Flame Priest (3.5e Prestige Class)

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Flame Priest[edit]

The reason we come away so cold from reading the word is because we do not warm ourselves at the fire of meditation
—Kelmir Osue, Human Cleric/Flame Priest, Thomas Watson

Enemies shall fear your flames. And allies will respect your power. Fire will dominate all!!!! But will you accept the whispers of fire to become a Flame Priest?

Becoming a Flame Priest[edit]

Characters usually pursue this class if they want master over the flames.

Entry Requirements
Skills: Knowledge (religion) 8 ranks, Knowledge (the planes) 8 ranks
Domain: Fire domain
Feats: fire devotion, energy substitution [fire]
Spellcasting: Able to cast 3rd level divine spells
Patron: A deity of fire
Special: Your deity cannot have access to the water or cold domain’s

Table: The Flame Priest

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spellcasting/spells per day
Fort Ref Will
1st +0 +2 +0 +2 Bonus Spells, Ignan, Fire Resistance 5 +1 level of existing divine spellcasting class
2nd +1 +3 +0 +3 Molten Armor, Spirit of Fire +1 +1 level of existing divine spellcasting class
3rd +2 +3 +1 +3 Flame Familiar, Fire Penetration +2 +1 level of existing divine spellcasting class
4th +3 +4 +1 +4 Fire Resistance 10, Searing Spell +1 level of existing divine spellcasting class
5th +3 +4 +1 +4 Bless Fire, Spirit of Fire +2 +1 level of existing divine spellcasting class
6th +4 +5 +2 +5 Fire's Blessing, Fire Penetration +4 +1 level of existing divine spellcasting class
7th +5 +5 +2 +5 Unrelenting Flames, Fire Resistance 15 +1 level of existing divine spellcasting class
8th +6/+1 +6 +2 +6 Fire Aura, Spirit of Fire +3 +1 level of existing divine spellcasting class
9th +6/+1 +6 +3 +6 Fire Immunity, Fire Penetration +6 +1 level of existing divine spellcasting class
10th +7/+2 +7 +3 +7 Flame Absorbsion, +1 level of existing divine spellcasting class

Class Skills (4 + Int modifier per level)
Bluff (Cha), Concentration (Con), Craft (Int), Decipher script (Int), Diplomacy (Cha), Intimidation (Cha), Knowledge [All] (all skills taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Spellcraft (Int), Spot (Wis).

Class Features[edit]

Spellcasting/spells per day: At each level, you gain new spells per day and an increase in caster level as if you had also gained a level in a divine 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 spellcasting class before becoming a Flame Priest, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Bonus Spells: At 1st level, you gain all [fire] descriptor spells from the sor/wiz spell list to all your divine spellcaster spell list. You must meet all requirements that come with normal spellcasting when learning/preparing spells. You cast these spells as divine spells.

Ignan: At 1st level, you can speak & read Ignan.

Fire Resistance: Beginning at 1st level, the Flame Priest gains increasing resistance to fire. This resistance is 5 points at level 1, and increases to 10 points at level 4 and 15 at level 7

Molten Armor: At 2nd level, the Flame Priest gains a natural armor bonus equal to half your Flame Priest level (rounded down). You are always under the endure elements spell.

Spirit of Fire: At 2nd level, the Flame Priest has the spirit of fire within him, granting him +1 damage per die on all fire spells he casts and fire based abilities. This increases to +2 damage per die at 5th level and +3 at 8th level.

Flame Familiar: At 3rd level, the Flame Priest gains a Fire Elemental with HD equal to half your divine spellcaster level. It's stats are equal to a Fire Elemental, of equal HD. You can obtain a Flame Familiar by praying to your god and paying a tribute of at least 100 gp worth in materials. If the elemental dies or dismissed by the Flame Priest, the Flame Priest must attempt a DC 15 Fortitude saving throw. Failure means he/she loses 200 xp points per Flame Priest level; success reduces the loss to one-half that amount.

Fire Penetration: At 3rd level, the Flame Priest begins to further refine their fire energies, and gains the ability to penetrate spell resistance with greater ease, if they are using a fire spell. He gains a +2 competence bonus on caster level checks (1d20 + caster level) to overcome a creature's resistance. At 6th level, this bonus increases to +4, and at 8th level to +6. These bonuses stack with those granted by the Spell Penetration and Greater Spell Penetration feats.

Searing Spell: At 4th level, the Flame Priests fire magic is bolstered, further scorching their enemies with fire spells that are so hot that they can damage creatures that normally have resistance or immunity to fire. A Flame Priest that has the Searing Spell feat can now cast spells using this feat at the spell’s normal level instead of the normal one level higher. If the Flame Priest doesn't have this feat, then they can they gain it as a bonus feat.

Bless Fire: At 5th level, you can expend one use of the Fire devotion feat and bless natural fire to make them holy/unholy flames. These flames are still fire but gain the holy/unholy ability. This process takes 2 hours of praying & concentration to your god.

Fire's Blessing: At 6th level, fire spells you cast gain a bonus to there spell DC by half your Flame Priest level

Unrelenting Flames: At 7th level, fire spells you cast that require a saving throw gain this ability, when an enemy fails a save against a fire spell that you casted, they ignite into flames & take 1d4 fire damage at each of there turns unless they succeed on a Reflex saving throw (DC = 10 + Flame Priest level + Spellcasting modifier) or put it out by varies means.

Fire Aura: At 8th level, allies withing 30ft of you gain energy resistance [fire] equal to your Flame Priest level + Spellcasting modifier. It also allows the Flame Priest to use the Fire devotion feat more effectively. The fire devotion feat can now be used a bonus once a day per three Flame Priest levels, does and extra 2 points of damage per three Flame Priest levels and lasts for an extra 1 minute per three Flame Priest levels. This ability is canceled when you are fully submerged underwater.

Fire Immunity: At 9th level, you gain Fire Immunity.

Flame absorbsion: At 10th level, when you take fire damage, (even with the fire resistance and immunity,) you heal HP equal to your Flame Priest level + Constitution Modifier. This only works once per round.

Ex-Flame Priest[edit]

You become an Ex-Flame Priest by changing your alignment out of your deities alignment range (no matter how it happened). Also you become an Ex-Flame Priest when you start worshiping a deity that has access to the water or cold domain &/or worshiping a deity without a Fire Domain. An Ex-Flame Priest cant gain levels in this class & loses all features except for the bonus language.

Campaign Information[edit]

This class has not been tested in a Campaign yet.

Playing a Flame Priest[edit]

Combat: It depends on the base class. But usually side by side with clerics. Also they tend to attack aquatic on sight & show's no mercy to them.

Advancement: Characters of this class tend to be a cleric though any spellcasting class can give it support.

Resources: Characters of this class tend to be around wizards, sorcerers, & clerics basically any class or organization that has religion or are around fire users. Though they despise aquatic worshipers.

FP in the World[edit]

Only by burning your sins & your enemies will you be pure of heart
—Coal Osue, Human Cleric/Flame Priest

NPC Reactions: Most NPC don't like the idea of worshiping fire and think of Flame Priests as pyromaniacs that need to be locked up. But in some areas, NPC consider them to be prophets and give them some political power.

Flame Priest Lore[edit]

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

Knowledge (Religion)
DC Result
11 Graves are often not found around these temples because they cremate there dead & put them in jars near the center place of worship to hope they are reborn next to there deity.
16 They leave physical burn marks on themselves.
21 Those who go to the elemental plane of fire are often considered masters of temples they go to by there law.
26 Those who die in a volcano while fighting an aquatic worshiper often have there souls reborn in the Elemental Plane Of Fire & fight alongside there deity.

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