Embermage

(A prestige class from from The Book of Eldritch Might by Monte Cook)

Although there are others who claim to be fire wizards, the embermages may be the truest sort of fire mage. Fire smolders within them. Their blood literally burns. This fire makes them tough - they have to be, for they must access their powers by releasing the fire within. Many sorcerers and wizards become embermages, bards less often. All embermages have suffered greatly by fire and internalized the power within the flame. NPC embermages gather together in small cabals. They use their powers to achieve a set end, although the goals of every embermage are different.

Requirements

To qualify to become an embermage, a character must fulfill all the following criteria.

Knowledge (arcana) ranks: 10

Feats: Endurance, Spell Focus (evocation), Spell Penetration

Spellcasting: Must be able to cast 3rd-level arcane spells. The character must be able to cast five spells of the fire type and may cast no spells of the cold type.

Special: To become an embermage, character must have been reduced to negative hit points entirely through damage by fire, or killed by a fire attack.

Special: A character can use no spell or item that provides protection against fire (doing so prevents the use of embermage abilities until the protection ends).

Level Att. Bonus Fort Ref Will Special Spells per Day
1 +0 +2 +0 +2 Burning Touch +1 level of existing class
2 +1 +3 +0 +3 Burning Blood
3 +1 +3 +1 +3 +1 level of existing class
4 +2 +4 +1 +4 Fingers of Fire
5 +2 +4 +1 +4 +1 level of existing class
6 +3 +5 +2 +5 Burning Blood Backlash
7 +3 +5 +2 +5 +1 level of existing class
8 +4 +6 +2 +6 Tongue of Fire
9 +4 +6 +3 +6 Eyes of Fire +1 level of existing class
10 +5 +7 +3 +7 Implosion

Class Skills

The embermage's class skills (and the key ability for each skill) are:
Alchemy (Int)
Concentration (Con)
Craft (Int)
Knowledge (any) (Int)
Profession (Wis)
Scry (Int)
Spellcraft (Int)

See the Player's Handbook, Chapter 6, for skill descriptions.

Skill Points at Each Level: 2 + Int mod.

Hit Die: d6

Class Features

All of the following are class features of the embermage prestige class:

Weapon and Armor Proficiency. Embermages gain no weapon, armor, or shield proficiencies.

Spells per Day. When a character reaches an odd-numbered embermage level, he gains new spells per day as if he had also gained a level in his previous spellcasting class. He does not, however, receive any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on). This essentially means that he adds the level of embermage to the level of his other spellcasting class, then determines spells per day (and caster level) accordingly.

Burning Touch (Sp). The embermage can call flames to the tips of his fingers as a free action, inflicting 1d4 + 1 point per class level of damage (maximum +5) if touched to a foe. (The touch attack is handled normally.) The flames can set flammable objects like paper alight. The flames last 1 round. These flames come from within the character, inflicting 1 point of damage upon him each time he uses this ability.

Burning Blood (Sp). The embermage can cut himself (a standard action), inflicting 1 to 5 points of damage upon himself (his choice). His flaming blood gushes from the wound, causing everyone within 5 feet 1d6 points of damage for each point the embermage
suffered.

Fingers of Fire (Sp). Calling fire to the tips of his fingers, the embermage can launch one to five spurts of flame in a single round up to 30 feet away. If firing multiple spurts, the embermage can target different foes, but no two can be more than 10 feet apart. Each spurt requires a ranged touch attack and inflicts 2d6 points of damage. Each spurt inflicts 2 points of damage on the embermage as well.

Burning Blood Backlash (Su). Whenever the 6th-level embermage suffers damage from a slashing or piercing attack, the resulting spurt of inner fire and burning blood inflicts 1d6 points of damage upon the attacker, if he is within 5 feet.

Tongue of Fire (Sp). Once per day, the 8th-level embermage can spit two gouts of flame as a standard action. One forms a flaming shield with no check penalty or spell failure chance it provides a +3 armor bonus. The other forms a flame blade, as the spell of the same name. These weapons last for 10 minutes.

Eyes of Fire (Sp). Once per day, the embermage can shoot from his eyes a blast of fire 5 feet wide and 100 feet + 10 feet per class level long. All within this area must make Reflex saving throws (DC 10 + embermage's Int modifier + embermage's class level) or suffer 1d6 points of fire damage per embermage class level (maximum 10d6). This fire is so hot that even creatures immune to fire suffer half damage, and characters with fire resistance get only half their normal resistance (so a character with 12 points of fire resistance from resist elements [fire] gets only 6 points of resistance).

Internal Explosion (Sp). Once per day, at 10th level, the embermage can call upon their most dreaded power. He can temporarily transfer the ultra-hot flame within himself to some other victim(s). This works exactly like the spell implosion, except that the target explodes in flame. The save DC is equal to 10 + the embermage's Int modifier + the embermage's class level.
Creatures immune to fire suffer no damage, but characters with fire resistance have no special protection.