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Posted: Thu Sep 09, 2004 4:12 pm
Personally, I think the class would benefit from a slightly expanded spell list. I would add, at the very least "Produce Flame" as a first or second level spell. That spell is normally a druid/Fire Domain spell, but it sorta embodies the essence of this class. Of course that's just my opinion. For the sparser levels, look at the Fire Domain, and other classes maybe. I don't have my PHB with me right now, but I think there would be a few good ones.
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Posted: Sun Sep 12, 2004 1:44 pm
Lord Quintus Personally, I think the class would benefit from a slightly expanded spell list. I would add, at the very least "Produce Flame" as a first or second level spell. That spell is normally a druid/Fire Domain spell, but it sorta embodies the essence of this class. Of course that's just my opinion. For the sparser levels, look at the Fire Domain, and other classes maybe. I don't have my PHB with me right now, but I think there would be a few good ones. Those are great ideas, but i was planning on keeping it strictly to the sorc/wizard spell lists. The reason i gave him such a low number of spells was because he is a part melee class as well as a spellcaster, and his abilities more than make up for his lack of spells.
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Posted: Sun Sep 12, 2004 7:16 pm
GeohoundofDoom Lord Quintus Personally, I think the class would benefit from a slightly expanded spell list. I would add, at the very least "Produce Flame" as a first or second level spell. That spell is normally a druid/Fire Domain spell, but it sorta embodies the essence of this class. Of course that's just my opinion. For the sparser levels, look at the Fire Domain, and other classes maybe. I don't have my PHB with me right now, but I think there would be a few good ones. Those are great ideas, but i was planning on keeping it strictly to the sorc/wizard spell lists. The reason i gave him such a low number of spells was because he is a part melee class as well as a spellcaster, and his abilities more than make up for his lack of spells. I can understand that, but I think "Produce Flame" is kinda the spell that embodies this class. Perhaps it could be included as a 4th or 5th level spell, since those levels are so sparse? The Flamecaller can use metamagic, right? Also, do you plan to post an abosolute and final version of the class in chart form in this forum?
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Posted: Sun Sep 12, 2004 7:40 pm
Lord Quintus GeohoundofDoom Lord Quintus Personally, I think the class would benefit from a slightly expanded spell list. I would add, at the very least "Produce Flame" as a first or second level spell. That spell is normally a druid/Fire Domain spell, but it sorta embodies the essence of this class. Of course that's just my opinion. For the sparser levels, look at the Fire Domain, and other classes maybe. I don't have my PHB with me right now, but I think there would be a few good ones. Those are great ideas, but i was planning on keeping it strictly to the sorc/wizard spell lists. The reason i gave him such a low number of spells was because he is a part melee class as well as a spellcaster, and his abilities more than make up for his lack of spells. I can understand that, but I think "Produce Flame" is kinda the spell that embodies this class. Perhaps it could be included as a 4th or 5th level spell, since those levels are so sparse? The Flamecaller can use metamagic, right? Also, do you plan to post an abosolute and final version of the class in chart form in this forum? Actually, if you see my revision of it, he can effectively cast it as a class ability, not as a spell.
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Posted: Sun Sep 12, 2004 8:26 pm
Kalgalath Lord Quintus GeohoundofDoom Lord Quintus Personally, I think the class would benefit from a slightly expanded spell list. I would add, at the very least "Produce Flame" as a first or second level spell. That spell is normally a druid/Fire Domain spell, but it sorta embodies the essence of this class. Of course that's just my opinion. For the sparser levels, look at the Fire Domain, and other classes maybe. I don't have my PHB with me right now, but I think there would be a few good ones. Those are great ideas, but i was planning on keeping it strictly to the sorc/wizard spell lists. The reason i gave him such a low number of spells was because he is a part melee class as well as a spellcaster, and his abilities more than make up for his lack of spells. I can understand that, but I think "Produce Flame" is kinda the spell that embodies this class. Perhaps it could be included as a 4th or 5th level spell, since those levels are so sparse? The Flamecaller can use metamagic, right? Also, do you plan to post an abosolute and final version of the class in chart form in this forum? Actually, if you see my revision of it, he can effectively cast it as a class ability, not as a spell. You know, I had the sneaking suspicion that was true, but I skimmed that part.
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Posted: Mon Sep 13, 2004 10:49 am
Well there you have it. biggrin Also Kalgalath, you wouldnt mind helping me out making that final chart, unless you feel as though it needs a little more tweaking?
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Posted: Mon Sep 13, 2004 2:41 pm
GeohoundofDoom Well there you have it. biggrin Also Kalgalath, you wouldnt mind helping me out making that final chart, unless you feel as though it needs a little more tweaking? Sure. I think the class is good to go now. It seems pretty balanced to me, without any problems that might lead to Munchkining. Except maybe like if you had a big party of them or something, lol. That might get ugly, what with a few designated as Callers and the others designated as Shapers and Animaters... *Envisions a battle where the monsters must fight an army of animated flames. Shudders* Other than that, I'd almost go so far as to say hes underpowered in certain ways, but thats not necessarily a bad thing. I'll do up an official-looking info sheet for the class during tonight's miniquest. *Crosses fingers hoping it will be concluded tonight*
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Posted: Mon Sep 13, 2004 6:50 pm
The FlameCallerA Base Class. ((Someone feel free to send me flavor text to add here. Otherwise, heres the game rule information smile ) Game Rule Information: Abilities: Charisma is the FlameCaller's primary ability score. It determines how many bonus spells per day she recieves and how difficlut her abilities are to resist. Constitution and Strength are also important to bolster the FlameCaller's melee capabilities. Alignment: Any Hit Dice: d8 Class Skills: The FlameCaller's Class Skills are: Concentration, Craft (Any), Bluff, Intimidate, Knowledge(Arcana), Knowledge(The Planes), Profession (Any), Spellcraft, Use Magic Device, and Speak Language (Ignan). Skill Points Per Level: 4 + Int Modifier.


Class Features: Weapons/Armor Proficiency: The FlameCaller is proficient with all simple and martial weapons, and with light armors, but not shields. He does suffer from Arcane Spell failure penalties.
Spells: A FlameCaller casts spells in the same manner as a Sorceror. When the FlameCaller gains access to a new spell level, he learns all the spells he has available of that level. FlameCallers with high Charisma gain extra spells per day in the same way a Sorceror would.
Bonus Feats: The Flame Caller gains and extra feat at first level, and then another feat once every 4 levels. These feats may be taken from either the fighter feats list, or from the Arcane Metamagic feats.
Gather Flames: The FlameCaller draws nearby flames, either magical or otherwise, to his weapon, wreathing it in a ring of fire. This fire does 1d6 extra fire damage on a successful attack. The flames can be drawn to the blade from a range of 10 feet per d6 of gathering strength. Does not stack with burning or any other flaming weapon abilities. The FlameCaller may use this ability as a move action. Lasts until dispelled by the caster. Every 4 levels after 2nd, the amount of fire the Caller can draw increases, increasing the damage bonus for his weapon by 1d6. Flames may be gathered from any source, causing the original flame to either vanish or be diminished (depending on its size.) Magical sources of flame, such as another wizards Flame Shield, do not disappear or diminish; they simply replenish magically.
Flame Armor: The FlameCaller pulls the flames on his weapon to himself, sheathing himself in a coating of semi-solid flames. These flames harm neither the caster nor his equipment, and provide an Armor bonus of +4. This bonus increases by +2 per d6 of FlameGathering after the first. Any creature attacking the FlameCaller with natural weapons while she is under the effects of this ability takes 1d4 fire damage per d6. This ability is used as a move action, and lasts for a number of rounds equal to the FlameCaller’s class level.
Hurl Flames: The FlameCaller swings his blade at an enemy, flinging gathered flames at him. If a successful ranged touch attack is made, the creature takes 1d6 Fire damage per d6 of Flame Gathering, and is set on fire for a number of rounds equal to the FlameCaller’s class levels, causing it to take 1d6 fire damage per round.
Create Flames: Through his magical bond with the elemental plane of fire, the FlameCaller can summon magical flames to his side as a standard action. These flames are small, enough to heat a 15’ by 15’ area. Optionally, the flame caster raise the temperature of an area of the same size, without flames, or he may direct the heat at an enemy, causing it to take a -2 penalty to all rolls as long as the FlameCaller maintains concentration. This ability can be used 3/day, and takes a standard action.
Improved Flame Gathering: Because of his experience with working with flames, the FlameCaller can summon flames to his blade more quickly. Using Gather Flames is now an immediate action instead of a move action.
Burning Shield: The FlameCaller takes the gathered flames from his blade and wraps them into a solid shield of flames, and casts it to float in front of him. The flames provide a +1 Shield bonus per d6 of Flame Gathering. Because the shield floats in front of the caster, it does not cause spell failure or armor check penalties (as force screen).
Flame Wave: The Flame Caller causes the flames on his blade to shoot outwards, burning creatures in an arc in front of him. The wave deals 2d10 damage per d6 of Flame Gathering in a 60’ cone-shaped spread. The FlameCaller then calls the flame back to his blade. This ability takes a full action. Creatures may make a reflex save (DC 10 + Class level + Cha modifier) for half damage.
Create Greater Flames: Through his magical bond with the elemental plane of fire, the FlameCaller can summon even more magical flames to his side as a standard action. These flames are large, enough to heat a 50’ by 50’ by 20’ area. Optionally, the caster may use the minor ability on up to 3 targets simultaneously. This ability can be used 2/day, and takes a standard action. Create Flames is still useable 3/day as well.
Flame Wall: (umm... need some flavor text here. . . like firewall, basically.)
Expert Flame Gathering: Because of his experience with working with flames, the FlameCaller can summon flames to his blade more quickly. Using Gather Flames is now a free action instead of an immediate action.
Flame Burst: The FlameCaller bursts into flames, shooting them outwards at his enemies. All creatures in a 30-ft radius centered on the FlameCaller take 1d6 fire damage per class level, making a reflex save for half (DC 10 + Class level + Cha modifier) . This ability is useable 1/day as a standard action.
Immolation: At 20th level the Flamecaller is so attuned to the plane of fire, that simply by willing it, she can cause an opponent to burst into flames of hellfire. This ability is the most powerful a Flamecaller can attain, and it can be used only once per day. Immolation is a swift action, and requires no preperation. This attack deals 10d6 points of fire damage every round for 4 rounds unless the target makes a Will save (DC 10 + Class level + Cha modifier).
Control Flames: FlameCallers are masters of Flame. They can shape it, make it grow, and even make it seem to come alive. Powerful FlameCallers can take even the smallest flame and use it to create raging infernos. ---As a standard action, a FlameCaller may sieze control of any natural flame. The size of the fire that he can control is dictated by his class level. (See table below) This control is maintained as long as the FlameCaller concentrates. Should his control lapse, the fire returns to its original state, extinguising if it no longer has fuel. While controlling a flame, the Flamecaller may do the following, once per round: *Animate: A FlameCaller can make a flame seem to come alive, moving on its own. The flame moves at a rate of 30ft per round, and any creature in a space it moves into or occupies must make a Reflex save or take the damage listed on the table below. A successful save moves the creature into an adjacent square. *Sustain: The flame no longer needs to consume fuel, because the Flamecaller is sustaining its life through his will. If he moves the flame away from its source and then loses control, the flame dies. *Increase Size: A flamecaller can increase the size of a given flame by one. This may be used multiple times on the same flame. *Intensity: The flamecaller may increase the heat generated by the flame, increasing its damage dice from d6's to d8's. (Or d3 to d4). This may be used once only on any given flame. ---For every 5 fire-based class levels the FlameCaller attains, he can control one additional flame at a time. (Examples of other Fire-Based classes would be: Pyrokineticist, Fire Tainted, Fire Elemental Transition Class)
This is the table for control flames from the XPB. What I would change is shift the table down one... i.e. a flamecaller, because of his specialty, can control Diminuitive or smaller flames at first level.
 FlameCaller Spell List: These Spells are taken from the Wizard/Sorceror List.
0: Detect magic, flare, dancing lights, read magic. 1: Endure elements, Burning Hands, Magic Weapon. 2: Resist Energy, Continual Flame, Flaming Sphere, Scorching Ray, Pyrotechnics. 3: Protection from energy, Fireball, Flame Arrow, Explosive Runes. 4: Fire Shield, Wall of Fire, Fire Trap. 5: Permanency, Shadow Evocation 6: Greater Dispel Magic, Guards And Wards. 7 biggrin elayed Blast Fireball, Prismatic Sphere. 8: Incendiary Cloud, Sunburst 9: Meteor Swarm, Timestop.
And a special feat available only to FlameCallers: Flame Evocation [Special] You learn a non-fire evocation spell, and cast it as if it were a fire spell. Prerequisite: Flamecaller level 3 Benefit: Each time you take this feat, you learn an new evocation spell . This spell is chosen from the Wizard/Sorceror spell list, and can be of a spell level up to one less than your current max spell level. When you cast this spell, it deals fire damage, regardless of what kind of energy damage it usually deals. Special: This feat may be taken multiple times, each time choosing a new evocatoin spell to learn. The flamecaller may choose this as one of his bonus feats.
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Posted: Mon Sep 13, 2004 8:11 pm
hay GeohoundofDoom i have a saluthion to the armer problem. if you set the armer aspect up like a battle mage they can were armer but nothing like full plate. it i think can only have a spell failuer of 50% on the armer. i may be wrong i have not seen the battle mage stats in a long time.
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Posted: Tue Sep 14, 2004 10:14 am
Whoopsies.... I forgot to add in weapons/armor for the Flamecaller, as well as skills and hit dice and a few other things, lol.
*Goes off to edit Rihana's Post*
Edit: Ok, I *think* that should be all for the FlameCaller. If I've missed something, PM either me or Rihana.
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