sabato 22 settembre 2018

Elemental Implement Schools, Part 3: Fire

Third part of my occultist elemental schools miniseries. Tomorrow the last one!
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Fire Implements

Fire implements are items related to fire, burning, passion, and mutations. Divination, enchantment, evocation, and transmutation are the most common powers associated with fire.

Implement(s): Brazier, burner, candle, gem, lantern, pipe.
Resonant Power(s): Each time the occultist invests mental focus into a fire implement, the implement grants the following resonant power. The implement’s bearer gains the benefits of this power until the occultist refreshes his focus.

Fire Resistance (Su): The implement protects against damaging fire spells. It grants to the bearer 1 point of fire resistance for every 2 points of mental focus invested in the implement, to a maximum of 1 for every 2 occultist levels you possess.

Base Focus Power: All occultists who learn to use fire implements gain the following focus power.

Flame Wave (Sp): As a standard action that provokes attacks of opportunity, you can expend 1 point of mental focus to unleash a ray of flame as a ranged touch attack. This ray has a range of 30 feet. The ray deals an amount of energy damage equal to 1d6 points + 1d6 points for every 2 occultist levels you possess beyond 1st (2d6 at 3rd level, 3d6 at 5th, and so on, to a maximum of 10d6 at 19th level).

Focus Powers: In addition to gaining the base focus power, occultists who learn to use fire implements can select from the following focus powers when choosing the powers gained from their focus powers class feature.
Blazing Weaponry (Sp): As a standard action, you may spend 1 point of mental focus to create a weapon made of pure flame. This must be a weapon you are proficient with, and deals the normal damage for a weapon of its type +1 point of damage for every 2 occultist levels you possess. All the damage inflicted by this weapon is fire damage. Unlike a flame blade spell, you can add your Strength bonus to the damage. This effect lasts for 1 minute, and can be prolonged by expending more points of mental focus.

Command Fire (Su): As a standard action, you can expend 1 point of mental focus to control any natural or magic fire within 10 feet. This ability allows to move any fire effect in the area, and to reposition a stationary fire effect, although the new placement must be one allowed by the conditions or spell. This lasts for 1 round per occultist level you possess, and may be prolonged by expending more points of mental focus.

Combustion (Sp): You can spend 1 point of mental focus and make a touch attack against a creature to make it catch fire. The creature takes 1d8 point of fire damage per round until it manages to extinguish the flames. A successful Fortitude save reduces this damage by half. If the flames are not quenched, this effect lasts 1 round plus 1 round for every 2 occultist level you possess beyond 1st.

Fire Barrier (Sp): As a standard action, you can expend 1 point of mental focus to surround yourself with a ring of flames. This functions as wall of fire, except it last a number of rounds equal to your occultist level. You must be at least 5th level to select this focus power.

Pyromancy (Sp): As a standard action, you can expend 1 point of mental focus to use a fire next to you as a temporary crystal ball. This effect lasts 1 round per occultist level you possess. The image’s size and detail depends from the size of the fire you use (the flame of a candle will show very little figures as from a great distance). You can cast other divination spells you know through the fire by spending 1 additional point of mental focus for each spell cast this way. You must be at least 3rd level to select this focus power.

Smokesight (Su): As a standard action, you can spend 1 point of mental focus to become able to see normally through fire and smoke. At 4th level, you are immune to bad effects caused by normal smoke and gain a +4 bonus on saves against magical or alchemical smoke effects (like a stinking cloud spell or an alchemist’s smoke bombs). This effect lasts for 1 minute and may be extended by expending more points of mental focus.

Sacred Implement

Blood Drop of the Phoenix
Deity Sarenrae; Implement gem; Opposition School water
Fire Regeneration (Su): You can shroud yourself in healing flames. Every round as a full-round action, you can heal 1d8+1 points of damage plus other 1d8+1 point of damage for every 2 occultist level you possess after 1st, by spending 1 point of mental focus. This effect functions even if you are unconscious and/or dying, until you consciously stop it. At 15th level, you also regrow body parts and repair broken bones as a regenerate spell, but only if you maintain this power for at least three rounds.

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