Embermage

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Requirements

Skills: Knowledge (arcana)(10 ranks)

Feats: Endurance, Spell Focus (Evocation), Spell Penetration

Spellcasting: Must be able to cast 3rd-level arcane spells. Must be able to cast five spells of the fire type and may cast no spells of the cold type.

Special: Must have been reduced to negative hit points entirely through damage by fire, or killed by a fire attack. May use no spell or item that provides protection against fire (doing so prevents the use of embermage abilities until the protection ends).

Summary



Although there are others who claim to be fire wizards, the embermages may be the truest sort of fire mage. Fire smolders within them. Their blood literally burns. This fire makes them tough, they have to be, for they must access their powers by releasing the fire within. Not only does your very blood burn and can cause severe damage to others but your touch can burn as well causing problems for any foe that dare try to lay hands on you. You eventually can use this burning power to manifest shields and swords of flame, shoot freakin' lasers out of your eyes and eventually cause people to implode from the sheer power.

Role: Spell DPS

Characteristics: Firey individuals who manifest through blazing infernos

Source: Complete Book of Eldritch Might

Game Rule Information

The Embermage has the following game statistics.

Abilities: Intelligence for your auxiliary abilities and maybe your casting stat but you may also want Charisma if that is your casting stat as well. Dexterity is key for selecting when you want to get damaged as maintaining your HP is the best way to get the most out of your embermage abilities.

Alignment: Any

Hit Die: d6

Starting Gold: N/A

Class Skills

The Embermage's class skills are Concentration (Con), Craft (any) (Int), Knowledge (any) (Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (Int), and Spot (Wis).

Skill Points at 1st Level: (2 + Int modifier) × 4

Skill Points at Each Additional Level: 2 + Int modifier

Class Features

All of the following are class features of the Embermage.

Weapon and Armor Proficiency: A Embermage is proficient with whatever they were already proficient with prior to taking levels in this class.

Spells per Day: When a character reaches an odd-numbered embermage level, he gains new spells per day as if he had also gained a level in his previous spellcasting class. He does not, however, receive any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on). This essentially means that he adds the level of embermage to the level of his other spellcasting class, then determines spells per day (and caster level) accordingly.

For example, if Serai, a 9th-level sorcerer, gains a level in embermage, he gains new spells as if he had risen to 10th level in sorcerer, and he casts them at 10th level. However, he uses the other embermage aspects of level progression, such as base attack bonus and save bonus. If he next takes a level of sorcerer, making him an 10th-level sorcerer/1st-level embermage, he gains spells as if he had risen to 11th-level sorcerer.

If a character had more than one spellcasting class before becoming an embermage, he must decide which class receives each level of embermage, for the purposes of determining spells per day.

Burning TouchSp: The embermage can call flames to the tips of his fingers as a free action, inflicting 1d4 + 1 points of fire damage per class level (maximum +5) if touched to a foe. (The touch attack is handled normally.) The flames can set flammable objects like paper alight. The flames last 1 round. These flames come from within the character, inflicting 1 point of fire damage upon him each time he uses this ability.

Burning BloodSp: The 2nd-level and higher embermage can cut himself (a standard action), inflicting 1 to 5 points of fire damage upon himself (his choice). His flaming blood gushes from the wound, causing everyone within 5 feet to suffer 1d6 points of fire damage for each point the embermage suffered.

Fingers of FireSp: Calling fire to the tips of his fingers, the embermage, starting at 4th level, can launch one to five spurts of flame in a single round up to 30 feet away. If firing multiple spurts, the embermage can target different foes, but no two can be more than 10 feet apart. Each spurt requires a ranged touch attack and inflicts 2d6 points of fire damage. Each spurt inflicts 2 points of fire damage on the embermage as well.

Burning Blood BacklashSu: Whenever the 6th-level or higher embermage suffers damage from a slashing or piercing attack, the resulting spurt of inner fire and burning blood inflicts 1d6 points of fire damage upon the attacker, if he is within 5 feet.

Tongue of FireSp: Once per day starting at 8th level, the embermage can spit two gouts of flame as a standard action. One forms a flaming shield with no check penalty or spell failure chance; it provides a +3 armor bonus. The other forms a flame blade, as the spell. This weapon and shield last for 10 minutes.

Eyes of FireSp: Once per day beginning at 9th level, the embermage can shoot from his eyes a blast of fire 5 feet wide and 100 feet long + 10 feet per class level. All within this area must make Reflex saving throws (DC 10 + embermage’s Intelligence modifier + embermage’s class level) or suffer 1d6 points of fire damage per embermage class level (maximum 10d6). This fire is so hot that even creatures immune to fire suffer half damage, and characters with fire resistance get only half their normal resistance (so a character with 12 points of fire resistance from resist energy [fire] gets only 6 points of resistance).

Internal ExplosionSp: Once per day starting at 10th level, an embermage can call upon his most dreaded power. He can temporarily transfer the ultra-hot flame within himself to some other victim(s). This works exactly like the spell implosion, except that the target explodes in flame. The save Difficulty Class is equal to 10 + the embermage’s Intelligence modifier + the embermage’s class level. Creatures immune to fire suffer no damage, but characters with fire resistance have no special protection.

Table 1-1: Embermage Progression
Level Base

Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special Spells per Day
1st +0 +2 +0 +2 Burning touch +1 level of existing class
2nd +1 +3 +0 +3 Burning blood
3rd +1 +3 +1 +3 +1 level of existing class
4th +2 +4 +1 +4 Fingers of fire
5th +2 +4 +1 +4 +1 level of existing class
6th +3 +5 +2 +5 Burning blood backlash
7th +3 +5 +2 +5 +1 level of existing class
8th +4 +6 +2 +6 Tongue of fire
9th +4 +6 +3 +6 Eyes of fire +1 level of existing class
10th +5 +7 +3 +7 Internal explosion