ORBWEAVER FLAMECASTER "I've already obtained the ultimate power."-Yata Gasaru, orbweaver flamecaster
Some seek power through the manipulation of minds. Others seek it through the calling of mighty forces and servile beasts. And others seek power through brute force, casting spells that fill their surroundings with flashing flames and deadly explosions.
The orbweaver flamecasters are in this final group. Through focus on the conjuration and commanding of flames, they weave deadly figures of fire that overlay the world around them. Though true strands are never formed, the whirling spheres of flame are quick to punish any foolish enough to wander into an orbweaver's web.
ORBWEAVER FLAMECASTER Orbweaver flamecasters most frequently begin their careers as sorcerers or druids. The sorcerer's spontaneity lends itself to the necessary adaptability, while the druid's awareness of the world grants her a supreme focus that proves valuable when directing the course of a battle.
ENTRY REQUIREMENTS Skills: Concentration 8 ranks, Knowledge (arcana) 8 ranks, Spellcraft (8 ranks)
Spellcasting: Must be able to cast
flaming sphere Feats: Spell Focus (evocation)
Special: Must have spent the entire previous level using 2nd-level spell slots to exclusively cast
flaming sphere Class Skills The orbweaver flamecaster's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Gather Information (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int), Use Magic Device (Cha)
Skills Points at Each Level : 4 + Int modifier
Hit Dice: d4
Level | | Base Attack Bonus | | Fort Save | | Ref Save | | Will Save | | Special | | Spellcasting |
1st | | +0 | | +0 | | +2 | | +2 | | Blazing spheres, extra spheres, flaming mastery +1 | | -- |
2nd | | +1 | | +0 | | +3 | | +3 | | Flaming ward, will of the orbweaver | | +1 of existing spellcasting class |
3rd | | +1 | | +1 | | +3 | | +3 | | Eyes of flame, leaping flames | | +1 of existing spellcasting class |
4th | | +2 | | +1 | | +4 | | +4 | | Searing spheres, flaming mastery +2 | | -- |
5th | | +2 | | +1 | | +4 | | +4 | | Greater blazing spheres, whirling flames | | +1 of existing spellcasting class |
6th | | +3 | | +2 | | +5 | | +5 | | Orbstride | | +1 of existing spellcasting class |
7th | | +3 | | +2 | | +5 | | +5 | | Greater flaming ward, flaming mastery +3 | | -- |
8th | | +4 | | +2 | | +6 | | +6 | | Detonate, incinerating spheres | | +1 of existing spellcasting class |
9th | | +4 | | +3 | | +6 | | +6 | | Burning simulacrum | | +1 of existing spellcasting class |
10th | | +5 | | +3 | | +7 | | +7 | | Rolling devastation, undying flames, flaming mastery +4 | | -- |
Weapon and Armor Proficiencies: As an orbweaver flamecaster, you gain no weapon or armor proficiencies.
Spellcasting: At each level indicated on the orbweaver flamecaster table, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming an orbweaver flamecaster, you must decide which class gains each level for the purpose of determining spells per day, caster level, and spells known.
Blazing Spheres (Ex): The spheres created by a
flaming sphere spell that you cast deal 3d6 points of fire damage, rather than 2d6. In addition, any creature that fails its Reflex save to avoid being damaged by one of your spheres catches on fire for 1d4 rounds. A burning creature can take a move action to put out the flame.
The save DC of a
flaming sphere spell that you cast increases by 1/2 your orbweaver flamecaster level (rounded up).
Extra Spheres (Ex): Your mastery of the
flaming sphere spell allows you to conjure multiple spheres with a single casting. Whenever you cast
flaming sphere, you may create one additional sphere per four caster levels, to a maximum of five extra spheres at 20th level. You may direct all of the spheres created by a single casting of
flaming sphere as a standard action, or you can direct a single sphere as a move action.
Flaming Mastery: Whenever you cast
flaming sphere or use one of your related class features, you gain a +1 increase to your effective caster level (for the purpose of determining level-dependent variables and for caster level checks). This bonus increases by +1 every three orbweaver flamecaster levels thereafter (+2 at 4th level, +3 at 7th level, and +4 at 10th level).
Flaming Ward (Sp): At 2nd level, you gain the ability to use the
flaming sphere spell to surround your allies with spheres of flame that defend them from foes. A
flaming sphere spell modified in this way uses a spell slot one level higher than normal.
When you cast a
flaming sphere spell as a flaming ward, the spell creates a sphere whose diameter is equal to its subject's space (5 feet for Small or Medium creatures, 10 feet for Large, and so on) and encapsulates the subject. The sphere moves with its subject, but she cannot force another creature to pass through it (for eample, by attempting to grapple an enemy). If she does force a creature to pass through, the flaming ward has no effect on that creature. Any creature striking at the subject of a flaming ward takes damage as though hit by a
flaming sphere that you created. The flaming ward provides partial concealment to its subject, but she can see out with no hindrance.
Flaming ward affects one subject for every sphere that you would create with a normal
flaming sphere spell, each of which must be within Close range (25 ft + 5 ft./2 levels) when you cast the spell. The ward lasts for 1 round per caster level, or until dismissed (in the same way a spell is dismissed; see page 176 of the
Player's Handbook).
Will of the Orbweaver (Ex): Starting at 2nd level, when you cast a
flaming sphere spell, you may choose to program the spheres that it creates, rather than actively directing them. Programmed spheres must be given a simple program to follow, such as move straight ahead, zigzag, circle, or the like. All of the spheres created by a
flaming sphere spell modified in this way follow the same program, though you can orient each sphere differently. For example, if you conjured three spheres and programmed them to move straight ahead, each sphere might consider "straight ahead" to be in a different direction, causing them to spread out.
You may change the programmed movement of your spheres as a standard action. As normal, a flaming sphere that leaves the spell's range winks out.
Eyes of Flame (Sp): At 3rd level, you gain the ability to modify the orbs created by a
flaming sphere spell that you cast, allowing you to see through them. A
flaming sphere spell modified in this way uses a spell slot two levels higher than normal and has a casting time of 10 minutes. In addition, it is treated as if it were a divination (scrying) effect.
When you cast a
flaming sphere spell in this way, you create several floating spheres of flame that send you visual information. You create one eye of flame for every sphere that your
flaming sphere spell would normally create, which appear at any point that you can see. After creation, your eyes of flame can travel outside your line of sight without hindrance. An eye of flame travels at 30 feet per round (300 feet per minute) if viewing an area ahead as a human would (primarily looking at the floor) or 10 feet per round (100 feet per minute) if examining the ceiling and walls as well as the floor ahead. You can switch back and forth between your own eyes and the viewpoints of your eyes of flame as a free action. When viewing through your eyes of flame, you simultaneously perceive all of their viewpoints at once.
An eye of flame has the same powers of sensory acuity that you possess. This level of acuity includes any spells or effects that target you, but not spells or effects that emanate from you. The eye is treated as a separate, independent sensory organ of yours, and thus it functions normally even if you have been blinded or otherwise suffered sensory impairment. An eye of flame can see through normal smoke, fire, and fog as if they weren't there.
Your eyes of flame last for 10 minutes per caster level. During this time, the eyes can travel in any direction. Solid barriers block its passage, but it can pass through a hole or space as small as 1 inch in diameter. The eyes can't enter another plane of existence, even through a gate or similar magic portal.
You must concentrate to use your eyes of flame. If you do not concentrate, the eyes are inert until you again concentrate.
An eye of flame ignites flammable substances it touches and illuminates the same area as a torch would. The eyes are visible, but not corporeal. Though an eye of flame is not subject to damaging effects, it can be dispelled normally.
Leaping Flames (Ex): When you reach 3rd level, the spheres created by a
flaming sphere spell that you cast can fly at their normal speeds with perfect maneuverability.
Searing Spheres (Ex): Starting at 4th level, your conjured flames are so hot that they can damage creatures that normally have resistance or immunity to fire. Your
flaming sphere spell and related class features ignore the resistance to fire of creatures affected by them, and affected creatures with immunity to fire still take half damage.
Greater Blazing Spheres (Ex): When you reach 5th level, the flames of your creations burn even hotter than before. The spheres created by a
flaming sphere spell that you cast deal an extra 1 point of fire damage per die.
Whirling Flames (Ex): At 5th level, you gain greater control over your
flaming spheres, allowing you to maintain control of them at greater distances and at greater speeds. The spheres created by a
flaming sphere spell that you cast can move up to 100 feet per round, rather than just 30 feet per round. In addition, the range of a
flaming sphere spell that you cast increases to Long range (400 feet + 40 ft./level).
Orbstride (Sp): At 6th level, your increasing mastery over your creations allows you to transpose yourself with them. Once per round, as an immediate action, you can instantly swap positions with a sphere created by a
flaming sphere spell that you cast. Objects that you carry (up to your maximum load) go with you, but other creatures do not, even if they are carried. This movement is instantaneous and does not provoke attacks of opportunity.
You can only swap locations with a sphere that is within Close range (25 ft. + 5 ft./2 levels). You can not use this ability to swap places with the effect of a
flaming sphere spell that has been modified by your eyes of flame, flaming ward, or greater flaming ward class features.
This is a conjuration (teleportation) effect.
Greater Flaming Ward (Sp): At 7th level, you gain the ability to shape your
flaming sphere spell into a more powerful ward that grants your allies additional capabilities. A
flaming sphere spell modified in this way uses a spell slot three levels higher than normal.
A greater flaming ward functions in the same way as a flaming ward, except as follows. The subject of a greater flaming ward gains total concealment, rather than just partial concealment, and gains a fly speed equal to her base land speed, with perfect maneuverability. In addition, she deals an extra 2d6 points of fire damage with all weapons and weapon-like effects.
Detonate (Sp): When you reach 8th level, you gain the ability to detonate your creations, causing them to explode. Once per round, as a move action, you can detonate a sphere created by a
flaming sphere spell that you cast, creating an explosion of flame that deals 1d6 points of fire damage per caster level to every creature within a 20-ft.-radius spread, centered on the sphere. Unattended objects also take this damage.
Affected creatures or objects can attempt Reflex saves, with the same DC as your
flaming sphere spell, for half damage. This ability completely consumes the detonated sphere.
Incinerating Spheres (Ex): At 8th level, you learn to create flames that burn with such fury that they can damage even the most resistant of creatures. Your
flaming sphere spell and related class features completely ignore any resistance or immunity to fire of creatures affected by them.
Burning Simulacrum (Sp): When you reach 9th level, you learn to combine your creations into an image of yourself that can act in your place. A
flaming sphere spell modified in this way uses a spell slot four levels higher than normal.
When you cast a
flaming sphere spell in this way, you create a humanoid figure from the same material that normally forms your spheres. The figure is your size and clearly made of fire, but it resembles you sufficiently that anyone who knows you can recognize your features in its face. You must conjure the figure within 10 feet of yourself. Thereafter, if you and your burning simulacrum separate by more than 1 mile per caster level, the simulacrum vanishes instantly and the effect ends. Otherwise, the simulacrum persists for 1 hour per caster level, but can be dismissed normally. You may only have one burning simulacrum in existence at a time.
A burning simulacrum mimics your actions, including speech, unless you direct it to act differently as a move action. You can see through its eyes and hear through its ears as if you were standing in its location, and you can switch from using its senses to using your own, or back again, as a free action. While you are using its senses, your own body is considered blinded and deafened.
If you desire, any spell you cast can originate from the burning simulacrum instead of from you. It cannot, however, cast any spells on itself. Spells cast through the burning simulacrum function normally in all respects except for the point of origin.
A burning simulacrum has a number of hit points equal to your character level. If you use it to attack physically, you take a -4 penalty on attack rolls, and it deals 3d6+3 points of fire damage.
As a standard action, you can change places with your burning simulacrum. This usage is a conjuration (teleportation) effect. Making use of this option reduces the remaining duration of the effect by 5 hours. If you have fewer than 5 hours of duration left, you cannot invoke this ability.
Rolling Devastation (Ex): Starting at 10th level, when you cast a
flaming sphere spell, you may choose to combine the spheres that it creates into one massive orb. This sphere functions like the spheres normally created by a
flaming sphere spell that you cast, except as follows.
For every sphere beyond the first that would normally be created, the rolling devastation's diameter increases by 5 feet, and the damage that it deals is equal to the total damage that the spheres would normally deal. In addition, directing the rolling devastation takes a move action (even though it is a single sphere), and it can continue moving after entering a space with a creature, so long as that creature remains within its space. However, no matter how much it moves, a rolling devastation only deals damage to a creature once per round. Finally, a successful Reflex save halves the damage from a rolling devastation, rather than negating it.
If you detonate a rolling devastation, it deals 1d6 points of fire damage per caster level in a spread with a radius of 20 feet per caster level, with a Reflex save (same DC as your
flaming sphere spell) for half damage. After detonation, the rolling devastation splits into the spheres that you would normally create with a
flaming sphere spell, which appear anywhere within the detonation's radius. A creature within the rolling devastation's space gets no Reflex save against the detonation, and is thrown 10 feet per caster level towards the outside of the explosion's perimeter. Any creature moved in this way also takes an additional 1d6 points of damage per 10 feet moved and is knocked prone. If some obstacle prevents a blasted creature from being moved the full distance, the creature is stopped and takes 1d6 points of damage from striking the barrier (in addition to any damage taken from the distance moved before then). In any event, this movement does not provoke attacks of opportunity.
You can not use this ability in conjunction with your programmed spheres ability. A rolling devastation must be controlled directly.
Undying Flames (Sp): When you reach 10th level, you gain the ability to avoid death itself. If you take damage that would reduce you to 0 hit points of lower, you can cast
flaming sphere in order to discorporate into several spheres of flame, remaining barely alive. A
flaming sphere spell modified in this way uses a spell slot three levels higher than normal.
When you cast a
flaming sphere spell modified in this way, you attempt a Will save (DC 5 + damage dealt); if it succeeds, you break apart into several mobile flames, along with all your gear and any objects you are holding or carrying. You break into the same number of spheres that you would normally create with a
flaming sphere spell. These spheres act like the spheres normally created by a
flaming sphere spell that you cast, except that they last for one day. In addition, these spheres can be damaged and destroyed. Each sphere has hit points equal to your caster level, with an Armor Class of 20 + your Dexterity modifier.
One day later, so long as at least one sphere remains, you reappear adjacent to one of the spheres. If multiple spheres remain, you choose which sphere you appear next to. While discorporated, you can perceive the world only through the spheres, which function in this way as if they were eyes of flame. You cannot speak while discorporated, nor can you communicate via telepathy or other means. You lose access to all extraordinary, supernatural, or spell-like abilities while discorporated, except for the ability to reform after one day. You also can't manipulate objects or activate items, even those carried along when you discorporated. Continuously active items remain active, though in some cases their effects may be moot.
PLAYING AN ORBWEAVER FLAMECASTER Your focus on a single spell gives you a more relaxed demeanor than most spellcasters. Rather than studying heavily like a wizard, you are free to pursue whatever goals you want--after all, you already know the only spell you need. Moreover, the exact nature of your focus gives you an energetic and sanguine outlook, and you enjoy good food, good drink, and good company.
Combat: You possess supreme confidence in yourself and the spheres you create. While others might fear the outcome of a battle, your abilities allow you to dictate the course of combat so easily that you see little reason for worry. This confidence might beget arrogance, or you might be a supreme tactician.
As you rely almost entirely on the
flaming sphere spell, you do not have to worry overmuch about your spell selection. Instead, you should protect your allies with wards, then set programmed spheres onto the battlefield, and then finally conjuring the spheres that you will control directly. If you can anticipate the battle before it actually starts, you can ward your allies ahead of time, allowing you to enter the fray more immediately.
Your detonation ability, while powerful, has its downsides. You must carefully consider your allies' locations when placing a sphere to be detonated, and you would do well to communicate the danger to them in some way so that they do not move into the blast radius. Be especially careful when detonating a rolling devastation, as the massive explosion can be larger than some battlefields.
Advancement: Your power lies entirely in your use of the
flaming sphere spell, so you should focus on obtaining feats and items that can be used to enhance it. Metamagic feats are an easy option, but--while other, more generalist spellcasters might scorn such things--you can also consider options that enhance only a single spell.
It is most usual for an orbweaver flamecaster to complete the class entirely, gaining access to more varied uses of the
flaming sphere spell all the while, but nothing stops you from merely dabbling with one or two levels. After completing your advancement through the class, you would be best served by either returning to your original spellcasting class or taking levels in another prestige class that fully advances your spellcasting. While you do not need to learn any new spells, higher-level spell slots are necessary for the use of powerful metamagic effects, and should not be scorned.
Resources: Most orbweaver flamecasters are mercenaries, with no real sense of organization. Thus, the only resources readily available to you will be your own abilities. While other orbweaver flamecasters might give you a nod of respect, there are no ties of obligation between members of the class. However, if you choose to follow the mercenary path, your unique magic may well grant you a large number of employment offers.
ORBWEAVER FLAMECASTERS IN THE WORLD "Watching that fire mage fight was so beautiful. Deadly as all hell, yes. Impossible to dodge, yes. But also beautiful."-Tom Swifty, wandering mercenary
Orbweaver flamecasters tend to enjoy life, and are more often found in big cities than in remote villages. However, their mercenary nature means that an orbweaver can be encountered anywhere in the world, so long as someone has paid her to be there. Orbweavers occasionally wander the world on their own, seeking either adventure or a challenge. No matter where she goes, however, an orbweaver remains cool-headed in any circumstance, confident in her ability to control the situation if it gets out of hand.
Daily Life: In her daily life, an orbweaver flamecaster acts fairly casually for a spellcaster. If she studies at all, she does so only as much as is necessary to prepare her spells. The rest of her time is spent indulging her appetites--be they for food, wine, or companionship. Often, an orbweaver will take up a hobby to fill her spare time. Singing is a popular pastime, as it can be continued on the battlefield once she has finished casting her spells. Weaving and sewing are also popular, as the coordination required to produce a fine piece of work is similar to that necessary to properly take advantage of the many orbs she controls.
Notables: Unsurprisingly, most famous orbweaver flamecasters have been mercenaries, rather than champions of a cause or ideal. Lady Bast Firespinner, the most famous orbweaver, was so well-paid that she always dressed in high society attire, even in the midst of a battle. It is said that the fastest way to die in battle was to ruin her dress. Though Lady Bast usually fought for just causes, she was known to have accepted payment from dubious sources more than once.
Organizations: Orbweaver flamecasters care little for spellcasting organizations, instead choosing their jobs on an individual basis. Those who are inclined may join specific guilds, but they rarely join any group that does not suit their purposes. Most often, an orbweaver will join an organization for a short time, then leave it when it no longer suits her purposes.
NPC Reaction Most common folk never know that an orbweaver flamecaster is any more than a normal spellcaster. Those who flaunt their riches will be treated as any other wealthy magic-user, but only those with the right connections will know that the dainty-looking woman sipping her tea can be hired as an unmatched force of destruction. In those cases in which an orbweaver makes her nature known, she is usually treated with a level of fearful respect. After all, unlike generalist spellcasters, an orbweaver makes no pretense at using magic for constructive purposes--she casts only destructive spells, and such tempers should not be trifled with.
ORBWEAVER FLAMECASTERS IN THE GAME Orbweaver flamecasters can be powerful allies or party members, as their abilities grant them an unmatched presence on the battlefield. A skilled orbweaver can assault up to twelve enemies at once, depending on how carefully she programs and controls her spheres. As such, the presence of a member of the class can dramatically alter how combat plays out in the campaign. Carefully consider the ramifications of an orbweaver's presence in combat when planning a battle.
Players who enjoy controlling the battlefield will find much to enjoy in this class--though it is primarily focused on the use of a damaging spell, the sheer number of hazards that can be brought to bear can radically change the face of a battlefield.
Adaptation: So long as magic and fire exist, orbweaver flamecasters can be fit easily into any existing campaign setting. However, rather than simply being focused spellcasters, they could be made into members of a particular arcane tradition, drawing power from a code or course or study. Alternatively, they could serve as the battlecasters for a religion that worships a god of fire, or even shamans that draw their strength from a totemic inferno spider.
Encounters: If players come into conflict with an orbweaver flamecaster, the conflict is almost certainly not out of any malice on her part. Rather, she has most likely been hired for a specific purpose that lies contrary to the party's goals. As such, though she will bring all of her strength to bear in combat, she is unlikely to actually bear any ill-will towards the party members. Should they defeat her, she will most likely be magnanimous in defeat--unless they have just cost her a particularly sizeable payment. In some cases, the party might be able to convince her to consider their side of the conflict after--but never before--defeating her.