Firelord (3.5e Prestige Class)

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Fire Lord[edit]

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

Making a Fire Lords[edit]

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

Fire Lord are persons so consumed by the alluring power of fire that they give into the destructive forces of the world. Fire Lord generally are Sorcerers wishing to expand their destructive repetoir or 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 Lords 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 mages will become Fire Lords 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 Lords.

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

Hit Die: d4

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

Weapon and Armor Proficiency: Fire Lords are proficient with all simple weapons. Fire Lords 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 Lord, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Fire Resistance (Ex): A fire lord and any familiar/animal companion he may have both gain fire resistance equal to 3 times his fire lord level.

Warm Blooded (Ex): At 1st level, a Fire Lord'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.

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

Spirit of Fire (Ex): At 3rd level, the firelord has the spirit of fire within her, granting her +1 damage per die on all fire spells she casts. This increases to +2 damage per die at 6th level and +3 at 9th level.

Fiery Aura (Su): At 5th level, a Fire Lord 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 Lord levels (rounded down). While the aura is manifested, your fire spells have lingering affects, all creatures that were dealt damage by your fire spells take additional damage on your next turn equal to half of the damage they were dealt unless they make a save fortitude save DC 10 + spell level + relevant spellcasting modifier. A Fire Lord can keep this shield up for up for 1 round/class 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 Lord 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 level 8, once per day if a Fire Lord 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 Lord. Unlike normal regeneration, this ability does not allow a Fire Lord to reattach or regrow limbs.

Metapyro (Su): At 9th level, a Fire Lord 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.

Fire Immunity (Su): At 10th level, Fire Lord and his familiar both gain immunity to Fire and vulnerability to Cold. Any fire based spell that would hit the Fire Lord will instead pass through his body harmlessly and the spell continues to travel forward unaffected and can affect other creatures as normal. If Fire Lord and/or his familiar are within an area of effect of a spell that deals fire damage, their resistances and immunities apply as normal.

Super Nova (Su): At 10th level, a Fire Lord 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 Lord 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 Lord half his current Hit Points (rounded down) and knocks the Fire Lord 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 Lord'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 Lord and his familiar 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 Lord'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 Lord is below half his total Hit Points, a Fire Lord 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 Lord can stay in this the elemental form for 1 hour/Fire Lord level, after which he reverts to his human form.

Campaign Information[edit]

Playing a Fire Lord[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 Lord 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 Lord. Paladins, Clerics, and other lawful individuals may have a harder time dealing with a Fire Lord's fiery temper.

Combat: Fire Lords 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 Lord, they will no get away unscathed.

Fire Lords in the World[edit]

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

NPC Reactions: Fire Lords seem human, but their burning desire to set blazes quickly notifies everyone within a 10 mile radius that there is a Fire Lord 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 Lord Lore[edit]

Characters with ranks in Knowledge (the planes) can research Fire Lords 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 Lord. These creatures are said to be capable of handling fire far beyond the means of a normal man.
10 Fire Lord are immune to the damage from the elemental flames they love.
15 Fire Lords are able to mimick the abilities of outsiders from the elemental plane of fire.
20 Some Fire Lords are capable of transforming into the very living flame in which they follow. These Fire Lords are dangerous enemies.

Fire Lords in the Game[edit]

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

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

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