Flameblade

Class GroupPriest (Specialty Priest of Atashak)
Ability RequirementStrength 14, Constitution 14, Wisdom 9
Prime RequisiteStrength, Wisdom
Races AllowedCetandari Human
Alignments AllowedLawful Neutral, Lawful Evil, Neutral Evil
Weapons AllowedAll bludgeoning weapons, battleaxes, greataxes, plus one other weapon of choice
Armor AllowedAny
Major SpheresElemental Fire, Combat, Healing, Summoning, Sun (Non-Reversed Only), War
Minor SpheresAll, Divination, Guardian, Protection, War
Magic ItemsSame as clerics
Required ProfsFire-building
Bonus ProfsArmorer, blind-fighting, charioteering, weaponsmithing

Flameblade Abilities

  • Flameblades may cast arcane spells from the elemental fire school in addition to priest spells. These spells are cast as if the flameblade were a mage of the same level. Flameblades pray for their arcane spells instead of studying to memorize them, and chosen mage spells replace priest spells potentially available to use for that day.
    • Flameblades gain access to 8th-level arcane spells at 16th level and 9th-level arcane spells at 18th level. A flameblade must have aWisdom of 18 or higher and an Intelligence of 16 to gain access to the 8th level spells, and a Wisdom of 18 or higher and an Intelligence of 18 to gain access to the 9th-level spells.
    • If a flameblade is able to gain high-level wizard spells, every 8th-level spell prayed for occupies a 6th-level priest slot and every 9th-level spell prayed for occupies a 7th-level priest spell slot.
    • Flameblades are always able to read elemental fire spells on scrolls or in wizard spellbooks as if they knew read magic.
    • No more than three-quarters of a flameblade's total number of spells available can be taken as arcane spells.
  • Flameblades receive Constitution hit point adjustments to their Hit Dice as if they were warriors.
  • No missile weapon can be taken by a flameblade as a chosen weapon unless it can also be used as a melee weapon (like a spear).
  • All flameblades gain a +2 bonus to saving throws vs. the harmful effects of fire-and-heat-related spells and fiery breath weapons.
  • At 3rd level, flameblades are immune to harmful effects from brief contact (less than five rounds) with nonmagical fire.
  • At 3rd level, flameblades gain the ability to cast burning hands (as the 1st-level arcane spell) once a day.
  • At 5th level, the glory of Atashak partially shields flameblades from the harmful effects of magical fire and flaming breath weapons. All damage is computed with a -1 on the roll of each die.
  • At 7th level, the flameblade is able to make three melee attacks every two rounds.
  • At 9th level, flameblades gain the ability to cast fireball (as the 3rd-level arcane spell) once a day. They gain an additional fireball for every two levels of experience (another at 11th, a third at 13th, a fourth at 15th, and a maximum of five uses at 17th).
  • At 13th level, flameblades can make two melee attacks per round.

Atashaki Spells

1st Level

Banish Flame (Alteration)

Sphere:
Range:
10 yards/level
Components
V, S
Duration:
Instantaneous
Casting Time:
4
Area of Effect:
A cube 10 square feet on a side/level with a maximum size of 90 square feet on a side.
Saving Throw:
None
This spell instantly snuffs all flames of a nonmagical nature within the area of effect. Burning items are not destroyed and may be relit if another source of fire is applied to them. Burning items within the area of effect are snuffed even if they are in any sort of normal container that would protect them from wind or water. Magical flames of a continuous nature are extinguished for one round and then relight. Flaming breath weapons that enter the area of effect during the same round as the spell is cast have their damage reduced by 1 point per level of the spellcaster. light, continual light, and other similar spells are unaffected by this spell.

3rd Level

Scorching Axe (Alteration, Evocation)

Range:
Touch
Components
V, S, M
Duration:
1 Round/Level
Casting Time:
6
Area of Effect:
1 bladed weapon or the caster's holy symbol
Saving Throw:
None
This spell allows the caster to transform his or her holy symbol or any bladed weapon wielded by another being that the cleric touches into a magical Scorching Axe. The holy symbol or transformed weapon becomes a powerful, two-headed one-handed battleaxe with its blade alight with flame. This burning axe has a +2 attack bonus when wielded in battle and is considered a magical weapon for attack purposes. The spell also conveys proficiency in the use of the scorching axe upon the axe's wielder, provided this does not violate class restrictions.   A strike froma scorching axe inflicts 1d8 points of damage plus an additional 2 points of fire damage. If a scorching axe is wielded by a priest of the same religion as the caster, it inflicts an additional 1 point of fire damage per experience level of the caster to all undead creatures and to any creature of opposite moral stance (good vs. evil—lawful vs. chaotic does not matter) to the caster. If the caster is neutral, the alignment-oriented damage does not apply.   A scorching axe created from a holy symbol can only be wielded by a priest of the same deity as the symbol, or it vanishes. If scorching axe is cast uon a weapon held by a creature of opposite moral stance to the casting cleric, the axe does not form. A scorching axe does not need continued concentration to be maintained and can be dropped to enable spellcasting or thrown as a weapon without vanishing.   The material components of this spell are the holy symbol or bladed weapon (which are not consumed by the spell) and a pinch of powdered ruby.

Comments

Please Login in order to comment!