From D&D Wiki
The Flamesworn are an elite group of arcane casters with a powerful link the the Plane of Fire. All Firesworn are sworn to serve the Primal Fire Elemental Pyrrhos who is always looking for new caster to join his ranks. All Flamesworn are given the Mark of Flame at birth in the form of a Fiery glow to there eyes. Firesworn will gladly forsake all non flame based spells to hone his craft of the Eternal Flame.
|Alignment:||Any though Most Flamesworn are Chaotic|
|Class:||Any Spontaneous Spell Caster.|
|Ability:||Charisma 13 or higher.|
|Skills:||Knowledge (Arcana) 4 ranks, Concentration 4 ranks.|
|Spells:||Ability to cast 3rd arcane level spells.|
|Language:||Must be able to speak Ignan.|
All of the following are class features of the Flamesworn.
Mark Of Flame: The Mark of Pyrrhos is seen in the eyes of all Flamesworn. All Cold subtype monster are considered unfriendly and connot be raised.
Weapon and Armor Proficiency: Flamesworn are proficient with all simple weapons as well as Rapiers and Longswords. Flamesworn are proficient with light armor but not with shields of any kind.
Aversion to Frost A Flamesworn finds the chill of Frost revolting and would never consider it to be a reasonable weapon. All Cold Spells are no longer usable.
Fire Resistance (Ex): A Flamesworn has a Resistance to Fire equal to half his caster level.
Impress Flames (Ex): Every time a Flamesworn inflicts Fire damage on any target he inflicts an amount of extra Fire Damage equal to his Charisma modifier.
Ignite (Sp): As a standard action, a 2nd level Flamesworn can cause any creature or object to burst into flame. A creature on fire suffers 1d6 of Fire damage per round. The creature can attempt to put itself out with a DC 15 Reflex save (see the DMG, p. 303) but make no reflex save to avoid the application of ignite. This ability can be used out to Medium range. It always hits Objects but must make a Ranged touch attack to hit a creature. The Flamesworn may use this ability once per day and additional times as a 2nd level spell.
Piercing Flames (Ex): From 3rd level on a Flamesworn's Fire cuts through Fire Resistance, hardness, and Immunity. Spells Will deal 50% damage on creatures that are immune and will penetrate (1d4 + Caster Level (max 10)) Fire Resistance. Due to his deep Connection to the Element of Fire the Flamesworn must give up the ability to use Acid or Lightning Based Damaging Spells.
Hand of Fire (Su): A 3rd level Flamesworn can set fire to their Weapons without causing harm. This adds 1d6 Fire damage to all melee attacks.
Greater Fire Resistance (Ex): A 4th level Flamesworn gains Fire Resistance equal to his caster level.
Smokeless Flame (Sp): A 4th level Flamesworn can create fires that produce no heat and do not burn. These fires can be anything from the size of a torch to a bonfire, and produce light accordingly. Each lasts until the next time the sun rises. Smokeless Flame can be created anywhere within Medium range.
Ignite Mind (Sp): Once per day A 5th level Flamesworn can start a Fire in a creature's mind, duplicating the effects of rage or confusion for a number of Rounds equal to his Caster Level. The victim must be within Medium Range, and is entitled to a Will Save to negate this effect (DC 10 + ½ Level + Charisma Modifier). This is a Mind influencing Compulsion effect. The Flamesworn Gains an extra use of this ability at levels 7 and 10.
Visions of Flame (Sp): Once per day a 5th level Flamesworn can contact other plane to communicate with the denizens of the Elemental Plane of Fire once per day. A Flamesworn is in no danger of becoming insane or damaged by this experience.
Inflame Soul (Sp): An 6th level Flamesworn has burnt his soul to ash, and is no longer susceptible to Energy Drain or Fear. The Flamesworn is also Immune to Fire. The loss of his Soul binds him to Flame eternally as a result he loses the ability to cast damaging Non-Fire spells. However, the full power of the elemental plane of fire is now at his command half of fire damage done is converted into Hellfire piercing all Immunities and Resistances.
Sculpt Flames (Sp): Twice per day a 6th level Flamesworn can create delicate shapes and walls made of fire. The Fire is fully shapeable, but cannot pass through more than 2 squares per level. Any creature passing through a square with fire in it suffers 1d6 of fire damage per level. A creature which is in a square that is being filled with fire is entitled to a Reflex Save (DC 10 + ½ Level + Charisma Modifier) to move to the nearest non-flaming square as an immediate action. These fires persist for 1 round per Caster Level. You may use you may use this spell once per day and then again as a 4th level spell.
Greater Hand of Fire (Su): A 6rd level Flamesworn can omprove the fire on their Weapons without causing harm. This adds 2d6 Fire damage to all melee attacks.
Conflagration (Sp): Once per day At 7th level, a Flamesworn can surround himself with a nimbus of flames that extends for 10' in all directions from his person. All other targets in this area suffer a 1d6 + Caster level/2, but are entitled to a Reflex Save (DC 10 + ½ Level + Charisma Modifier). In addition, a Flamesworn can cast fire shield at will (Hot Shield only).
Firewalk (Sp): An 7th level Flamesworn has become one with Flames. Merging his essence with the chaos of flame the Flamesworn can use Fire to transport himself. Once per day a Flamesworn may use any fire as a transport system with no limit in range. The Flamesworn must Stay within his own plane.
Bonds of Fire (Sp): A 8th level Flamesworn can craft solid fire and entrap a victim in it. The bonds will immobilize a creature which fails a Reflex Save (DC 10 + ½ Level + Charisma Modifier). A creature can attempt to escape by taking a Full round action to make a Strength or Escape Artist test with a DC equal to the Use Rope Skill Result of the Flamesworn. The victim suffers 2d6 points of Fire Damage per round. The bonds of fire last rounds equal to half the Flamesworn Caster Level.
Sending (Sp): A 8th level Flamesworn can send a message, as the sending spell to any creature on any plane of existence with a standard action and receive a reply even if they are on different planes of existence.
Solar Flare (Sp): At 9th level a Flamesworn can call the full power of the Plane of Fire. Engulfing himself in flames as bright as the sun itself illuminating and dispelling all Darkness withing 1d4 Miles. All undead suffer 10 points of damage per round. All creatures specifically vulnerable to light also suffer 10 damage per round (thus, vampires suffer 20 damage per round). All creatures are Dazzled. Creatures must pass a Fortitude save (DC 10 + ½ Level + Charisma Modifier) every minute or become blind for the remainder of the effect. Creatures that are blinded when the effect ends are entitled to another Fortitude save to get their vision back. This effect lasts 1d6, until the Flamesworn dismisses it or he is incapacitated. A Flamesworn may increase this effect at the cost of 1d8 hellfire damage a round.(Channeled)
Rain of Fire (Sp): At 10th level, the Flamesworn can open the skies and dump raw inferno upon all who would oppose him. The fires inflict 1d6 of Fire Damage per level (max 15d6), and victims are permitted a Reflex save (DC 10 + ½ level + Charisma Modifier). The Flamesworn chooses which squares are struck with fire to a maximum of half of his caster level. The Flamesworn may use this abilty as a 9th level spell.