First off, some feats!
Flamecasting [General]You add an element of fire to your spell's components to make them more powerful.
Prerequisite: Con 13
Benefit: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, Flamecasting
Benefit: 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: Cold Focus
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 Fire Focus, Spell Focus, and Greater Spell Focus.
Fire Spell Specialization [General]You do additional damage with fire spells.
Prerequisite: Con 13, Flamecasting, Blazing Magic
Benefit: 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.
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The Fire Mage
<insert burning fiery fluff here, but we all know pyros need no excuse to exist!>
RequirementsTo qualify to become a fire mage, a character must meet all the following criteria.
Feats: Blazing Magic
Skills: Knowledge (Arcana) 8 ranks
Spells: Able to cast 1st level arcane spells
Special: The character must spend 24 hours unprotected in an area of extreme heat (desert sun, volcanic vent, etc)
Hit Die: d4
BAB: Average (as Rogue)
Saves: Good Fort and Will
Spellcasting: 10/10 existing spellcasting class
1st- Fire Affinity, Flame's Initiate
2nd- Lure of the Flames
3rd- Blessing of Eternal Fire, Metamagic Feat
4th- Flame's Pupil
5th- Imperfect Flame
6th- Perpetual Burn, Metamagic Feat
7th- Flame's Master
8th- Flame's Sculptor
9th- Pyromancer, Metamagic Feat
10th- Firelord's Apotheosis
Class FeaturesFire Affinity (): Automatic Energy Sub (Fire)
Flame's Initiate (): +1/die
Lure of the Flames (): +1/2 levels CL w/ fire spells
Blessing of Eternal Fire (): +1/3 levels DC w/ fire spells
Flame's Pupil (): +2/die
Imperfect Flame (): Fire subtype, fire spells uncapped
Perpetual Burn (): Searing flame, total bypass other than fire subtype
Flame's Master (): +3/die, elemental type
Flame's Sculptor (): -1 level/metamagic feat on fire spells
Pyromancer (): Autolearn all spells with the fire descriptor
Firelord 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.