Faerûnian Prestige Class : Spellfire Channeler
Spellfire is the raw energy of the Weave. Most who bear this gift never have the time or opportunity to develop these skills. Those who do practice their spellfire are able to hone their talent into a tool with fantastic abilities that most dabblers can only dream of.
Characters of all classes can become spellfire channelers, since that ability isn't selective about whom it appears in.
Spellcasters of any sort have the easiest time qualifying for this class, however.
As NPCs, spellfire channelers are usually reclusive individuals, for powerful organizations are always on the hunt for beings with unusual abilities that can be turned to evil or experimented upon. The Cult of the Dragon is one such group, and it has been responsible for driving into hiding many users of spellfire. The most famous of these is Shandril Shessair, who led a life on the run before finally destroying enough cultists to deter their interest in her. Most spellfire channelers wish only to be left alone, although a rare few use their spellfire to acquire power and influence for themselves.
To qualify to become a Spellfire Channeler, a character must fulfill all the following criteria:
- Skills: Concentration 8 ranks, Knowledge (arcana) 2 ranks, Spellcraft 2 ranks.
- Feats: Endurance, Spellfire Wielder,
Skill Points at Each Level: 2 + Int modifier.
All of the following are Class Features of the spellfire channeler prestige class.
Weapon and Armor Proficiency: Spellfire channelers are proficient with all simple weapons. They are not proficient with any type of armor or shields.
Drain Charged Item (Sp): As a standard action, a spellfire channeler can drain a single charge from a touched charged item (including single-use items such as potions and scrolls), converting the energy into a single stored spellfire energy level. A fully drained item has. no magical properties (a potion becomes water, a scroll becomes blank paper). Only one feature of a multiple-use charged item (such as a scroll with several spells) can be drained per round. A creature gets to make a Will save (DC 10) to prevent one of its held or carried items from being drained.
Increased Storage (Ex): The channeler's capacity for storing spellfire energy levels is multiplied by the listed value. However, spellfire energy levels in excess of the channeler's Constitution score is dangerous, with different effects depending upon the number of levels stored:
- Constitution +1 to Constitution x2: The channeler's eyes glow brightly, and any creature, magic item, or spell effect that touches the channeler causes 1 spellfire energy level to be discharged as a harmless burst of light. Once per day, the channeler must make a Constitution check (DC 10) or take 1d6 points of damage as one of her spellfire energy level backfires.
- Constitution x 2+1 to Constitution x 3: As above, plus the channeler's skin glows (shedding light as a candle), a touch releases 1d4 spellfire energy levels as light, and the channeler must make the backfire Constitution check every hour.
- Constitution 3x+1 to Constitution x 4: As above, except the channeler sheds light equal to a torch, feels a burning sensation within her body (treat as if distracted by non-damaging spell, DC 20 to concentrate)) and must make the backfire Constitution check every minute. A touch releases 1d6 spellfire energy levels as a flare spell (DC 10 + number of spellfire energy levels expended) against the channeler and all creatures within 5 feet of her.
- Constitution x4+1 to Constitution x 5: As above, except the character radiates a palpable (but non-damaging) heat to a radius of 20 feet, is in pain (treat as if distracted by non-damaging spell, DC 25 to concentrate), and must make the backfire Constitution check every round. A touch releases 2d6 spellfire energy levels as a flare spell (DC 10 + number of spellfire energy levels expended) against the channeler and all creatures within 5 feet of her. The channeler must make a Will save (DC 25) every round or be forced to expend a maximum-strength blast of energy at a random target within 30 feet in preference to any other action.
Regardless of the number of spellfire energy levels stored, a channeler can voluntarily expend only a number of spellfire energy levels per round equal to her Constitution score. An voluntary expenditure, such as that noted above, isn't limited in this way.)
Improved Healing (Su): At 2nd level, the spellfire channeler can release stored spellfire energy levels to heal by touch. This restores 1d4+1 hit points per spellfire energy level expended (rather than the normal 2 points per spellfire energy level).
Weapon Focus (spellfire): The channeler gains the Weapon Focus (spellfire) feat at 3rd level.
Rapid Blast (Su): At 4th level, the spellfire channeler can release two blasts of spellfire as a standard action. This increases to three blasts per standard action at 8th level. Each blast after the first suffers a cumulative -2 penalty to attack rolls (-0 for the first blast, -2 for the second, and -4 for the third).
Drain Permanent Item (Sp): The channeler can drain power from permanent magic items by touch as a standard action. An item that creates spell effects (such as boots of speed) loses that function for 24 hours, and the channeler gains spellfire energy levels equal to half the caster level of the item. A creature gets to make a Will save (DC 10) to prevent one of its held or carried items from being drained. An item with all its permanent abilities drained for the day is still a magic item (for purposes of making saving throws when damaged, and so on).
Flight (Su): The channeler can expend spellfire energy levels to fly as the spell. Each spellfire energy level expended allows the channeler to fly for 1 minute. The flying channeler leaves a visible trail of light that fades after 1 round.
Deflect Arrows (Su): The channeler gains the Deflect Arrows feat, although rather than using a hand, a single spellfire energy level is expended to knock the missile away. If the channeler has no spellfire energy levels available, she cannot use this ability.
Crown of Fire (Su): By expending 10 spellfire energy levels, a channeler can manifest the crown of fire, which appears as a halo of spellfire around her head and provides light equal to a daylight spell. The crown of fire gives her damage reduction 10/+1 and automatically melts all nonmagical 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 expending 10 spellfire energy levels each round, which can be done as a free action. The crown of fire does not interfere with the channeler's actions, including using other spellfire abilities.
Maelstrom of Fire (Su): The channeler can release spellfire energy in all directions as a 20-foot-radius spread, dealing 1d6 damage per spellfire energy level expended to all creatures in the area (Reflex half, DC 10 + class level + Charisma modifier).
|Spellfire Channeler||Hit Die: d4|
|1st||+0||+2||+0||+2||Drain charged item, increased storage 2|
|3rd||+1||+3||+1||+3||Weapon Focus (spellfire)) increased storage 3|
|4th||+2||+4||+1||+4||Rapid blast 2|
|5th||+2||+4||+1||+4||Drain permanent item, increased storage 4|
|7th||+3||+5||+2||+5||Deflect Arrows, increased storage 5|
|8th||+4||+6||+2||+6||Rapid blast 3|
|9th||+4||+6||+3||+6||Crown of fire|
|10th||+5||+7||+3||+1||Maelstrom of fire|
While many characters may call themselves master of spellfire -- the raw energy of the weave -- such individuals are mere students compared to you. The spellfire hierophant learns new methods of controlling and shaping spellfire that lesser mortals barely comprehend.
A spellfire hierophant can come from almost any background, though most have some previous training in the use of spellfire (such as the spellfire channeler prestige class). Other than that class, spellcasters have the easiest time qualifying.
With the generally solitary nature of spellfire wielders, it's no surprise that spellfire hierophants tend to exist outside of normal society. Those few who venture from their hidden lairs in the wilderness or on the planes rely on disguises and subterfuge to accomplish their goals.
Hit Die: d4.
To qualify to become a spellfire hierophant, a character must fulfill all the following criteria.
Skills: Concentration 24 ranks, Knowledge (arcana) 12 ranks, Spellcraft 12 ranks.
Feats: Endurance, Epic Spellfire Wielder, Spellfire Wielder, Weapon Focus (spellfire).
The spellfire hierophant's class skills are Bluff, Concentration, Craft, Disguise, Heal, Intimidate, Knowledge (arcana), Profession, Sense Motive, SpellCraft, and Survival.
Skill Points at Each Level: 2 + Int modifier.
All of the following are Class Features of the spellfire hierophant prestige class.
Weapon and Armor Proficiency: Spellfire hierophants gain no proficiency with any weapons, armor, or shields.
Greater Charged Item Drain (Sp): A spellfire hierophant can drain a number of charges from a touched charged item (including single-use items such as potions or scrolls), converting the energy into stored spellfire energy levels. The limit to the number of charges she can drain is equal to her Charisma bonus (minimum 1), but she can't drain more charges than the item has remaining (each spell on a scroll counts as one charge). A fully drained item has no magical properties (a potion becomes water, a scroll becomes blank paper.) A creature gets to make a Will save (DC = 20 + one-half class level + Charisma modifier) to prevent one of its held or carried items from being drained.
Ranged Healing (Su): At 2nd level, the spellfire hierophant gains the ability to release stored spellfire energy levels to heal at a range of up to 25 feet (plus 5 ft./2 levels). This requires a ranged touch attack. The amount of healing is normal for the character (either 2 points per level expended or 1d4+1 points per level expended if the character has the spellfire wielder class feature improved healing).
Haste (Su): Once per day, the spellfire hierophant can expend spellfire energy levels to accelerate her actions, just as if she had cast haste on herself. Each spellfire energy level expended when the ability is activated allows the hierophant to act as hasted for 1 round. The hasted hierophant sparkles with light while so affected. For every three levels gained after 3rd, the spellfire hierophant can use this ability one additional time per day (twice at 6th level, three times per day at 9th level, and so on).
Greater Permanent Item Drain (Sp): At 5th level, a spellfire hierophant can drain power from permanent magic items by touch as a standard action. An item that creates spell effects (such as boots of speed) loses that function for 24 hours, and the spellfire hierophant gains spellfire energy levels equal to the caster level of the item. A creature gets to make a Will save (DC = 20 + 1/2 class level + Charisma modifier) to prevent one of its held or carried items from being drained. An item with all its permanent abilities drained for the day is still a magic item (for purposes of making saving throws when damaged, and so on).
Spellfire Reserve (Ex): At 7th level, the spellfire hierophant learns how to store spellfire energy levels in deep reserve. These energy levels don't count as part of the character's normal storage capacity, but they also can't be used to power spellfire effects without first calling them from reserve. Spellfire energy levels in reserve also don't detect as magical (allowing a spellfire hierophant to disguise her nature). Placing any number of stored spellfire energy levels in reserve, or calling any number of levels from reserve into normal storage capacity, requires a full-round action. The spellfire hierophant can store a number of energy levels in reserve equal to her class level plus her Constitution bonus (if any).
Spellfire Burst (Su): At 10th level, the spellfire hierophant can substitute a spellfire burst for a normal spellfire blast. The range remains the same, but instead of requiring a touch attack, the spellfire energy explodes in a 5-foot radius burst at the target point, dealing appropriate damage to all creatures in the area (Reflex halves; DC 20 + 1/2 class level + Charisma modifier). This can affect as many bursts as the character would normally fire blasts in the round, but it can be used only for one round per day. For every 5 levels gained thereafter, the spellfire hierophant can use this ability one additional round per day (two rounds at 15th, three rounds at 20th, and so on).
If the character also has the spellfire channeler class feature maelstrom of fire, the area of the burst is a 10-foot radius instead.
Bonus Feats: The spellfire hierophant gains a bonus feat at 4th level and an additional bonus feat every 4 levels thereafter (8th, 12th, 16th, and so on). These bonus feats must be selected from the following list: Energy Resistance, Epic Skill Focus (Concentration), Epic Spellfire Wielder (new feat, described below), Epic Toughness, Epic Weapon Focus (spellfire), Exceptional Deflection*, Fast Healing, Infinite Deflection*, Reflect Arrows*.
*The spellfire hierophant can ignore the prerequisite of Improved Unarmed Strike for these feats.
|1||Greater charged item drain|
|5||Greater permanent item drain|
|10||Spellfire burst 1/day|
Source: Player's Guide to Faerûn