The Lighthouse Forums Fire Wizard


Master of the arcane magicks of the flame, the fire wizard represents the traditions of ancient Flaemish wizards throughout history. As a member of a near-extinct group, a fire wizard is the undisputed lord of all things pyro, mixing fierce loyalty to the Flaemish roots and purely chaotic powers with the might of a skilled wizard.

Wizards become fire wizards because they feel called by their roots to keep the traditions alive and they seek the might fire brings. Sorcerers choose to become fire wizards to add some offensive punch to their selection of spells. Classes without at least one level of these classes find little benefit in becoming fire wizards, as the requirements sometimes outweigh the gains.

NPC fire wizards are usually powerful Flaemish wizards and proponents of that race's resurgence of power in Glantri. In other lands they tend to be very secretive and distrusting, preferring to keep their identities to themselves.

Hit Die: d4.


Requirements

To qualify to become a Fire Wizard, a character must fulfill all the following criteria.

Diplomacy: 4 ranks.
Feats: Elemental Focus (Fire).
Spellcasting: Ability to cast three different fire spells, one of which must be 3rd level or higher.
Special: In addition, the character must have chosen the region Glantri and be of Flaemish descent.


Class Skills

The fire wizard's class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Forgery (Int), Knowledge (all skills taken individually) (Int), Profession (Wis), Scry (Int, exclusive skill), and Spellcraft (Int). See Chapter 4: Skills in the Player's Handbook for skill descriptions.

Skill Points at Each Level: 2 + Int modifier.


Class Features

All of the following are class features of the fire wizard prestige class.

Weapon and Armor Proficiency: A fire wizard is proficient with the club, dagger, dart, heavy crossbow, light crossbow, and quarterstaff. Fire wizards are not proficient with armor nor with shields of any type.

Spells per Day: A fire wizard continues training in magic as well as in their study of the element air. Thus, when a new fire wizard level is gained, the character gains new spells per day as if they had also gained a level in a spellcasting class they belonged to before they added the prestige class. They do not, however, gain any other benefit a character of that class would have gained. If the character had more than one spellcasting class before they became a fire wizard, they must decide which class they add each level of fire wizard for the purposes of determining spells per day when they add the new level. The chosen spellcasting class must cast arcane spells, however.

Endure Fire: At 1st level, a fire wizard becomes resistant to fire damage, as they are able to mute the heat and light of the flame. They can ignore 5 points of fire damage at 1st level, improving to 10 at 3rd level and 15 at 7th level. This is an extraordinary ability.

Burning Hands: At 2nd level, the fire wizard gains the innate spell-like power to cast burning hands as per the spell once per day.

Wall of Fire: At 4th level, the fire wizard gains the innate spell-like power to cast wall of fire as per the spell once per day.

Elemental Familiar: At 5th level, the fire wizard is able to summon an fire fundamental to serve as their familiar.

Fire Storm: At 6th level, the fire wizard gains the innate spell-like power to cast fire storm as per the spell once per day.

Rebuke Elemental: At 8th level, the fire wizard gains the extraordinary ability to rebuke or command fire creatures as a cleric of the same level. Fire wizards have no power over undead, however.

Control Fire: At 9th level, the fire wizard gains the supernatural ability to control the size and brightness of fires within 50 feet. The fire wizard can choose to extinguish the fire, or change the brightness to anywhere from nearly extinguished to twice the size and brightness as normal. Adjusting the size of fires is a standard action, and all changes last for one round (except extinguishing the flames).

Elemental Form: At 10th level, the fire wizard gains the supernatural ability to take the form of a medium fire elemental. The fire wizard can assume this form as often as they choose, and can maintain it until they choose to return to their original form. Changing form is a full-round action.


Table: The Fire Wizard
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st +0 +0 +0 +2 Endure fire (5) +1 level of existing class
2nd +1 +0 +0 +3 Burning hands +1 level of existing class
3rd +1 +1 +1 +3 Endure fire (10) +1 level of existing class
4th +2 +1 +1 +4 Wall of fire +1 level of existing class
5th +2 +1 +1 +4 Elemental familiar +1 level of existing class
6th +3 +2 +2 +5 Fire storm +1 level of existing class
7th +3 +2 +2 +5 Endure fire (15) +1 level of existing class
8th +4 +2 +2 +6 Rebuke elemental +1 level of existing class
9th +4 +3 +3 +6 Control fire +1 level of existing class
10th +5 +3 +3 +7 Elemental form +1 level of existing class







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