Firelord (3.5e Prestige Class)

From D&D Wiki

Jump to: navigation, search
Firelord (3.5e Prestige Class)
Rating: Not rated
(Rate this class)
Status: Complete
Editing: Constructive edits welcome

Fire Fiend[edit]

Masters of destruction and rebirth, the Fire Fiends leave behind a wake of ashes and fire and charred bones.

Making a Fire Fiend[edit]

"Lets watch the world burn!"
—- Ashran the Fire Fiend

Fire Fiends are persons so consumed by the alluring power of fire that they give into the destructive forces of the world. Fire Fiends generally are Sorcerers wishing to expand their destructive repetoir or Druids wishing to burn away the impurity of civilization. Fickle as the flame, their whims change moment to moment. Beware their short tempers because they have been known to set people alight for even the smallest of annoyances. Their only true desire is to see the beauty of the burning flame everywhere they walk. Most civilized areas will shun or even hunt down Fire Fiends because of their affinity for setting fires to their towns. More primitive lands may see these people as cruel spirits or minor deities that should be given tribute so that they don't burn down their villages. Some druids will become Fire Fiends so that they can burn the earth clean and allow to grow anew. Ultimate fiery power awaits those who tread this path.

Abilities: Charisma is most important stat for Fire Fiends.

Entry Requirements
Alignment: Any Chaotic
Spellcasting: Ability to cast 1st level divine spells
Abilities: 16 Charisma
Feats: Spell Focus (evocation)
Skills: Knowledge (the planes) 5 ranks, Concentration 5 ranks, Spellcraft 5 ranks.

Table: The Fire Fiend

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +0 +0 +2 Fire Orb, Continual Flame, Warm Blooded +1 divine spellcasting class level
2nd +1 +0 +0 +2 Sympathy for the Devil +1 divine spellcasting class level
3rd +2 +1 +1 +3 Flameskin +1 divine spellcasting class level
4th +3 +1 +1 +3 Spell Exchange +1 divine spellcasting class level
5th +3 +1 +1 +4 Fiery Aura +1 divine spellcasting class level
6th +4 +2 +2 +4 Spell Penetration +1 divine spellcasting class level
7th +5 +2 +2 +5 +1 divine spellcasting class level
8th +6 +2 +2 +5 Purity of the Crucible +1 divine spellcasting class level
9th +6 +2 +2 +6 Metapyro +1 divine spellcasting class level
10th +7 +3 +3 +7 Super Nova, Inferno Form +1 divine spellcasting class level

Class Skills (2 + Int modifier)
concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (the planes) (Int), Perform (Cha), Profession (Wis), Use Magic Device (Cha), Spellcraft (Int).

Class Features[edit]

All of the following are class features of the Fire Fiend.

Weapon and Armor Proficiency: Fire Fiends are proficient with all simple weapons. Fire Fiends are proficient with light armor but not with shields of any kind.

Spellcasting: At each level you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane or divine spellcasting class before becoming a Fire Fiend, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Wild Shape: Each level of Fire Fiend counts as a level of Druid for the purposes of determining your wildshape abilities and the daily number of uses of Wild shape. You do not, however, gain any other benefit a character of that class would have gained.

Fire Orb (Su): At 1st level, as a swift action, Fire Fiends can conjure several flaming orbs in their open hands (or appendages). The Fire Orbs harm neither you nor your equipment. One Fire Orb can occupy one appendage at a time. The Fire Orbs can be hurled or used as part of an melee attack against enemies. When you can strike an opponent with an unarmed or armed melee attack, each attack deals additional fire damage equal to 1d6 +1/3 caster levels (rounded down) and expends 1 Fire Orb. Alternatively, you can hurl up to 2 Fire Orbs up to 50ft plus 15ft/Fire Fiend level as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and each orb deals fire damage equal to 1d4/two caster levels + charisma modifier. The number of Fire Orbs that can be conjured per day is equal to his charisma modifier + 1/caster level.

Warm Blooded (Ex): At 1st level, a Fire Fiend's body becomes attuned to heat as if he were burning with actual fire; he no longer succumbs to the dangers of hot areas such as deserts. If the Fire Fiend is a Druid and has Trackless Step (Ex), the Fire Fiend can leave a trail of ash in natural surroundings which is easily tracked, giving anyone looking a trail +20 to a search check.

Continual Flame (Su): At 1st level, a Fire Fiend gains Continual Flame as a spell-like ability spell and can be used as many times as the Fire Fiend wishes.

Sympathy for the Devil (Su): At 2nd level a FireFiend is greatly respected by fire creatures and gains +4 modifier to diplomacy when interacting with creatures with the fire subtype. If Fire Fiend casts the Summon Monster spell or Summon Nature's Ally spell, creatures with the fire subtype summoned this way enter the battlefield as if under the effect of the feat Augment Summoning. If he already has Augment Summoning, then his summons instead gain +6 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it. At level 8, these enhancement bonuses are increased to +6 without Augment Summoning or +8 with Augment Summoning.

Flameskin (Ex): at 3rd level, Fire Fiend and his familiar/animal companion have become attuned to the fiery elements. Fire Fiend and his familiar/animal companion gain +1 Natural Armor and fire resistance 10 and an additional +1 Natural Armor and +5 fire resistance every three levels after (At lvl 9, Max +3 Nat Armor, 20 Fire Resistance). At level 10, Fire Fiend and his familiar/animal companion both gain immunity to Fire and vulnerability to Cold. Any fire based spell that would hit the Fire Fiend will instead pass through his body harmlessly and the spell continues to travel forward unaffected and can affect other creatures as normal. If Fire Fiend and/or his familiar/animal companion are within an area of effect of a spell that deals fire damage, their resistances and immunities apply as normal.

Spell Exchange (Su): At 4th level, a Fire Fiend has become so accustomed to casting fire spells that he can cast either divine or arcane fire spells. Your total caster level is used to determine which spells you can prepare/memorize from the sorcerer or druid spell lists as long as the spell has the fire type and you have the appropriate level spell slot. For example, a lvl1 Druid/lvl6 Fire Fiend could memorize Flame Strike, but a lvl1 Sorcerer/lvl6 Fire Fiend could not.

Fiery Aura (Su): At 5th level, a Fire Fiend can at-will summon a shield of fire similar to Fire Shield. When Fiery Aura is active, you appear to immolate yourself, but the flames are thin and wispy, giving off light equal to only half the illumination of a normal torch (10 feet). While Fiery Aura, you take only half damage from cold-based attacks and any creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d8 + 1d8/3 Fire Fiend levels (rounded down). A Fire Fiend can keep this shield up for up for 1 round/Fire Fiend level per day, though the rounds need not be continuous. This ability cannot be used at the same time as Fire Shield. This effect can remain active while unconscious.

Spell Penetration (Su): At 6th level, a Fire Fiend gains the feat Spell Penetration. If you already have Spell Penetration, you gain Greater Spell Penetration. If you already have Greater Spell Penetration, then you gain a metamgaic feat that you meet the requirements for.

Purity of the Crucible (Ex): At 8th level, once per day if a Fire Fiend is reduced to below half health, he gains Regeneration 2 until he reaches full Hit Points or is out of combat, after which the ability disappears. Cold, lightning, acid, cold iron weapons, and weapons with at least a +2 enhancement deal normal damage to a Fire Fiend. Unlike normal regeneration, this ability does not allow a Fire Fiend to reattach or regrow limbs.

Metapyro (Su): At 9th level, a Fire Fiend can apply Metamagic feats to fire type spells at a reduced cost. You can apply one metamagic feat, even if you don't have that feat, to a single fire type spell and if the feat requires using higher spell slots, this is ignored. Other metamagic feats can be applied to this spell, but they use higher spell slots as normal. This ability can be used 1/day.

Super Nova (Su): At 10th level, a Fire Fiend has been so infused with elemental realm of fire that he can release these cataclysmatic blast with the intensity of the Sun. 1/week, a Fire Fiend can release a blast centered on him that affects all other targets within a 50ft radius area dealing 1d12/caster level fire damage. Creatures inside the blast can make a reflex save of 10 + 1/2 caster level + his charisma modifier for half damage. The bodies of creatures that are killed by this ability are incinerated and cannot be brought back from the dead with exception of Limited Wish, True Ressurection, or Wish. This ability costs the Fire Fiend half his current Hit Points (rounded down) and knocks the Fire Fiend unconscious for 4 round + 1d6 rounds after use. Nothing can prevent or remove the unconscious condition or reduce its duration.

Inferno Form (Ex): At 10th level, a Fire Fiend's body has been transformed into a living fire, beneath his skin roars a raging fire waiting to erupt should his rage build. The Fire Fiend and his familiar/animal companion replace their type with the Outsider type and Fire subtype and gain all traits, but may still be raised from the dead despite their new type. If a Fire Fiend's skin cut in his human form, his wounds will spout fire instead of blood, dealing 1d6 fire damage to the attacker, and then the wound will cauterize itself which prevents bleeding out (automatically stabilizes if dying). Once per day, if the Fire Fiend is below half his total Hit Points, a Fire Fiend can use Polymorph to transform into a Fire Elemental of any size, at will. He heals as per the polymorph spell and gains DR5/-. The Fire Fiend can stay in this the elemental form for 1 hour/Fire Fiend level, after which he reverts to his human form.

Campaign Information[edit]

Playing a Fire Fiend[edit]

Religion: FireFiends arent inclined towards any deity, though some worship the the red dragon 'god' Ashardalon. Others will worship their ancestors, the phoenix, or even fire itself.

Other Classes: Fire Fiends rarely seek aid, but they love the company of lively individuals who are just as passionate. Rogues, Bards, Barbarians, Sorcerers, and some Fighters may find great companionship with a Fire Fiend. Paladins, Clerics, and other lawful individuals may have a harder time dealing with a Fire FIend's fiery temper.

Combat: Fire Fiends use every ability in their arsenal to keep enemies far away and crispy. They are powerful ranged combatants that work best to rough up their enemies first so that their melee allies can finish them off. However, if in the heat of the battle a daring opponent somehow got close enough to touch a Fire Fiend, they will no get away unscathed.

Fire Fiends in the World[edit]

Ashes, Ashes, they all fall down!
—Duncan Essex, Human Fire Fiend

NPC Reactions: Fire Fiends seem human, but their burning desire to set blazes quickly notifies everyone within a 10 mile radius that there is a Fire Fiend present. They are often confused for fire elementals. Their chaotic nature often leads to them being treated as dangerous villians and ultimately cast out from society if not killed.

Fire Fiend Lore[edit]

Characters with ranks in Knowledge (the planes) can research Fire Fiends to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (the planes)
DC Result
5 This individual is a Fire Fiend. These creatures are said to be capable of handling fire far beyond the means of a normal man.
10 Fire Fiends are immune to the damage from the elemental flames they love.
15 Fire Fiends are able to mimick the abilities of outsiders from the elemental plane of fire.
20 Some Fire Fiends are capable of transforming into the very living flame in which they follow. These Fire Fiends are dangerous enemies.

Fire Fiends in the Game[edit]

Fire Fiends are unpredictable, some seek to spread awareness of their fire gawd or simply excersize their powers because they can.

Adaptation: Fire Fiends make good replacements for a blasting spellcaster, though they can handle being in melee range without worrying too much about dying instantly.

Personal tools
admin area
Terms and Conditions for Non-Human Visitors