mercoledì 31 luglio 2019

New Caster Tradition: Ballerina

This is a new Spheres of Power casting that I created for the Whirling Seer from the last post.
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Casting Tradition: Ballerina
A ballerina is similar to a bard, but just uses her charming moves and sway to cast spells.
Drawbacks: Skilled Casting [Perform/Dance], Somatic Casting x2).
Boons: none.

domenica 28 luglio 2019

The Whirling Seer

Another conversion from Cyborg 009 to the Spheres of Power system! This time it’s the team’s Lady of Steel, the lovely 003.
This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!



The Whirling Seer (Dancer Bard)
Aasimar bard 1 (Dervish Dancer, Sphere Bard)
NG Medium outsider (native)
Init +3; Senses darkvision 60 ft., Perception +6

Defense
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 9 (1d8+1)
Fort +1, Ref +5, Will +4
Resist acid 5, cold 5, electricity 5

Offense
Speed 30 ft.
Melee kukri +0 (1d4, 18-20)
Ranged light crossbow +3 (1d8, 19-20)
Special Attacks battle dance 7 rounds/day (countersong, distraction, fascinate [DC 13], inspire courage +1)

Magic
Caster Level 1; MSB +1, MSD 12, Concentration +4
Tradition Ballerina (Drawbacks: Skilled Casting [Perform/Dance], Somatic Casting x2); CAM Cha
Spell Points 5
Divination Sphere - DC 14; Duration Divine (Concentration), Sense (1 Hour); Range Medium (110 ft); Talents Widen Sight; Drawbacks Limited Divination
- Sense (Read Magic)
- Widen Sight
Fallen Fey Sphere - DC 13; Duration 1 minute/level; Range none; Talents none; Drawbacks none
- Fey-Link
- Fey Blessing (nature-connection [forest])

Statistics
Str 10, Dex 16, Con 12, Int 13, Wis 14, Cha 16
Base Atk +0; CMB +0; CMD +13
Traits Ear for Music, Good Influence
Feats Sphere Focus (Divination)
Skills Acrobatics +9, Diplomacy +9, Heal +3, Knowledge (local) +5/+7, Perception +6, Perform (dance) +10, Stealth +7. Racial Bonuses +2 Acrobatics
Languages Celestial, Common, Elven
SQ fleet (10 ft.)
Gear bard’s kit (41 gp), kukri (8 gp), light crossbow (35 gp) with 10 darts (1 gp), liquid life (20 gp)

Special Abilities

Bardic Performance A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
Each bardic performance has audible components, visual components, or both.
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Battle Dance A dervish dancer is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except the dervish dancer only affects himself, and does not need to be able to see or hear his own performance. Battle dancing is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance, except that battle dancing does not benefit from the Lingering Performance feat or any other ability that allows a bardic performance to grant bonuses after it has ended. Battle dancing benefits apply only when the bard is wearing light or no armor. Like bardic performance, it cannot be maintained at the same time as other performance abilities.
Starting a battle dance is a move action, but it can be maintained each round as a free action. Changing a battle dance from one effect to another requires the dervish dancer to stop the previous performance and start the new one as a move action. Like a bard, a dervish dancer’s performance ends immediately if he is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round. A dervish dancer cannot perform more than one battle dance at a time. At 10th level, a dervish dancer can start a battle dance as a swift action instead of a move action.
Dervish dancers gain the inspire courage, inspire greatness, and inspire heroics bardic performance types as battle dances, but these only provide benefit to the dervish dancer himself.

Divination Sphere You can predict the future and gain information not available to the usual 5 senses.

Limited Divination Choose either sense or divine. You cannot use this ability, nor take talents which augment this ability.

Divination: Sense As a standard action, you may grant yourself paranormal senses for 1 hour/level. When you gain the Divination sphere, you gain the following sense.

Divination: Read Magic (Sense) You may spend a spell point to gain a sense that allows you to decipher all magical writings, such as those found in books, scrolls, on weapons, or in other places intelligible to you. This does not invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once you have read a magical inscription through this ability, you are thereafter able to read that particular writing even without this sense. You can read at the rate of one page (250 words) per minute. You can identify glyphs, runes, and symbol spells with a Spellcraft check (DC 10 + 1/2 caster level).
Some talents are marked (sense). These talents grant you additional senses you may bestow upon yourself. There is no limit to the number of different senses you may have active at a time.

Divination: Widen Sight You may increase the range of any sense abilities from a static number such as 30 ft to a range of close (25 ft + 5 ft per 2 CL).

Fallen Fey Sphere

Fallen Fey: Fey-Link As a swift action, you may change your creature type to fey for 1 minute per caster level. You are treated as a fey and no longer count as your previous creature type for all purposes including spells, magic items, etc. You still possess any subtypes you previously possessed (thus, an elf using this ability would change from a humanoid with the elf subtype to a fey with the elf subtype).
Whenever fey-link is active, you may spend 1 spell point as a free action to gain the benefits of a fey-blessing until the end of the fey-link. There are no limit to the number of fey-blessings you may have active at a time, but each one must be activated separately, and all only endure until the end of the fey-link. Renewing a fey-link does not increase the duration of a fey-blessing, and ends all fey-blessings you currently possess.
When you gain the Fallen Fey sphere, you gain the following fey-blessing:

Fallen Fey: Nature-Connection (fey-blessing) You gain a +1 bonus on initiative checks and Knowledge (geography), Survival, Stealth, and Perception skill checks made within one terrain of your choice (chosen when this fey-blessing is cast). This bonus increases by +1 for every 5 caster levels you possess. Consult the ranger list of favored terrains to see potential terrain types. You may gain this fey-blessing multiple times, gaining this bonus in a different terrain each time.

Magic talents marked as (fey-blessing) grant additional fey-blessings.

Fleet (Su) While performing a battle dance, a dervish dancer gains a +10 enhancement bonus to his land speed. This bonus increases by 5 feet for every four bard levels gained after 1st level, to a maximum of +30 feet at 17th level.
This ability replaces bardic knowledge and lore master.

Skilled Casting You must create your magic through singing, drawing, or some other activity. Your magic is tied to a particular Perform, Profession, or Craft skill (although with GM permission another skill may be substituted). You must succeed at a skill check to use any sphere ability. The DC of this skill check is 15 + the ability’s caster level. For every 2 points by which this skill check falls short of this DC, the ability manifests at -1 caster level. If this reduces the ability to a caster level below 0, the manifested ability fails and any spell points used are lost.
A caster with Skilled Casting must be able to perform their skill to use their magic, which is similar to but not the same as possessing other drawbacks. For example, a caster who must draw to create magic must have at least one hand free, although unless he also possesses Somatic Casting he may do so while wearing heavy armor without a chance of arcane spell failure. Likewise, a caster who uses music to create magic must be able to speak, but unless he also possesses Verbal Casting he can do so quietly and not break stealth.

Somatic Casting You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. When using magic, you cannot wear armor heavier than light without incurring a chance of arcane spell failure. You may select this drawback twice. If taken a second time, you cannot wear any armor or use a shield without incurring a chance of arcane spell failure.

Build
The Whirling Seer is built with a 20-point buy and 105 gp starting wealth. Favored Class Bonus is +⅙ level higher when determining the effects of one performance. If using a lower point buy, you can lower Strength and Constitution. If using a higher point buy (or rolling really well), your most important attributes are Charisma and Dexterity. Charisma is your casting statistic and affects the save DCs of all your magic and martial talents and your spell pool; Dexterity makes you a great finesse warrior, increases your initiative and bolsters your Reflex save. Intelligence and Wisdom are important too, to have better knowledge and understanding of the world, and to better resist mental control and charm.

How to Play a Whirling Seer
Trained to create beauty, you didn’t see yourself as an adventurer, but circumstances forced you to that life. Your priority now is support your allies and try to overcome enemies without having to kill. You would happily put yourself between dangers and those you love, and are stubborn in your defense of life against all odds.

Future Abilities
Magic Talents Battlefield Sense, Beckoning Call, Detect Scrying, Expansive Vision (x2), Fey Beauty, Foreshadow, Ghost Sight, Prescience, See Hazard, Sense Magic, Sniper’s Eye, True Seeing, True Sight, Unobscured Vision
Feats Diva Style, Extra Combat Talent x3 (Dancer Training, Finesse Training x2), Practiced Seer, Precogniscient Protection, Precogniscient Resistance, Precogniscient Smite, Skill Focus (Perception)
Your weapon and armor of choice are dancing scarves, as soon as you can afford them.

sabato 27 luglio 2019

The Flaming Chef

After so long... a new conversion from my favorite anime/manga. All hail the Flaming Chef, also known as Cyborg 006!


This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!

The Flaming Chef (Culinary Elementalist)
Dwarf elementalist (Geomancer) 1
CG Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft., Perception +1/+3

Defense
AC 12, touch 11, flat-footed 11 (+1 armor, +1 Dex)
hp 10 (1d8+2)
Fort +4, Ref +3, Will +3. +2 racial bonus vs. spells, poison, and spell-like abilities
Resist fire 1

Offense
Speed 20 ft.
Melee large frying pan +1 (2d6+1, +1 fire if hot, 19-20, blocking)

Magic
Caster Level 1; MSB +1; MSD 12; Concentration +3
Tradition Flame-Blooded (Energy Focus [fire blast, Destruction], Limited Warp [requires fire, Warp], Focused Weather [heat, Weather], Drawbacks Somatic Casting x2, Boons Embodiment (fire); CAM Cha
Spell Points 3
Alteration Sphere - DC 12; Duration 1 minute, Concentration; Range Self; Talents Subterranean Transformation; Drawbacks Lycanthropic
- Shapeshift (Blank Form, Subterranean Transformation)
Nature Sphere- DC 12; Duration 1 round, Concentration; Range Close (25 ft); Talents Dragonlung (30 ft. cone); Drawbacks none
- Geomancing (fire: Manipulate Lava, Create Fire, Affect Fire, Dragonlung)

Martial
PAM Cha
Barroom sphere - DC 12, Talents Barroom Expert, Drawbacks Teetotaler
- brutal breaker (don't suffer penalties w/improvised weapons)
- barroom expert (apply special quality to an improvised weapon and increase its damage and critical threat range)

Statistics
Str 12, Dex 12, Con 15, Int 13, Wis 12, Cha 14
Base Atk +0; CMB +1; CMD 12 (16 vs. bull rush and trip when standing on the ground)
Traits Pyromancer, Tunnel Fighter
Feats Extra Combat Talent
Skills Bluff +6, Escape Artist +5, Knowledge (nature) +2, Profession (cook) +5/+9, Stealth +5
Languages Common, Draconic, Dwarven
SQ greed, industrious urbanite, stonecunning, weapon familiarity
Gear alchemist’s kit (40 gp), artisan’s outfit (1 gp), haramaki (3 gp), large frying pan (61 gp)

Special Abilities

Alteration Sphere You have the ability to change the physical makeup of creatures.
Lycanthropic You can only target yourself with your shapeshift ability. You cannot gain the Mass Alteration nor Ranged Alteration talents.

Alteration: Shapeshift As a standard action you may shapeshift yourself or a touched creature, changing their form for as long as you concentrate. If the target is unwilling, this costs a spell point, and they are allowed a Fortitude save to negate. You may spend a spell point to allow a shapeshift to remain for 1 minute per caster level without concentration. You may dismiss your shapeshift as a free action.
Shapeshift is a polymorph effect. A target may only be affected by one shapeshift at any one time. If a caster attempts to place a second shapeshift on a target, he must succeed at a magic skill check. If he succeeds, the second shapeshift is successfully placed on the target, dismissing and dispelling the first.
When shapeshifting a target, the caster must choose a form and a series of traits for them. Forms constitute a creature’s basic physical makeup (humanoid, draconic, animalistic, avian, etc.) while traits are special characteristics or alterations (natural attacks, creature size, monster special abilities, etc.). A caster may grant up to 1 trait + 1 per 5 caster levels and cannot grant the same trait more than once unless the trait indicates it may be granted multiple times.
With the exception of Blank Form (detailed below), placing a form on a creature causes that creature’s physical body to change into that of another creature. The target gains the listed number of limbs and loses all others. The target loses any extraordinary or supernatural abilities, natural attacks, and movement types dependent on their original form (darkvision, scent, wings, claws, etc.) and gains the listed benefits in their place.
Alternate sources of physical traits (such as a dragon sorcerer’s ability to grow claws) still function. In addition, the target’s equipment melds into their new form, causing them to lose their armor and shield bonuses and the ability to pull any item from a backpack or belt. They also cannot activate magic items (although constant bonuses from magic items still remain).
This cannot be used to assume the guise of a specific individual creature, but otherwise adds a +10 bonus to Disguise checks made to appear as a different race, gender, or species. The caster may cause the target to cosmetically appear as whatever type of creature he desires, although if the target is not granted the right physical attributes (for example, granting the right size category or number of legs), the disguise may fail completely.
When a caster first gains the Alteration sphere, they may grant creatures the Blank Form and the traits listed below. Additional forms and traits may be gained by taking Alteration talents. Any trait may be granted to any form.

Alteration: Blank Form Unlike other forms, the Blank Form does not change the creature’s basic makeup. They do not gain the +10 bonus to Disguise checks, nor do they lose their abilities, equipment, natural attacks, or any other aspect of their unaltered form. The Blank Form allows a caster to add traits to a creature without fundamentally changing the target first. A caster may grant the following traits to a creature affected by their shapeshift. A target must possess the appropriate limb where listed, and cannot grant a natural attack to a limb that already possesses a natural attack.

Darkvision 60 ft
Low-light vision
2 claw attacks (Primary attacks, 1d4, 1d3 small, requires arms). You may grant this trait multiple times.
1 bite attack (Primary attack, 1d6, 1d4 small, requires head). You may grant this trait multiple times.
1 gore attack (primary, 1d6, 1d4 small, requires head). You may grant this trait multiple times.
2 slam attacks (primary, 1d4, 1d3 small, requires arms). You may grant this trait multiple times.
2 pincers (secondary, 1d6, 1d4 small, requires arms). You may grant this trait multiple times.
You change the target’s cosmetic appearance. This could include changing the target’s apparent age, making an elf into an orc, disguising a large dog as a small pony, changing a male into a female, or some other such alteration. This grants the target a +10 bonus to Disguise checks. This trait may only be applied to the Blank Form, as such changes are assumed with other forms.

Alteration: Subterranean Transformation You may grant the form of a subterranean animal or magical beast with your shapeshift. The form has a head, 4 legs, a 30 ft land speed, and a 15 ft burrow speed that increases by 15 ft per 5 caster levels. The target also gains Darkvision 60 ft, Tremorsense 20 ft, a bite attack (Primary, 1d6, 1d4 small), and a +2 natural armor bonus that increases by 1 per 5 caster levels.
In addition, you may grant the following traits to any form:

A burrow speed as granted by the Subterranean form.
Tremorsense 20 ft.

Barroom Sphere Barroom practitioners specialize in using whatever is available to them, willing to swing table legs, chairs, and anything else as they chug down a fresh brew.
Practitioners of the Barroom sphere gain the following ability:

Teetotaler You do not gain the hard drinker ability, and cannot gain the drunk status nor select (drunk) talents. You cannot possess both this and the Alcoholic drawback. You gain Barroom Expert with this drawback.

Barroom: Brutal Breaker You do not suffer any penalty when using an improvised weapon, be it ranged or melee, and may treat improvised weapons you are wielding as manufactured weapons for the purpose of being able to be targeted by spells and other effects. You may grab an unattended object within your natural reach and make an attack action with it as part of the same standard action.
Additionally, you may treat any improvised weapon made of any material with a hardness of 5 or lower (wood, glass, etc.) as having the fragile weapon special feature for the purpose of any feats or talents you possess. This does not apply to magic items, nor to creatures being used as improvised weapons.
Some talents allow you to grant a fragile weapon the broken condition in exchange for a benefit. If you apply a second such benefit to a weapon, it is destroyed. You cannot apply more than 2 benefits that break a weapon to the same weapon attack.
Note: Talents which would allow you to add the broken condition or destroy an improvised weapon cannot be used while using a creature as an improvised weapon.

Barroom: Barroom Expert You may treat an improvised weapon as though it had one of the following special features (chosen upon first picking up an improvised weapon and may be changed once per round as a free action): blocking, brace, deadly, disarm, distracting, double (this may not be applied to improvised light weapons), grapple, nonlethal, performance, reach (this may only be applied to two handed improvised weapons), sunder, or trip. If the GM chooses, he may pose reasonable limitations on which items can gain which special features (for example, a sack of flour wouldn’t have reach, while a sandwich wouldn’t have deadly).
In addition, the improvised weapon has its damage increased by 1 size category and has its critical threat range increased to 19–20, with a critical multiplier of ×2. At +10 base attack bonus, improvised weapons have their critical threat range increased to 18-20 and you may apply two of the listed special features to improvised weapons. Associated Feat: Improvised Weapon Mastery

Embodiment You have come to mentally embody some substance in spirit. Select some substance to which you have a mental or philosophical kinship, and magic that can only affect certain substances or work through certain substances can still affect you if you wish to be so affected. This doesn’t allow you to use talents or abilities that only affect items of a particular nature on yourself, but allows you to use abilities that could reasonably apply to you apart from a material limitation. For instance, you couldn’t use the Nature sphere to use Towering Growth on yourself via Embodiment (trees), but you could use Limited Telekinesis (Ice) to move yourself. Similarly, having Embodiment (trees) would allow another with Limited Warp (trees) to teleport to your location if you knew they wished to and allowed it to happen.

Nature Sphere You can command the very terrain to do your bidding.
Nature: Geomancing As a standard action, you may command terrain and natural effects to act on your behalf. The effect produced depends on the environmental aspect targeted. Each effect must be centered or targeted within Close range.
Geomancing effects come in two forms: instantaneous and concentration. Instantaneous effects have no duration, while concentration effects persist as long as the caster concentrates. The caster may always spend a spell point as a free action to allow the effect to continue for 1 round per caster level without the need for concentration.
When a caster gains the nature sphere, he chooses and gains one of the following geomancing packages, with its included abilities. A caster may gain the Expanded Geomancing talent to gain additional packages.

Nature: Fire (geomancing)

Nature: Manipulate Lava (Instantaneous or concentration, requires lava)
You may manipulate lava. This is exactly the same as the vortex and freeze powers from the water package, except you must spend an additional spell point for each ability, and you must target lava. Frozen lava becomes obsidian, with a hardness of 5 and 3 hit points per caster level and does not deal damage per round to trapped creatures.

Nature: Create Fire (Concentration, no requirements)
You may produce a Diminutive-sized magical fire that burns without fuel. This fire may be 1 size category larger per 5 caster levels, and may be used to ignite flammable materials to create self-sustaining, non-magical fire. If a target is within the area of the created fire, they suffer damage as normal for that fire’s size and catch fire. A successful Reflex save halves the damage and negates catching fire.

Nature: Affect Fire (Concentration, requires fire)
You may affect a normal, non-magical fire, increasing or decreasing its size by one category, plus one per 5 caster levels. This is only a temporary change; once the effect ends, the fire returns to its normal size. The fire consumes fuel and deals damage as appropriate for its new size, according to Table: Maximum Fire Size. The minimum caster level required to affect a fire is also given in the chart. If two casters are affecting the same fire in the same direction (increasing or decreasing) only the strongest change occurs. If two casters attempt to affect fire in opposite directions (one making it bigger, one making it smaller), the second caster must succeed at a magic skill check.

Table: Maximum Fire Size
Minimum CL    Fire Size    Example    Damage per Round    Space
1st    Fine    Tindertwig    1    1/2 ft square
1st    Diminutive    Torch    1d3    1 ft square
1st    Tiny    Small Campfire    1d6    2.5 ft square
3rd    Small    Large Campfire    2d6    5 ft square
5th    Medium    Forge    3d6    5 ft square
8th    Large    Bonfire    4d6    10 ft square
11th    Huge    Burning Shack    5d6    15 ft square
15th    Gargantuan    Burning Tavern    6d6    20 ft square
20th    Colossal    Burning Inn    7d6    30 ft square
25th    Colossal+    -    8d6    50 ft square
30th    Colossal++    -    9d6    70 ft square
35th    Colossal+++    -    10d6    100 ft square
Examples: 2 adjacent Colossal-sized creatures or objects generally fit within a Colossal+ fire; 4 adjacent Colossal-sized creatures or objects generally fit within a Colossal++ fire; 8 adjacent Colossal-sized creatures or objects generally fit within a Colossal+++ fire.

On a success, their ability functions normally, overlapping the first caster’s effect. The fire counts as its altered size for determining if the second caster can affect it. If a creature is on fire, treat that fire as being Tiny sized (1d6 damage) for the purpose of this effect. When you affect a fire on a creature, you also raise or lower the Reflex save DC to put the fire out by 1/2 your caster level (minimum: 0).

Nature: Dragonlung (fire) Gain a breath weapon. This breath weapon is either a 60-ft line or a 30-ft. cone as chosen at the time it is gained. The breath weapon deals 1d8 fire damage per 2 caster levels, and allows a Reflex save for half damage. The caster uses this breath weapon as a standard action, but must wait at least 1d4 rounds between uses.

Somatic Casting You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. When using magic, you cannot wear armor heavier than light without incurring a chance of arcane spell failure. You may select this drawback twice. If taken a second time, you cannot wear any armor or use a shield without incurring a chance of arcane spell failure.

Weave Elements (Su) A geomancer gains the Nature sphere as a bonus sphere at 1st level, and uses his elementalist level as his caster level with that sphere. This stacks normally with caster levels gained from other sources.
This replaces Weave Energy.

Build
The Flaming Chef is built with a 20-point buy and 105 gp starting wealth. Favored Class Bonus is +1 resistance to acid, cold, electricity, fire, or sonic. If using a lower or higher point buy, try however to keep all attributes balanced. Charisma is your casting statistic, affects the save DCs of all your magic and martial talents and your spell pool, and is useful for public relations; Wisdom increases your survival and profession skills and bolsters your Will save; Strength is your combat statistic, Dexterity increases your Armor Class and Ref saves, and Constitution gives you more hit points and increases your Fort save. Lastly, Intelligence gives you a lot of useful skill points to spend in various Knowledge skills.

How to Play a Flaming Chef
You know well how does it feel to starve, so you decided to make this world a better place by nourishing the creatures in it. Close to Nature, you are a jolly fellow, not too prone to combat but able to defend yourself and your friends should need arise- even if few disagreements can’t be solved at a dinner table. In combat, you hit with the first thing you find, often a cooking implement, and tend to protect your allies and find a quick way of escape for everyone rather than attacking directly. You prefer to use your fire only to prepare hot dishes, if you can.

Future Abilities
Magic Talents Boil Water, Deep Nature, Emergency Teleport*, Firelord, Greater Range x2, Lingering Nature, Heat Metal, Melt Earth, Move Fire, Nature Barrier, Nature Sight, Smokescreen, Trail Blaze, Warp Sphere (Limited Warp), Wildfire
Feats Artificery (Profession-cook), Cantrips, Draconic Heritage (gold), Extra Combat Talent* x4 (Alchemy Sphere, Formulae package, Panacea; Bottle Rocket; Improvised Shield; Surprise), Improved Mystic Assault, Improvisational Focus*, Mystic Assault, Prepare Consumable, Psychic Sensitivity, Spellcrafting, Throw Anything