Flamecallers
"Fire is being; fire is soul; fire is life; fire is power," is the one quote any flamecaller will recite when asked about his talents. Flamecallers are beings who have looked beyond other people's pathetic wishes and dreams and care only about themselves. They are passionate, ambitious, and intelligent. They can bring fire into being with a whisper, converse with it, and walk through it unscathed. They are masters of fire, and in doing so, become masters of their surroundings. For fire is being, it is soul, it is life, and, above all things, it is power. And flamecallers, controlling this essence, are truly powerful.
Adventures
Flamecallers are most akin to duskblades in abilities and skills, yet they are different. They join adventuring groups not to learn more of themselves, but to gain more power. They seek to have dominance over every living thing, so that they may bend it to their will. Adventuring parties accomodating a flamecaller usually have to put up with a lot of "when I control the world, I will..." schemes. However, these plans are not the ramblings of a lunatic, but the foundation of power. Flamecallers, even those counted as friends, should be watched carefully, that their machinations do not harm their allies. They are as ambitious, and as dangerous, as the flame that they so covetously control.
Characteristics
Flamecallers are a unique blend of melee combatant and fire-wielding mage. They are most akin to duskblades, insofar as their abilities are concerned, but their personalities and characteristics differ greatly. Flamecallers can almost be considered as fire personified. They are not the master of fire, as they so commonly boast, but are more akin to its allies. Fire has no master, and flamecallers are no exception. They merely "call" it to them for its aid and protection. They are almost always arrogant, conceited, selfish, envious, jealous, passionate, ambitious, aggressive, and power-hungry. They can be unfeeling and aloof at times, but that is only because they are trying to think how they can further their own designs. For when you ask them, they say that they are the masters of fire and that they seek dominance, but in truth, they are fire's equals, and seek dominion over this most powerful ally. Flamecallers are dangerous individuals indeed, but if a group is willing to see past their ambition, they can make powerful allies.
Alignment
Flamecallers are always chaotic, for obvious reasons. They are ambitious and let nothing get in their way, especially society's petty restrictions known as "laws." They see these as minor nuisances to their goal, and nothing more. They are usually neutral on the other axis, though good deeds or treacherous backstabbing are not above or beneath them.
Religion
Flamecallers usually never "worship" a particular god or goddess. Rather, they revere fire above all things, as a sort of helper. It is to them what magic is to a wizard, what a sword is to a fighter, or a what a lockpick is to a rogue. It is their tool, their essence, and they exult in its presence, for, by it, they are strengthened and reminded about how much they still have yet to gain.
If they worship any particular deity, it is almost always Pelor, the god of the sun. For what being is powerful, is truly the embodiment of all that flamecallers' desire, than the immortal that controls the sun, the greatest source of fire in the multiverse? All flamecallers revere Pelor, and admire his dominance, yet it is more out of desire and lust than pious worship.
Other flamecallers may revere Obad-Hai, god of nature, for within his dominion he commands fire, which is the goal of all flamecallers. Yet he also wields water, which flamecallers consider a sign of weakness, of passiveness, and of yielding.
Lastly, the flamecallers that are the most evilly inclined, that allow nothing to stand in their way, may revere Nerull, the god of death and decay. He is the one that flamecallers turn to when they want more than anything to have lasting power. These flamecallers are truly terrifying, as they wreak havoc and destruction upon the world. They kill, and use their alliance with fire to end lives and destroy towns. Yet, in the end, they have succeeded no more than any other flamecaller in the true goal: to obtain ultimate power. They are always deceived by their cunning, dark god and they usually end up begging for mercy at his clerics' feet.
Background
In the beginning, flamecallers were originally wild, untame sorcerers. These sorcerers used fire spells more than any other, and eventually they neglected the other elements of magic and nature. In the spare time that they no longer spent dedicated to learning "useless" spells, they trained their bodies in combat and conditioned them for battle. They used fire to enhance their armor and weapons, and many were the foe that fell at their feet, slain by either fire or steel.
Races
Humans, who above all desire power, and who above all are easily tempted, most commonly become flamecallers. It is from the ranks of the humans that most evil flamecallers come, tempted by the power that they feel is so close. Half-elves, with their human blood, can also be drawn to the flamecallers' vocation, though they usually do so with a milder outlook than most due to their elven blood. Half-orcs, if intelligent enough, are powerful flamecallers indeed. Gnomes, with their chaotic natures, can sometimes become flamecallers, though they usually are more interested in illusionary spells. Halflings, elves, and dwarves rarely, if ever, become flamecallers.
Other Classes
Flamecallers usually fit in well with sorcerers and wizards, though less so with the latter. They don't understand why sorcerers waste their time learning other spells and neglect their bodies, and they see wizards' need to study their spells daily to be a sign of weakness. They fit in well with rogues, whose chaotic nature suits them nicely. They are in awe of barbarians' and fighters' battle prowess, but think them weak because of their neglect to train their minds. They rarely get along well with paladins, clerics, druids, monks, or rangers. Paladins are too strict, clerics too strictured, druids and rangers find their lack of respect for life to be abhorrent, and monks find their lack of specialized training absurd.
Role
A flamecaller can hold his own in melee combat, and can keep up with sorcerers and wizards in spell-casting ablities, for a time. They can not beat either of them in their own respective areas of expertise though. That is not, however, where their strong point lies anyway. Flamecallers are usually best on the front lines, enchanting their weapons with flame, and occasionally striking down an enemy with fire. They are more resilient than mages, and more intellectually sound than barbarians. Therefore, take advantage of this fact and use them as they were originally formed to be: as hybrids, wielding flame in one hand and steel in the other.
Table: The Flamecaller
Level Base
Attack Bonus Fortitude
Save Reflex
Save Will
Save Special
Abilities Spells Per Day
0 1st 2nd 3rd 4th 5th
1st +1 +2 +0 +2 Armored Mage (light), Shape Fire 3 2 — — — —
2nd +2 +3 +0 +3 Combat Casting 4 3 — — — —
3rd +3 +3 +1 +3 Arcane Channeling 5 4 — — — —
4th +4 +4 +1 +4 Armored Mage (medium), Converse With Fire 6 5 — — — —
5th +5 +4 +1 +4 Quick Cast 1/day 6 5 2 — — —
6th +6/+1 +5 +2 +5 Spell Power +2 6 6 3 — — —
7th +7/+2 +5 +2 +5 Armored Mage (shields) 6 6 5 — — —
8th +8/+3 +6 +2 +6 6 7 6 — — —
9th +9/+4 +6 +3 +6 Fire Walk 6 7 6 2 — —
10th +10+/5 +7 +3 +7 Quick Cast 2/day 6 8 7 3 — —
11th +11/+6/+1 +7 +3 +7 Spell Power +3 6 8 7 5 — —
12th +12/+7/+2 +8 +4 +8 6 8 8 6 — —
13th +13/+8/+3 +8 +4 +8 Arcane Channeling (full attack) 6 9 8 6 2 —
14th +14/+9/+4 +9 +4 +9 Cleanse 6 9 8 7 3 —
15th +15/+10/+5 +9 +5 +9 Quick Cast 3/day 6 9 8 7 5 —
16th +16/+11/+6/+1 +10 +5 +10 Spell Power +4 6 9 9 8 6 —
17th +17/+12/+7/+2 +10 +5 +10 6 10 9 8 6 2
18th +18/+13/+8/+3 +11 +6 +11 Spell Power +5 6 10 9 8 7 3
19th +19/+14/+9/+4 +11 +6 +11 6 10 10 9 7 5
20th +20/+15/+10/+5 +12 +6 +12 Quick Cast 4/day 6 10 10 10 8 6
Table: Flamecaller Spells Known
Spells Known
Level 0 1st 2nd 3rd 4th 5th
1 2 2 — — — —
2 2 3 — — — —
3 2 4 — — — —
4 2 5 — — — —
5 2 5 1 — — —
6 2 5 2 — — —
7 2 5 3 — — —
8 2 5 4 — — —
9 2 5 4 1 — —
10 2 5 4 2 — —
11 2 5 4 3 — —
12 2 5 4 4 — —
13 2 5 4 4 1 —
14 2 5 4 4 2 —
15 2 5 4 4 3 —
16 2 5 4 4 4 —
17 2 5 4 4 4 1
18 2 5 4 4 4 2
19 2 5 4 4 4 3
20 2 5 4 4 4 4
Game Rule Information
Flamecallers have the following game statistics.
Abilities
Strength is obviously a very important ability for Flamecallers as it increases the amount of damage that they do in combat. Intelligence is important not only to increase their spell power but also to boost the number of skill points that they get per level. Constitution is important for their health and Dexterity can add to their AC.
Alignment
Any chaotic
Hit Die
d8
Class Skills
Concentration, Climb, Intimidate, Jump, Knowledge, Listen, Ride, Search, Spot, Spellcraft, Use Rope. At first level, flamecallers receive (2 + Int. modifier)x4. At all levels beyond first, flamecallers receive 2 + Int. modifier.
Flamecaller Spell List
0: Dancing Lights, Detect Magic, Flare, Light
1st: Burning Hands, Burning Rage (PH2), Cause Fear, Kelgore's Fire Bolt (PH2), Produce Flame
2nd: Boiling Blood (CM), Continual Flame, Flaming Sphere, Incendiary Slime (CM), Scorching Ray
3rd: Daylight, Fireball, Flame Arrow, Flame Blade
4th: Bright Worms (PH2), Channeled Pyroburst (PH2), Explosive Rune Field (PH2), Fire Shield, Fire Trap, Flame Strike, Incendiary Surge (CM), Wall of Fire
5th: Blight, Break Enchantment, Cloudkill, Dominate Person, Fire and Brimstone (CM), Heart of Fire (CM)
Class Features
All of the following are class features of the flamecaller:
Weapon and Armor Proficiency: Flamecallers are proficient with all simple weapons and with 3 different exotic weapons of their choice (chosen at character creation). These choices cannot be changed later. They are proficient with all armors, though the chance for arcane spell failure still exists (unless they have obtained the corresponding armored mage ability). They are also proficient with all shields (except tower shields). Flamecallers have trained in the more exotic category of weapons, favoring them over conventional ones. Exotic weapons draw more attention and are "flashier", coinciding nicely with the typical flamecaller's ego.
Armored Mage: Starting at 1st level, a flamecaller can ignore the arcane spell failure chance from light armor or a light shield when casting a flamecaller spell. Starting at 4th level, this power extends to medium armor. At 7th level this power extends to heavy shields.
Shape Fire: Starting at 1st level, a flamecaller can shape any existing flame to his own will. The fire must be no larger than an average campfire, though the flamecaller can attempt to shape larger fires. To do so, the flamecaller must make a Will Check with a DC equal to 10+the number of times larger the fire is than a campfire. For example, if a flamecaller attempts to control a bonfire, a fire that is roughly equivalent to 20 campfires, he must make a DC 30 Will check.
Combat Casting: At 2nd level, a flamecaller gains Combat Casting as a bonus feat.
Arcane Channeling: Starting at 3rd level, a flamecaller can use a standard action to deliver touch-range spells he knows through his weapon as a melee attack, provided that the spell has a casting time of one standard action or less. A successful attack delivers normal damage from the weapon and delivers the spell as well. Casting a spell this way does not provoke an attack of opportunity. Starting at 13th level, a flamecaller can use this power as part of the full attack action, and the channeled spell affects each target the flamecaller hits in melee during that round.
Converse With Fire: Starting at 4th level, a flamecaller may speak with fire. This ability is not the same as speaking Ignan, the language of fire elementals and efreeti, but rather it is a telepathic, supernatural ability with which the flamecaller reaches out and touches the fire's essence, and learns from it. Since fire is not always cooperative, and has a strong will of its own, it will not always work with the flamecaller. Therefore, a flamecaller must make a DC 10 Will check to use this ability. Lastly, since fire is an inorganic object, its consciousness is strangely alien to mortals. Therefore, there is always a 10% chance that a flamecaller may misinterpret what a flame is telling him, and a 20% chance that he does not understand the flame at all.
Quick Cast: Starting at 5th level, a flamecaller can cast one spell each day as a swift action, provided that the spell has a casting time of one standard action or less. This power is usable twice a day at 10th level, three times a day at 15th level, and four times a day at 20th level.
Spell Power: Starting at 6th level, a flamecaller gains a +2 bonus on caster level checks to overcome a foe's spell resistance after he strikes that foe in combat. The bonus lasts until the encounter ends. At 11th level, the bonus rises to +3. At 18th level, the bonus increases to +4.
Fire Walk: Starting at 9th level, a flamecaller may walk across fire and lava without suffering damage. He still takes damage from magically conjured fires and elementals since their fire is not natural. In order to use this ability, the flamecaller must make a Fortitude Check with a DC equal to 10+the number of hit points the flamecaller is missing/2. For example, if a flamecaller would normally have 251 hit points, and right now he has 211, he must make a Fortitude Check equal to 30 (10+40/2). Fire is wild and uncontrollable, and the more weak and defenseless a flamecaller appears, the more difficult fire finds it to control itself.
Cleanse: Starting at 14th level, a flamecaller may use his vast knowledge of fire for healing purposes. He has realized, after much learning, that fire can also be used to heal certain wounds. It is painful, yet very effective. This ability does not work to restore hit points, but rather to eradicate poisons and toxins from the body. It does this by boiling certain parts of the bloodstream so that the toxin evaporates and is expelled by the body. This ability can be risky however. Because of its excrutiating pain, many flamecallers use it only as a last resort. For however many hit points a flamecaller is missing, he takes two damage for each one. For example, if a flamecaller normally has 251 hit points, and right now he has 211, he would take 80 points of damage (251-211=40. 40x2=80). Certain toxins and magical effects are immune to this ability, since their magical nature makes them impervious to such mundane methods. This ability may be used on the flamecaller himself, or on one of his teammates, so long as he may place his hands upon them.