Spellfire Weilder (sorcerer Bloodline) Needs some help.


Conversions


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I was looking at the spellfire wielder feat and the spellfire adept class and thought that sense someone is born with the ability to weild it it would make a great sorcerer bloodline.

anyway i am hitting some roadblocks here is what i have so far, Any help would be great.

Spellfire Weilder

Description

Class Skill:

Bonus Spells: (3rd), (5th), (7th), (9th), (11th), (13th), (15th), (17th), (19th)

Bonus Feats: Arcane blast, Weapon Focus ray

Bloodline Arcana:

Bloodline Powers: Your magic benefits from the latent , growing more potent as you gain levels.

Arcane resiorvior (Su) - At 1st level, you gain the ability to supress the magic of magic items for 24 hours. Make a touch attack agains an item the items weilder may make a will save (dc 10 + charisma mod + 1/2 caster level) to resist the train. Upon a failed save the magical item ceases working for 24 hours, Only a single function of your choosing is supressed objects with multiple functions require an aditional use of this power.

Upon reaching 3rd level when you drain an item you can store the drained energy within yourself an ammount equal to 3 + your charisma modifier. This pooled energy may be used to 'recharge" uses of your sorcerer powers. You may replinish your uses of spellfire blast with the expendadure of 2 arcane resiorvior. You may expand 1 point to replinish one minute of your Spellfire wings.

This ability may be used 3+ charisma modifier times per day.

Spellfire Blast (Su) - At 3rd level, you can fire a ray of spellfire. this does nontyped damage 1d6 +1 per 2 sorc levels. This has a 30 ft range. You can use this ability a number of times per day equal to 3 + your Charisma modifier. by expending a use of spellfire blast Characters with the Arcane blast feat may add this damage to that of their arcane blast as well.

At 15th level you may create a 20 ft burst (reflex for 1/2 damage) and may use your arcan blast feat to further augment the damage.

Spellfire Wings (Su): At 9th level, you can sprout wings of flame and fly for a number of minutes per day equal to your sorcerer level, with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive, but it must be used in 1 minute increments.

(Ex, Sp, Su) - At 15th level, you can

Crown of spellfire (Ex) At 20th level spellfire sufuses you, you may sheath yourself in a cloak of spellfire as a free action. While this cloak is active you give off light as a daylight spell, Gain SR equal to 10 + Sorc levels, Dr 10/magic, Any weapon striking you that has a hardness less than half your sorcorer levels gains the broken condition. a second strike renders the item destroyed.


Don't know how close to the books your trying for ?

But what I would do is more like...

A bloodline doesn't give you enough leeway to work with...go archytype.

Make the class Constitution dependent, like the Scarred Witch

1st level ability: SR 11+HD, and any effect that does not get past the SR is absorbed and replaces an equal level spell slot.
Replaces "spells known".
Spellfire blast as Arcane blast

Later in progression include options for burst effects and such when firing the arcane blast...probably replacing existing Sorcerer bloodline abilities....and eventually build up to the big "crown of fire" type effect....

I did a version of the Spellfire weilder...but actually made it an Oracle Mystery....works out rather well.

Just my two cents :)


Dot.

Although, what about the new Arcanist?

(Lurk mode now engaged.)


Im trying to go for a equilibrium of flavor + balance. It doesn't need to be dead on Just cover most of the bases. Sense they are born with the power Sorcerer just seems like a good choice.

I would like to see your mystery. Someone cursed by mystra to wield spellfire might be cool.


I cant say i agree with constitution. I read one of the spellfire novels and she didn't seem to terribly hardy and was able to do some obnoxous stuff with spellfire. It always seems like a force of her will/personality so con seems like a balancing cop out for the old PR class.


No more feedback?


Amora Games recently had a Kickstarter; there was a preview for the conduit—a base class I made inspired by Spellfire. You probably have to wait for the book to come out now, though. Playtesters were really, really happy with it though, so keep an eye out! :D


clff rice wrote:

Im trying to go for a equilibrium of flavor + balance. It doesn't need to be dead on Just cover most of the bases. Sense they are born with the power Sorcerer just seems like a good choice.

I would like to see your mystery. Someone cursed by mystra to wield spellfire might be cool.

Here ya go.....I have not worked on it for almost two years....so it probably needs some cleaning up....do with it as you will :)

Constitution Dependent: A spellfire wielder uses Constitution instead of Charisma when determining the highest level of spells she can cast, her spell and ability save DCs, and any effects of her revelations normally determined by Charisma.

Spellfire Bolt (Su): You can savage foes with bolts of raw magical energy. As a standard action, you can sacrifice an unused spell slot of 1st level or higher and transform it into a ray, targeting any foe within 30 feet as a ranged touch attack. You deal 2d6 points of force damage, plus an additional 1d6 points of damage for every level of the spell slot you sacrificed.
At 10th level, the bolt’s range increases to 60 feet.
NOTE: 0-level spells may not be sacrificed in this manner.
The oracle still gains her choice of either cure or inflict spells.
This ability replaces an oracles normal “spells known” from levels 1 through 9.

Spell absorption (Ex): When you’re targeted by or inside the area of effect of a spell or spell-like ability that allows spell resistance, you gain SR equal to 5 + your oracle level.
Each time a spell successfully affects you, this SR increases by 2 for 1 hour, to a maximum of 11 plus your character level. You can’t suppress this spell resistance.
Any time a spell or spell like ability fails to overcome your SR, or you succesfully save against the spells effect, you gain a spell slot equal to the level of the spell you resisted. You can’t suppress this spell resistance.
Overload (Su): If a spellfire wielder absorbs more spellfire than the capacity of her mortal form, (as represented by her total spell slots per day) then spellfire overloading has occurred.
As represented on the table below, this has 5 stages, each of increasing severity and danger to the wielder.
Each stage is represented by excess current maximum spell slot levels equal to constitution modifier x overload level.
These dangers can be averted simply by releasing Spellfire energy in the form of a burst of spellfire (area radius equal to the spell slot expended) in sufficient quantity to bring the wielder back down to within the capacity limits of her constitution.
EXAMPLE. A spellfire wielder is a 1st level Spellfire wielder with a constitution score of 15 (+2).
She cannot exceed her normal spell levels per day by more than her constitution modifier of +2.
Upon absorbing a total of 3 spell levels, she is in Stage 1 of Spellfire Overload.
Upon absorbing a total of 4 spell levels, she is in Stage 2.
Upon absorbing a total of 6 spell levels, she is in Stage 3.
Upon absorbing a total of 8 spell levels, she is in Stage 4, etc.
Stage 1: The spellfire wielder can feel the stored energy surging and roiling within, and his or her eyes glow slightly.
The weilder gains the flat footed condition until she brings her spellfire level within the capacity of her constitution.
Flat-Footed: A character who is flat-footed, is unable to react normally to the situation.
A flat-footed character loses his Dexterity bonus to AC (if any) and cannot make attacks of opportunity.
Stage 2: The spellfire wielder feels restless discomfort from the stored energy surging and roiling within, and his or her eyes glow brightly. The weilder gains the fascinated condition until she brings her spellfire level within the capacity of her constitution.
Fascinated: A fascinated creature is entranced by a supernatural or spell effect. The creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts. It takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat, such as a hostile creature approaching, allows the fascinated creature a new saving throw against the fascinating effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature, automatically breaks the effect.
A fascinated creature’s ally may shake it free of the effect as a standard action.
Stage 3: The spellfire wielder feels a burning sensation racing about within, and his or her fingertips feel numb.
Small, delicate objects are readily dropped, which the DM should adjudicate. The wielder's eye blaze enough to be noticed as light sources even when she or he stands in full sunlight, and even the wielder's skin glows faintly (5 foot radius of light).
The weilder gains the sickened condition until she brings her spellfire level within the capacity of her constitution.
Sickened: The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
Stage 4: The spellfire wielder's skin glows brightly (10 foot radius of light), and his or her eyes are as bright as lanterns.
The wielder is wracked with pain and feels as if she is on fire inside. The weilder gains the naseated condition until she brings her spellfire level within the capacity of her constitution.
Nauseated: Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move actions per turn.
Stage 5: The spellfire wielder's own clothing and items ignite and are swiftly consumed, doing possible fire damage to surroundings, but none to their wearer . The wielder's skin glows brightly (15 radius of light), emitting heat that can be felt up to 5 feet distant and causing discomfort, but not damage, to other living things. The weilder gains the confused condition until she brings her spellfire level within the capacity of her constitution.
Confused: A confused creature is mentally befuddled and cannot act normally. A confused creature cannot tell the difference between ally and foe, treating all creatures as enemies. Allies wishing to cast a beneficial spell that requires a touch on a confused creature must succeed on a melee touch attack. If a confused creature is attacked, it attacks the creature that last attacked it until that creature is dead or out of sight.
This ability replaces the oracles curse, and first level revelation.

A spellfire weilder can choose from the following revelations.
Eldritch Resistance (Su): You gain resistance 2 to acid, cold, electricity, fire, and sonic.
This resistance increases to 5 at 5th level, 10 at 11th level, and 20 at 17th level.
Mystic Null (Ex): You gain a +2 insight bonus on saves against spells and spell-like abilities. At 7th level, this bonus also applies on saves against supernatural abilities. At 11th level, the bonus increases to +4.
Rapid Blast (Su): The weilder can release two blasts of spellfire energy as a full round action. This increases to three at 8th level, and a total of 4 blasts at 15th level. Each blast after the first suffers a cumulative -2 penalty to attack rolls.
Spellfire Shield (Su): You can call up Spellfire to surround yourself with a protective barrier, enveloping yourself in magical flames and granting you a +4 deflection bonus to armor class and fire immunity while they last.
Any creature attacking the weilder with a natural weapon or melee weapon that is not a reach weapon takes 1D6 points of fire damage per attack.
At 7th level, and every four levels thereafter, this bonus increases by +2.
At 13th level, this shield causes arrows, rays, and other ranged attacks requiring an attack roll against you to have a 50% miss chance.
You can use this shield for 1 minute per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-minute increments.

Crown of fire (su): By expending 8 spell levels per round (swift action), a chaneler can manifest the crown of fire, which appears as a halo of spellfire around her and provides light as a daylight spell (bright light in a 60 ft radius, and dim light for an additional 60 feet). The crown of fire gives her damage reduction 10/magic and automatically destroys all non magical weapons that strike her (after inflicting damage, if any). The crown of fire grants the channeler spell resistance 32 (as the spell resistance spell). Maintaining the crown of fire requires spending 10 spellfire energy levels each round, which can be done as a swift action. The crown of fire, does not interfere with the channelers actions, including using other spellfire abilities.


thanks this will give me something to think about.

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