I don't know where I came up with the idea for this class. I was sitting at work on break one day and it came to me. Since in many mythologies, fire was a gift from the Gods to man, this class is only open to humans. This class is copyright 2001 Evan Miller and is presented under the Open Gaming License.

     The Master of Fire is someone who carries the disfigurement of fire for life. Having suffered at the hands of that which the gods gifted to mankind, the Master of Fire turns their suffering into a deep seeded obsession with controlling it.

Constitution 12+
Base Fortitude Save: +4
Feats: Great Fortitude, Toughness, Iron Will
Race: Human
Special: The Master of Fire must have suffered horribly at the hands of fire in the past.

 

Level
Attack+
Fort+
Ref+
Will+
Special
1
+0
+2
+0
+2
Fire Resistance 5
2
+1
+3
+0
+3
Control Flame
3
+1
+3
+1
+3
Burning Hands
4
+2
+4
+1
+4
Fire Resistance 10
5
+2
+4
+1
+4
Flame Evasion
6
+3
+5
+2
+5
Fire Resistance 15
7
+3
+5
+2
+5
Flame Blade
8
+4
+6
+2
+6
Fire Resistance 20
9
+4
+6
+3
+6
Flame Breath 1/day
10
+5
+7
+3
+7
Elemental Form

Skill points at each level: 2+Int modifier

The Master of Fire's class skills and their key abilities are: Concentration (Con), Craft (Int), Heal (Wis), Knowledge (Nature)     (Int), Profession (Wis)

HD: d4

Weapon and Armor Proficiencies: Masters of Fire are proficient in the use of all simple weapons but no armor or shields.

Fire Resistance (Su): At 1st level, the Master of Fire has shown enough mastery to avoid a little of the damage that fires, both     magical and mundane can cause, reducing damage suffered by 5 points. This ability raises by 5 points at 4th level, and again at 6th     and 8th level.

Control Flame (Su): At 2nd level, the Master has begun to be able to control flames to grow in intensity or diminish to the point     of extinguishing. Any such increase or reduction take one round/level change upon a successful Will save at DC 16. The levels
    are: Small (torch), Medium (campfire), Large (6' tall bonfire), Huge (10' + bonfire, wall of fire), Gargantuan (A 2 story house in     flames). Magical fires are always treated as 1 category higher, thus the wall of fire is considered huge. The DM may set the DC     higher for larger fires.

Burning Hands (Sp): At level 3, the Master is able to cast burning hands 2/day as the spell. The damage is 1d4 with an extra
    1d4 every other level (2d4 at 5th, 3d4 at 7th, 4d4 at 9th).

Flame Blade (SP): 2/Day the Master of fire may cause the blade of any sword he wields to become engulfed in flame causing     +1d8 fire damage to any creature struck. Creatures immune to fire or with at least fire resistance 10 ignore this effect. The fire can     harm any creature that can be harmed by magical fire even if the blade does not due to damage reduction.

Flame Breath (Su): At 9th level, the Master may breath fire 1/day in a cone 30 ft long, causing 3d10 damage with a Reflex save
    DC of 18 for half damage.

Flame Evasion (Ex): When a flame attack offers a Reflex save for half damage, on a successful save the Master takes no
    damage.
Fire Resistance still applies.

Elemental Form: At 10th level, 1/week, the Master may become a Fire Elemental for up to 5 hours. Once time runs out, the     Master reverts back to his original form. While in his elemental form, a Master is treated as an Elemental one category larger than     his original size (a small Master becomes a medium Elemental, a medium becomes a large, etc.). The Masters speed, AC, attacks     and face/reach ratings become that of the Elemental. All other stats (ability scores, saves, initiative, hp, etc.) remain that of the     character. The Master gains all abilities of the Elemental form along with an automatic damage reduction of 5/+1 or the elemental's     DR, which ever is better, but cannot use any abilities he normally has (i.e. no spells or other special abilities granted by his class or     race) nor any weapons or Feats. In addition, while in this form, the Master's type is considered as Outsider as pertains to spells
    and what they affect. Spells such as banishment cause the Master to revert back to his normal form.

© 2001 by Evan Miller, distributed under the Open Gaming License.

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