First off, some feats!Flamecasting [General]
You add an element of fire to your spell's components to make them more powerful.Prerequisite:
If you have a source of fire available as an additional material component (such as a candle, torch, or spell generating body flames, like hand afire
) to a spell when you cast it, the spell gains the fire descriptor. This does not actually change the nature of the spell you cast; a cone of cold
still deals cold damage, but it now carries the [Fire] descriptor; it can be augmented by a number of feats listed here.
If you add a source of fire to a spell when you cast it and that spell already has the [Fire] descriptor, you increase the effective level of the spell being cast by +1.
Adding this additional component requires you to spend a move action immediately before the spell is cast to focus on the source of fire. This fire may be magically created by a conjuration spell, but no other fire manifested by a spell will do. You may take no other action between focusing on the fire and casting the spell.Blazing Magic [General]
Your fire spells are more powerful when you cast them in a hot region.Prerequisite:
Con 13, FlamecastingBenefit:
In hot areas (temperature 90*+), spells with the [Fire] descriptor cast by you manifest at caster level +1.
In areas of extreme heat (temperature 140*+), [Fire] spells cast by you manifest at caster level +2.Fire Focus [General]
Your fire spells are more potent than normal.Benefit:
Add +1 to the DC for all saving throws against spells you cast with the [Fire] descriptor. This bonus stacks with similar bonuses, such as those granted by Spell Focus and Greater Spell Focus.Greater Fire Focus [General]
Your fire spells are now even more potent than normal.Prerequisite:
Add +1 to the DC for all saving throws against spells you cast with the [Fire] descriptor. This bonus stacks with similar bonuses, such as those granted by Fire Focus, Spell Focus, and Greater Spell Focus.Fire Spell Specialization [General]
You do additional damage with fire spells.Prerequisite:
Con 13, Flamecasting, Blazing MagicBenefit:
In hot areas (temperature 90*+), you gain a +1 bonus per die to any dice rolled to determine damage caused by [Fire] spells you cast. For example, if a 9th level wizard with this feat casts fireball
in a hot area, the spell does 9d6+9 points of damage.
In areas of extreme heat (temperature 140*+), the damage bonus increases to +2 per die.
The Fire Mage
<insert burning fiery fluff here, but we all know pyros need no excuse to exist!>Requirements
To qualify to become a fire mage, a character must meet all the following criteria.Feats:
Knowledge (Arcana) 8 ranksSpells:
Able to cast 1st level arcane spellsSpecial:
The character must spend 24 hours unprotected in an area of extreme heat (desert sun, volcanic vent, etc)Hit Die:
Average (as Rogue)Saves:
Good Fort and WillSpellcasting:
10/10 existing spellcasting class1st-
Fire Affinity, Flame's Initiate2nd-
Lure of the Flames3rd-
Blessing of Eternal Fire, Metamagic Feat4th-
Perpetual Burn, Metamagic Feat7th-
Pyromancer, Metamagic Feat10th-
Firelord's ApotheosisClass FeaturesFire Affinity ():
Automatic Energy Sub (Fire)Flame's Initiate ():
+1/dieLure of the Flames ():
+1/2 levels CL w/ fire spellsBlessing of Eternal Fire ():
+1/3 levels DC w/ fire spellsFlame's Pupil ():
+2/dieImperfect Flame ():
Fire subtype, fire spells uncappedPerpetual Burn ():
Searing flame, total bypass other than fire subtypeFlame's Master ():
+3/die, elemental typeFlame's Sculptor ():
-1 level/metamagic feat on fire spellsPyromancer ():
Autolearn all spells with the fire descriptorFirelord Apotheosis ():
+4/die, no longer take x2 damage from cold, full damage to all targets
All for now, preliminary includes several revamped feats and a quick and dirty ability description.