Ruins of Adventure
- Races: Any
- Sub-Classes: Shaman
- Ability Requirements: None
- Alignments: Any
- Starting Cash: 2d4 gp
- Weapon Slots: By class
- Bonus Weapon Proficiencies: none
- Required Weapon Proficiencies: none
- Allowed Weapons: Any (no wooden weapons)
- Allowed Armors: Leather armor or lighter, Any shields
- Non-weapon Slots: By class
- Available Categories: By class
- Bonus Non-weapon Proficiencies: Fire-building, Heat Protection
- Required Proficiencies: Survival (Desert, Mountains, or Plains)
- Recommended Proficiencies: Blacksmithing, Cooking, Dancing, Danger Sense, Direction Sense, Dragon Lore, Genie Lore, Intimidation, Omen Reading, Planar Survival (plane of fire), Pottery, Religion, Signaling, Smelting, Weaponsmithing.
- Forbidden Proficiencies: Leadership.
Priest Spheres: These replace the standard spheres for the priest’s class.
- Major: All, Combat, Divination, Elemental, Sun, Weather, War
- Minor: Charm, Healing, Necromantic, Protection
Overview: The Flamespeaker comes from a primitive tribe that worships fire. Any child born at sunset is immediately placed before a small campfire and observed for the rest of the night. If the child refrains from crying, and the fire still burns at down, the child has been chosen by the flame spirits to learn the secrets of the flamespeaker, including the abilities to change into a fiery sphere and converse with flames.
Flamespeaker religions are common among many of the warlike, savage humanoids, especially goblins, orcs, and gnolls. It is rumored that a flamespeaker’s spells are granted by Talos, Lathander, or some as-yet-unknown god of fire.
Description: Flamespeakers typically dress in a simple leather loincloth or smock. He will not go anywhere without some way of making fire, or, preferably, a portable open flame source.
Role-Playing: The Flamespeaker considers himself a servant of the spirits, a small player in the grand scheme of nature. His companions will find him shy and self-deprecating, quick to blame himself for real or imagined mistakes. He expresses his faith by bowing to the setting sun, passing his weapons through flames before a battle,and apologizing to fires before extinguishing them.
His alliance with an adventuring party usually results from an elder’s directive to season his skills in the outworld. Though intimidated by most outworlders, he remains loyal to his friends and obeys the orders of his leaders. He has no fear of death, confident that his devotion will be rewarded in the afterlife.
- Upon achieving 7th level, the Flamespeaker can become a five-foot-diameter sphere of living fire for up to am hour, twice per day. Except for tiny yellow and red flames flickering over its surface, the sphene is featureless. In his flame form, the Flameseaker has AC 16 and the same number of hit points as in human form. The flame form also has the following properties:
- It has no rating for land movement, but can fly at a movement rate of 9 (Maneuverability Class B).
- It can see in all directions simultaneously (to the same distance as a normal human) and can’t be surprised. Its senses of smell and hearing remain unchanged.
- It can regulate surface heat at will, from the temperature of warm water to a blazing inferno. At low heat, it can pass though dry grass without starting a fire. At full heat (the normal state), it ignites any flammable materials it contacts; those who touch it suffer 2d4 points of damage.
- At will,the form can generate 1-4 tentacles of flame, up to 10 feet long; the flamespeaker controls the exact number of tentacles as well as their lengths. Though the flame form can’t wield weapons, it can lash out with these flame tentacles, making up to four attacks per round (at the flamespeaker’s normal attack bonus, including Strength modifiers). Each tentacle maybe directed at a different target. Each successful hit deals 2d4 damage.
- The flame form is immune to all magical and nonmagical fire-based attacks.
- Once per day, a Flamespeaker may ask a question of any natural fire source, such as a campfire, a smoldering ember, a torch, or a burning house. If the Flamespeaker makes a successful Willpower check, he hears the answer in his head. The fire always answers honestly, using a single word or a short phrase. The DM should keep in mind that a typical fire doesn’t know much. It can’t make judgments or give dependable advice. In general, its knowledge is limited to events that occurred in the immediate area while it’s been burning. If in doubt, the DM can have the fire respond, “I do not know.”
- A Flamespeaker may not worship a specific deity and does not gain any of the special benefits of belonging to a religion.
- While in flame form, the flamespeaker cannot speak, nor can he cast spells. He suffers double damage from all cold-based attacks. Contact with a gallon or more of water forces the Flamespeaker to make a save vs. spells or immediately revert to his human form.
- While in flame form, any spell or magical effect that would alter or quench a magical fire (pyrotechnics, quench fire, or an ice brand sword for instance) deals 3d8 damage to the flamespeaker and causes him to revert to his human form.
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