Fire's own beauty
Is enough to consume stone
And devour the godsSome say that there are things that can't be burnt.
Those people are liars, who do not know the blasphemy that they speak; fire can burn hotter than the stars, enough to burn away stone, the void, the firmament, magic, even heat itself.
What is left is... purity.
The NaseliSkill Points per Level: 6+Int
Skill Points at 1st Level: 4*(6+Int)
Hit Dice: d8
Level | BAB | Fort | Ref | Will | Special | Fire Damage | Eldritch Essences Known | Equipment Aflame |
1 | +0 | +0 | +2 | +2 | Assume Flame's Mantle (5 ft), Equipment Aflame, Burn Reality (Least) | 1d6 | 1 | [3/2] |
2 | +1 | +0 | +3 | +3 | World in Flames (10), Blessing of the Fire Lord | 1d6 | 1 | [3/2] |
3 | +2 | +1 | +3 | +3 | A Blaze to Keep One Warm, One with Flames (Hands) | 2d6 | 2 | [3/2] |
4 | +3 | +1 | +4 | +4 | Assume Flame's Mantle (10 ft), World in Flames (10/1st), Invigorating Embers | 2d6 | 2 | [3/2] |
5 | +3 | +1 | +4 | +4 | Pure Alchemy of Flames, Burn Away Impurities, Recognize Flame's Essence (Sustainer) | 2d6 | 2 | [4/3] |
6 | +4 | +2 | +5 | +5 | World in Flames (20/1st), One with Flames (Grace), Burn Reality (Lesser) | 3d6 | 3 | [4/3] |
7 | +5 | +2 | +5 | +5 | Assume Flame's Mantle (15 ft), Inner Furnace Blazing | 3d6 | 3 | [4/3] |
8 | +6/+1 | +2 | +6 | +6 | World in Flames (20/2nd), Flames Devour Falsities | 3d6 | 3 | [4/3] |
9 | +6/+1 | +3 | +6 | +6 | One with Flames (Mouth), Recognize Flame's Essence (Destroyer) | 4d6 | 4 | [5/4] |
10 | +7/+2 | +3 | +7 | +7 | Assume Flame's Mantle (20 ft), World in Flames (30/2nd) | 4d6 | 4 | [5/4] |
11 | +8/+3 | +3 | +7 | +7 | Ashes to Ashes (1/3), Bonus Feat, Burn Reality (Greater) | 4d6 | 4 | [5/4] |
12 | +9/+4 | +4 | +8 | +8 | World in Flames (30/3rd), One with Flames (Senses) | 5d6 | 5 | [5/4] |
13 | +9/+4 | +4 | +8 | +8 | Assume Flame's Mantle (25 ft), Recognize Flame's Essence (Muse) | 5d6 | 5 | [6/5] |
14 | +10/+5 | +4 | +9 | +9 | World in Flames (40/3rd), Bonus Feat | 5d6 | 5 | [6/5] |
15 | +11/+6/+1 | +5 | +9 | +9 | One with Flames (Motion), Ashes to Ashes (2/3) | 6d6 | 6 | [6/5] |
16 | +12/+7/+2 | +5 | +10 | +10 | Assume Flame's Mantle (30 ft), World in Flames (40/4th), Burn Reality (Blazing) | 6d6 | 6 | [6/5] |
17 | +12/+7/+2 | +5 | +10 | +10 | Recognize Flame's Essence (Mother's Arms), Bonus Feat | 6d6 | 6 | [7/6] |
18 | +13/+8/+3 | +6 | +11 | +11 | World in Flames (50/4th), One with Flames (Mind and Soul) | 7d6 | 7 | [7/6] |
19 | +14/+9/+4 | +6 | +11 | +11 | Assume Flame's Mantle (35 ft), Ashes to Ashes (All) | 7d6 | 7 | [7/6] |
20 | +15/+10/+5 | +6 | +12 | +12 | World in Flames (50/5th), Godscorch Embodiment, Bonus Feat | 7d6 | 7 | [7/6] |
Class Skills for a Naseli (and key ability scores) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), and Tumble (Dex).
Weapon and Armor Proficiencies: A Naseli is proficient in all Simple Weapons, as well as Torches. In addition, they are proficient in light armor, and Gnome Twistcloth.
Avatar of Flames: Due to their nature, a Naseli cannot use their Supernatural class features in any environment where fire cannot burn, such as underwater or in a vacuum. Treat any such area as if it were inside an Anti-Magic Field for the purpose of all of the Naseli's Supernatural Class Features that they gained from levels in this class.
Fire Damage: Your flames burn hotter than those in the 7 hells, or at least they will. Eventually...
Any object lit on fire by a Naseli, no matter how it is done, uses the damage listed in the Fire Damage column of the table above instead of the normal damage that the fire would inflict. In addition, the save DC to avoid being lit on fire and to put out the fire is increased to 10+1/2 the Naseli's character level+their Charisma modifier, if that would be higher than 15.
Treat a Naseli's Fire Damage as if it were a Warlock's Eldritch Blast for the purpose of Prerequisites; in addition, any class features that modify an Eldritch Blast instead apply to any use of Burn Reality that the Naseli might perform.
Assume Flame's Mantle (Su): You are a conduit; flames breath through you like bellows, and your merest touch strips flesh from bone. Or, it would, if you would just
let it out...At 1st level, a Naseli gains the ability to release the shear heat trapped within their skin; doing so takes a standard action. When they assume the flame's mantle (as this ability is referred to among those that have this gift), the area within the given radius has its temperature increased by 18 degrees Fahrenheit (10 degrees Celsius) for every level in this class that they have, and they gain the [Fire] Subtype. In addition, they gain a melee touch attack that deals fire damage equal to the amount shown in the Fire Damage column on the table above; anything touching their flesh must make a reflex save or catch on fire. If a Naseli is wearing armor or wielding a weapon when they assume the flame's mantle, they take damage equal to the Naseli's Fire Damage each round, which ignores any hardness that they might have.
In addition, any fire within the radius of increased temperature is treated as if it was lit by the Naseli for the purposes of the Naseli's class features for as long as it remains in that radius. In addition, any fire within the radius of this ability cannot be put out until it leaves the radius.
Due to a sense of politeness, or at least the fact that otherwise they would kill any friends and allies that they have, most Naseli learn how to leash this horrific heat, allowing them to leave this state as a Standard action. However, whenever they aren't assuming the flame's mantle, their body temperature is 9 degrees Fahrenheit (5 degrees Celsius) higher per class level than the racial norm.
As long as this ability is active, a Naseli is treated as if they were on fire for the purpose of any of their class features.
Burn Reality (Su): You aren't some prosaic pyromaniac with an itchy finger and some tindertwigs; no, you know how to burn things that they couldn't dream of, such as courage, luck, and even heat itself.
A Naseli may, as a standard action, designate a number of creatures or objects within 60' up to the number of Fire Damage dice they have that have been lit on fire. The next time they make a save to put out the fire, they treat the fire as if it had been lit by the Naseli, and also take the effects of a single Eldritch Essence that the Naseli knows upon a failed save; if the Eldritch Essence itself has a save, then the save to put out the fire changes to target that saving throw instead, and they do not receive a save from the invocation itself. If the Eldritch Essence changes the type of damage an Eldritch Blast would inflict, use that damage type instead of Fire damage for damage that round.
Alternatively, a Naseli may take a Standard action to attack a creature with a torch; if they do so they may apply Burn Reality to the saving throw against being lit on fire that the torch causes (see the Equipment Aflame ability that a )
A Naseli knows a number of Eldritch Essences equal to the amount given on the table above; they are at first restricted to Least grade Essences, but may select Lesser Essences at 6th level, Greater Essences at 11th level, and Dark Essences (here referred to as Blazing Essences) at 16th level. At 6th level and every even level thereafter, they may replace any one Essence that they know with any other that they are capable of learning. They treat their caster level for any Essences that they know as being equal to their class level.
Any Eldritch Essences known count as Invocations known for the purpose of prerequisites.
Equipment Aflame (Su): You do not wield some unsubtle stick of steel, and wear a skin of heavy metal. You are armed and girded by the very flames themselves!
Whenever a Naseli is wielding a Torch, it deals 1d4 fire damage instead of the normal damage it would deal (adjusted by the Naseli's size category, as normal), and is not treated as if it were an Improvised weapon, instead treating it as a martial weapon. Additionally, any attack that the Naseli makes with a torch forces the creature struck to make a Reflex save or catch on fire for 1d4 rounds.
In addition, whenever a Naseli is on fire, they do not take fire damage; instead, they receive a +2 Armor bonus to AC.
Along with those benefits, they may, in a ten-minute ritual spent staring into a flame, modify the benefits of this class feature.
They have a number of weapon and armor property slots equal to the number listed in the Equipment Aflame column above (the first number is for weapon slots, and the second is for armor slots), which they may use to enhance any torch they wield and any armor they receive from being on fire as indicated
here (specifically, Section IV).World in Flames (Su): You will see the world burn. Eventually, at least; not right now. But still, it is nice to watch the little trees burn...
At 2nd level, the flames that a Naseli generates become hotter than most beings would expect or even believe, if not for the evidence given by what they make burn.
A Naseli completely ignores up to 10 points of Fire Resistance at 2nd level; in addition, if the amount of Fire Resistance that they ignore is at least 10 higher than the Fire Resistance of a creature, the amount of damage that any fire damage they inflict (or that a fire they lit inflicts) is increased by 1/10 of the difference, rounded down, per die.
At 6th level, and every 4 levels thereafter, the amount of Fire Resistance that they ignore is increased by 10. Once the Naseli can bypass 50 points of Fire Resistance, they also completely ignore Fire Immunity and Fire Resistance higher than 50 (treat it as being Fire Resistance 50 for the purposes of how much additional Fire Damage this this class feature deals.)
If a creature would heal damage from being dealt fire damage, the amount of healing they receive is reduced by the amount of Fire Resistance that the Naseli can bypass.
In addition, at 4th level, and every 4 levels thereafter, a Nasseli may select a single terrain type as if they were a Ranger with the
Favored Environment ability; if they do so, any fires that they light within that terrain can only be put out by either having their duration run out (for creatures who have been lit on fire), or through magic. Otherwise, they will burn nigh eternally, regardless of what environment they are in, as the Naseli fuels them with the very nature of the place that they are burning.
Finally, in any environment the Naseli designates as a Favored Environment, they ignore their Avatar of Flames class feature, and do not need to breath.
Blessing of the Fire Lord (Su): You are a lord of flames; the only ones that will not be consumed by your presence are your loved ones, who will stand in your glory, and will cheer as the world turns to ash...
You may, as a Standard action, "bless" a creature with protection against flames; if you do so, their Fire Resistance increases by 1/2 the amount of Fire Resistance you bypass with World in Flames, and are immune to your World in Flames ability (treat a creature without Fire Resistance as if it had Fire Resistance 0, and a creature with Fire Vulnerability as if it had a Fire Resistance of -25); in addition, if their Fire Resistance would be increased to at least 25, they gain Immunity to Fire instead of Fire Resistance, and any creature with Fire Vulnerability whose Fire Resistance would be increased to 0 loses their Fire Vulnerability (they still receive a -25 penalty to their Fire Resistance, though.)
In addition, they receive a morale bonus on attack rolls and charisma-based skill checks equal to one-fifth of their Fire Resistance.
A Naseli is always considered to be under the effects of this ability, and is immune to the World in Flames ability of other Naseli; a Naseli may have a number of creatures blessed in this manner other than themselves equal to the number of creatures that they can affect with their Burn Reality class feature. They may remove this blessing from any creature that they gave it to as a free action.
A Blaze to Keep One Warm (Su): With fire burning through your veins, you tend to not care one whit about the weather that affects your mortal shell.
A Naseli of at least 3rd level is treated as if they were under the effects of an
Endure Elements spell at all times, except that the temperatures that they can comfortably withstand are increased on both the upper and lower bounds by the body temperature increase that they have from their Assume Flame's Mantle class feature.
Any creature that is a recipient of a blessing from the Naseli gains the benefits of this class feature, except that the range of temperatures that they can withstand is not modified from those listed by the
Endure Elements spell.
One with Flames (Su): You can manipulate flames as if they were an extension of your body. In fact, sometimes it feels like your body is an extension of the flames...
At 3rd level, a Naseli may manipulate any object that is on fire within 60' feet as if they were using the
Mage Hand or
Open/Close spell; in addition, they may perform any skill that requires the use of a creature's hands on any object or creature that are on fire within 60' as if they had all relevant (non-Masterwork) tools, and receive a bonus to all Climb, Craft, Heal, Perform (Dance), and Tumble checks equal to twice the number of dice in their Fire Damage, as they emulate the primal conception of fire as a creative force.
Affecting a creature or object in this way allows the Naseli to protect that object or creature from the flames, causing them to take Nonlethal damage instead of the normal damage they would take from the flames. The Naseli may manipulate a number of objects through this class feature equal to the number of creatures that they can affect with their Burn Reality class feature.
At 6th level, a Naseli feels flames take residence in their heart; they receive a bonus on all saving throws equal to their Charisma modifier, and gain the benefit of a
Death Ward spell whenever they are on fire.
At 9th level, a Naseli may treat any object or creature that is destroyed by fire damage within 60' as if it had been consumed by the Naseli; if at least 1 pound of matter is destroyed in this manner, the Naseli does not need to eat or drink for 24 hours. In addition, by taking the normal action for drinking a potion, they may destroy a single potion that is within a fire, and then benefit from it as if they had drank it.
At 12th level, a Naseli may treat themselves as being in the same place as any fire within 60' for the purpose of any of their senses; in addition, they may, as a standard action, use
Scholar's Touch as a Supernatural ability to read a number of books within 60' that were destroyed by fire within the last minute equal to the number of creatures that they can affect with their Burn Reality class feature.
At 15th level, a Naseli may, at the beginning of each round, select a flame within 60' that is at least the same size category as they are as a free action; if they do so, they instantaneously move to where that flame is. This is not a teleportation effect.
At 18th level, a Naseli's flames reach their mind and embed themselves in their soul; they gain an immunity to all negative Mind-Affecting abilities, and no longer age, as the flames that have become their soul simply consume time as it comes.
Invigorating Embers (Su): Flames do not only destroy, as you well understand; they also nurture and heal the sickly.
A Naseli of at least 4th level gains a pool of healing that refreshes each morning equal to the amount of Fire Resistance that they ignore through World on Fire plus their Charisma modifier plus their class level. They may use this pool of healing to heal an amount of lost HP from a creature that they are touching (or which is on fire within 60') as a Standard action, transferring points from this pool on a 1-for-1 basis.
This class feature counts as if it were the Lay on Hands class feature for the purpose of any effects that would modify Lay on Hands and prerequisites.
Pure Alchemy of Flames (Ex): You know a secret, that others ignore; flames do not truly destroy. Instead, they transform; it is alchemy at its purest.
A Naseli of at least 5th level may make Alchemical items as if they were a spellcaster; in addition, any save DC for an Alchemical item or poison crafted by them is increased to equal the save DC from their Fire Damage class feature.
They cannot create Alchemical Frost, or any other Alchemical item that cools an object or that deals cold damage, through this class feature.
Burn Away Impurities (Su): Your body is simply too hot for any natural disease to take root in your form; any foreign matter simply disintegrates in furnace of your blood.
At 5th level, a Naseli is immune to all mundane diseases and poisons, and receives a bonus on saves against any supernatural diseases or poisons equal to their skill bonus from One with Flames.
Recognize Flame's Essence (Su): You recognize that fire is not just destruction; you can coax and purify the essence of a flame to truly reveal this to others.
At 5th level, a Naseli gains the ability to summon a spirit of flame from the ether as a Standard action that does not provoke an attack of opportunity; regardless of their other properties, the spirit appears as a small cloud of embers, and has the following traits:
- The spirit occupies a single 5' square.
- When summoned, the spirit appears within 30' of the Naseli, and the Naseli, as a free action once per round, may move it up to 30'
- The spirit does physically fill any square that it is in, and does not block line of sight; any creature that shares a square with the spirit are treated as if they were on fire for the purpose of any of the Naseli's class features (they do not take damage, and do not have to save against being on fire, unless the Naseli chooses to use Burn Reality on them.)
- The spirit cannot attack or be attacked, and does not have a creature type; it can be affected by spells as if it were a summoned creature, using the Naseli's class level as the caster level used to summon it.
- The spirits are automatically dismissed if they leave your line of sight.
- The spirits may collectively be summoned a number of times per day equal to the number of dice of Fire Damage that the Naseli has.
- The spirit lasts until either a number of rounds equal to the Naseli's class level have passed, the spirit is dismissed as a free action, or a specific condition has come to pass.
At 5th level, the Naseli may summon a spirit representing fire as a sustainer, it's warmth invigorating and friendly. The Naseli may treat this spirit as if it were the Naseli for the purpose of what creatures that they can use their Invigorating Embers class feature on, and may heal HP on a 1-to-2 basis (so spending 3 points from their pool would heal a creature for 6 HP.) Once their Invigorating Embers pool is empty, the spirit is automatically dismissed, and may not be summoned again until the pool refills.
At 9th level, the Naseli may summon a spirit representing the destructive fury of fire, allowing it to imbue a creature with it's fiery wrath. Whenever one of their allies is adjacent to, or shares a space with, this spirit, that ally is treated as if they were Blessed by the Naseli's Blessing of the Fire Lord class feature (this does not count towards the number of creatures that can be blessed at any one time); if that creature is already affected by a Blessing, they instead gain the ability to sacrifice points of Fire Resistance for damage. They must choose to do so at the beginning of a given round; if they do choose to do so, they reduce their Fire Resistance by any amount to add that much Fire Damage to their attacks.
At 13th level, the Naseli may summon a spirit representing the inspiration that fire gives to those that watch it's mesmerizing dance. This spirit may only be summoned in the same place as the Naseli, and cannot move independently, instead shadowing the Naseli's every move. As long as this spirit exists, the Naseli gains DR/- equal to their Fire Resistance bonus from Blessing of the Fire Lord, gains the benefits of the Diehard feat, except that they only die once they reach a number of negative hit points equal to their DR/-, and may use Invigorating Embers once per round as a free action.
At 17th level, the Naseli may summon a spirit that represents fire as the nurturer, as a mother holding a child in their arms. Any allied creature that is either adjacent to or sharing the space of this spirit gains Fast Healing equal to one-fifth the amount of Fire Resistance ignored by the Naseli due to World in Flames, and the Naseli may use
Revenance as a spell-like ability at will once per round on any dead creature adjacent to, or sharing a space with, the spirit; if the Naseli dies while either adjacent to, or sharing a space with, the spirit, they are instead affected as if by a
True Resurrection spell. Treat the caster level for both these spells as if it were equal to the Naseli's class level.
Inner Furnace Blazing (Su): You feel it. Like a fever breathing through your body. It doesn't make you feel weak, though; it feels kinda good, actually...
At 7th level, a Naseli gains Cold Resistance equal to the Fire Resistance boost that they receive from Blessing of the Fire Lord, using the same rules as that class feature, gaining Cold Immunity at Cold Resistance 25, receiving a -25 to their Cold Resistance if they have Cold Vulnerability, and losing Cold Vulnerability at Cold Resistance 0.
In addition, they may use points from their Invigorating Embers pool to craft any item within a flame, spending points from the pool to replace the cost on a 1 point to 1 GP basis (rounded up), using rounds instead of weeks when determining your progress.
Flames Devour Falsities (Su): It is rather pathetic that mages feel the urge to defend themselves from your flames; don't they realize that being consumed by flames is what is best for everyone? Don't they know that magic makes for excellent fuel?
At 8th level, a Naseli learns how to use the targeted version of
Dispel Magic as an Eldritch Essence, except that there is no cap on the bonus. In addition, they may treat any creature that is under the effects of a spell as if they were on fire for the purpose of their Burn Reality class feature; failing a save against that class feature lights them on fire.
Finally, any object that comes in contact with a flame lit by a Naseli of at least 8th level is subjected to the Naseli's
Dispel Magic Essence each round.
Ashes to Ashes (Su): Fire doesn't burn you, not anymore... it's like it simply washes over you, salving your wounds...
At 11th level, a Naseli loses their Fire Resistance from their Blessing of the Fire Lord class feature (they still receive the bonus to attack rolls and skills, and are still treated as if they had it for the purpose of a spirit representing fire as the destroyer), and any Fire Immunity they might have from any other source, and instead heal a third of the fire damage that they would take otherwise, completely ignoring the rest of the damage.
At 15th level, this increases to two-thirds, and at 19th level, this increases to full.
In addition, at 15th level, any fire damage they deal or receive (or that flames that they light deal) is maximized
Bonus Feat (Ex): You have learned so much about flames, it's as if the fire is consuming the ignorance that used to live within your mind.
At 11th level, and every 3 levels thereafter, a Naseli gains any feat that they qualify for as a bonus feat.
Godscorch Embodiment (Su): This is why man discovered fire; to give himself an edge against the gods, and uncaring nature. It would be simply a crime if you didn't take this ability to its logical conclusion.
At 20th level, a Naseli is no longer prevented from using any of their class features due to being inside an Anti-Magic Field or a Dead Magic zone.
In addition, the temperature increase when they assume the flame's mantle is now 90 degrees Fahrenheit (50 degrees Celsius) per class level, and while they are assuming the flame's mantle, any fire damage they deal ignores regeneration, hardness, is not halved against objects, and any creature slain by fire damage from this ability has their soul burned to a cinder, preventing them from being resurrected.
Finally, the Naseli's type changes to Elemental with the [Fire] subtype, but they may still be resurrected as if they were their original type; they are permanently treated as if they were on fire for the purposes of their class features.
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ACFsRain of Fire
Modifies: Equipment Aflame, Burn Reality
Benefit: The Naseli gains proficiency with all bows.
The rules for how torches are modified in the Equipment Aflame ability changes to instead affect arrows fired from any bow that the Naseli wields, changing their basic statistics to 1d4 fire damage with a x2 critical. You may take a standard action to fire an arrow instead of attacking with a torch for the purposes of Burn Reality.
Shapes within Flames
Replaces: Recognize Flame's Essence
Benefit: At 5th level, and every 4 levels thereafter, you learn any two Blast Shape invocations of your choice, up to the highest grade of invocation that you can learn. You may apply them to any use of Burn Reality using a weapon (such as a bow or a torch).
Naseli and MulticlassingA Naseli treats their class level as their caster level for the purpose of qualifying for any prestige classes.
Any prestige class level that advances caster level or invocation-user levels stacks with Naseli levels for the purpose of determining the potency of their Fire Damage, Recognize Flame's Essence, Invigorating Embers, World in Flames, and Burn Reality class features, as well as when determining how many Eldritch Essences they know.
However, if a class specifically states that it does not increase a character's Eldritch Blast damage, levels in that class do not stack when determining how many dice of Fire Damage that they have.
NotesAlright, this is a very different take on a pyromancy base class; for one thing, they don't actually shoot fire at things, or snap their fingers to light things on fire. Also, they draw off other concepts related to fire, other than just the destruction normally seen.
Just as a quick thing that probably makes the class make more sense, this is a pyromancer that deals with conceptual fire in the same way that it deals with real, tangible fire.
Also, need I mention that their body temperature is (assuming a human), hot enough to boil water at 20th level if they are not assuming the flame's mantle, and that the ambient temperature around them increases to over 1000 degrees Celsius when they are? I might actually need to bump that up, since that is still too cool to melt most metals. Humph.