, similar to the fire elemental? "The fires burn for 1d4 rounds." As for the Ex vs. Su, they're all on fire all the time, were this fire to go out completely they'd die. Since other elementals don't die in antimagic fields (and the fire elemental's burn ability is also (Ex)), I'm not entirely convinced it requires a change to Su. Would a sort of "living elemental" type drop the LA of their type, taking a page from Eberron's warforged? How's this for a type line? • Type: Elemental. This means that flamekin have immunity to poison, sleep effects, and paralysis. They do not need to eat, breath, or sleep. They can't be raised or resurrected without a imited wish, wish, miracle, or true ressurection, which pulls their spirit out of Waulkin's Heart. Unlike most elementals, flamekin are subject to critical hits and flanking, and have no special proficiencies. They are not immune to stunning, and do not have darkvision. I did draw the basic idea for the flamekin from Lorwyn, but most of the fluff required changing to fit into my campaign world. Waulkin's Heart is actually the name of a massive volcano in the Lodestone Mountains where the first flamekin appeared, named after one of the (now deceased) saints of vengeance and justice who pursued an archdevil and his forces to the mountain before sacrificing herself to defeat him. The mysterious flamekin are a race of lesser elementals that originally appeared on the sides of Waulkin’s Heart, a large volcano at the heart of the Lodestone Mountains. The volcano is named after one of the original archangels of justice, and the angel’s spirit and memory is worshipped as a goddess by most flamekin. The flamekin are master metal smiths, both due to their racial fires and the natural abundance of workable metals in their homelands, because of this celebrity their merchants are given nearly free reign of the entire world, lest the entire race cut off the offending group from their services. As people, flamekin are highly passionate about whatever catches their fancy, and can shift easily from one subject to another if their attention wavers. While devoted, however, their loyalty and zealotry is unparalleled, even by the knights and clergy of Cyrwia. Oftentimes, this makes the flamekin entirely unsuitable to mercenary work, but tales exist of exceptional members of the race that were able to hold themselves to a task long enough to make impressive names for themselves accomplishing tasks. Flamekin look like humanoids with red or orange skin, seemingly crusted over in places with what appears to be black rock, like obsidian. This blackness is in fact the same skin as the rest of them, but the patterns of the shell, as it is called, is unique to each individual flamekin. As a flamekin matures, the pattern spreads and grows across their body, until their entire form is covered by the shell and they pass on, their spirit rejoining Waulkin’s Heart until it is reborn into another. While within their own settlements, small villages on the sides of the volcanoes, flamekin wear no clothing at all, though a flamekin involved in combat will wear their armor. However, they recognize other humanoids find modesty to be a virtue, despite their different physiology, and so will wear just enough clothing to appear decent around others, typically shades of black and red. Their armor is often in similar colors, adorned with bronze and gold as well. |
| nighttree12-17-07, 12:09 AM | God's I love that picture :D |