
The chosen servants of Selasarae, Keepers of the Flames are devoted to both magic and fire. Keepers make it a point to assist aspiring magic users, often traveling great distances to ensure that magically inclined individuals receive the proper arcane training and tutoring. Other keepers routinely pass out potions and other magical trinkets to communities which would otherwise be unable to afford even the weakest of magical items. Still others focus on their own agendas, shunning society and companionship in an attempt to divine the greatest magical secrets of the multiverse. A rare few are little more than deeply religious pyromaniacs. Regardless, each keeper of the flames is dedicated to his or her goddess before anything else.Keepers of the Flames are both wise and intelligent, and tend to approach all things with an air of guarded caution. As such, the Keepers of the Flames are rarely caught off guard by the unexpected, and typically have one or more contingency plans in case of an emergency. Keepers faced with the unknown prefer to withdraw cautiously, only to study the current situation from the safety of their often heavily warded sanctuaries. Only when the keeper has an extensive knowledge of the obstacle before them will they return, more than prepared to deal with whatever might foolishly stand before them.
Keepers of the Flames adventure for many reasons, though many do so simply to uncover rare magical items lost to the ages, or to follow the rumors of a newly developed spell or magical theory. Though their sometimes overly cautious behavior tends to annoy their less patient companions, their knowledge of esoteric magical items, unsurpassed spellcasting abilities, and raw destructive power make them a valuable cornerstone to any party.
Clerics are the most common Keepers of the Flames, though a few fanatical rangers also adopt this class.
Hit Dice: d8
Requirements
In order to qualify to become a Keeper of the Flames, a character must meet the following criteria.
Alignment: NeutralPatron Deity: Selasarae
Base Attack Bonus: +4
Skills: Knowledge (religion) 4 ranks, Spellcraft 4 ranks
Feats: God Touched, Skill Versatility (Knowledge (arcana), Spellcraft, or Use Magic Device)
Spellcasting: Ability to cast 2nd level divine spells. Clerics who wish to become Keepers of the Flames must have access to the Fire domain.
Class Skills
The Keeper of the Flames’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (local) (Int), Knowledge (the planes) (Int), Knowledge (religion) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha). See Chapter 4 of the Player’s Handbook for skill descriptions.
Skill Points at Each Level: 2 + Int modifier.
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Spellcasting 1 +0 +2 +0 +2 Fire Spells, Warmth (normal fire) - 2 +1 +3 +0 +3 Denial 1/day, Magical Lore +1 caster level 3 +2 +3 +1 +3 Flame Blade - 4 +3 +4 +1 +4 Denial 2/day, Warmth (magical fire) +1 caster level 5 +3 +4 +1 +4 Spell Resistance - 6 +4 +5 +2 +5 Denial 3/day, Divine Flames +1 caster level 7 +5 +5 +2 +5 Immolate - 8 +6 +6 +2 +6 Denial 4/day, Spell Turning +1 caster level 9 +6 +6 +3 +6 Minions of Selasarae - 10 +7 +7 +3 +7 Denial 5/day, Selasarae’s Wrath +1 caster level
Class Features
All of the following are class features of the Keeper of the Flames prestige class.
Weapon and Armor Proficiency: Keepers of the flames are proficient with all simple weapons, all types of armor, and with shields.
Spellcasting: A keeper of the flames continues training with magic. Thus, at 2nd level and every other level thereafter, the character gains new spells per day and spells known as if he had also gained a level in whatever divine spellcasting class he belonged to prior to adding this prestige class. He does not, however, gain any other benefit a character of that level would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, etc).
Fire Spells: A keeper of the flames can pray for and receive any Fire domain spell as if it were on his divine spell list. The spell uses a spell slot of a level equal to its level in the Fire domain list.
Warmth (Su): A keeper of the flames is blessed with an almost unnatural tolerance for temperatures which would scald or burn others. The keeper gains immunity to normal fires and extreme temperatures, though magically created flames or the unnatural temperatures, such as the heat of the Elemental Plane of Fire, damage the keeper normally.At 4th level, the keeper of the flames becomes immune to fires and extremely hot temperatures of any kind, gaining full immunity to fire, regardless of its origin.
Denial (Su): At 2nd level, the keeper of the flames gains the ability to briefly suppress magical effects with but a thought. He gains the ability to duplicate a greater dispel magic once per day, as an immediate action, at a caster level equal to his character level.The keeper gains an additional use of this ability per day at 4th, 6th, 8th, and 10th level.
Magical Lore (Ex): A keeper of the flames is well versed in magical items of all types, as well as the magical theories behind such items. As a result, even if a keeper has not encountered a given magical item or phenomenon, he is usually able to deduce something of its past based upon its design, the particular pattern of magical enchantments placed upon it, or other esoteric clues.The keeper of the flames gains the ability to make a magical lore check with a bonus equal to his keeper of the flames level + his Intelligence modifier to see whether he knows some relevant information about notable spellcasters, magical items, or unique magical manifestations (if the keeper has 5 of more ranks in Knowledge (arcana), he gains a +2 bonus on this check). A successful magical lore check will not reveal the powers of a magical item, but may give a hint as to its general function. A keeper may not take 10 or 20 on this check; this sort of knowledge is essentially random.
DC Type of Knowledge 10 Common, known by at least a substantial minority of spellcasters, minor magical items. 20 Uncommon but available, known by only a few people, legends, major magical items. 25 Obscure, known by few, hard to come by, greater magical items. 30 Extremely obscure, known by very few, possibly forgotten by those who once knew it, possibly only known by those who don’t understand the significance of the knowledge.
Flame Blade (Su): A keeper of the flames of at least 3rd level is never without a weapon. As a free action, the keeper may cause a 3-foot long blazing sword of red-hot fire to spring forth from his hand. Attacks made with this weapon are touch attacks, and deal 1d8 points of fire damage + 1 point per class level. Since the blade is immaterial, the keeper’s Strength modifier does not apply to the damage roll. The flame blade may ignite combustibles such as parchment, straw, dry sticks, and cloth. The keeper is assumed to be proficient with this weapon. This ability may not be used underwater.
Spell Resistance (Su): Beginning at 5th level, the keeper of the flames benefits from increased protection from Selasarae. He gains spell resistance equal to 10+ his class level + his Charisma modifier.
Divine Flames (Su): Upon reaching 6th level, the keeper of the flames discovers that his fire spells are able to burn even creatures normally immune or resistant to heat. Spells cast by the keeper with the “Fire” descriptor, as well as his flame blade, are no longer subject to having their damage reduced by fire resistance, and harm creatures immune to fire damage normally, as if they did not possess that ability.
Immolate (Su): At 6th level, the keeper of the flames gains the ability to completely immolate a creature, leaving behind nothing more than a pile of ash. Once per day, the keeper may declare that he is using this ability, and make a melee touch attack against his target (a failed attack roll ruins the attempt for the day). A touched creature tales 3d6 points of fire damage per class level. Any creature reduced to 0 or fewer hit points by this ability is entirely consumed by the fires, leaving behind only a pile of ash. An immolated creature’s equipment is also damaged by this ability.A touched creature may attempt a Fortitude save (DC 10 + the keeper’s class level + his Charisma modifier) to be only partially immolated, taking only 5d6 points of fire damage. If this damage reduces the creature to 0 or fewer hit points, the creature is completely immolated. Unless the creature is completely immolated by the damage from a partial effect, his non-combustible equipment is unaffected. Regardless of whether or not the creature survives, his combustible equipment suffers fire damage.
A creature affected by this ability must have a corporeal body. A creature with fire resistance gains a +1 bonus to their saving throw for every full five points of fire resistance they possess. Creatures naturally immune to fire gain a +4 bonus to their saving throws to resist this effect, and suffer only half damage from this ability, regardless of the result of their saving throw. This ability is ineffective against creatures of the elemental or fey types.
Spell Turning (Sp): At 8th level, the keeper of the flames gains the ability to reflect spells back at their caster. The keeper is able to duplicate the effects of a spell turning spell three times per day, as if cast by a sorcerer of his class level.
Minions of Selasarae (Su): A keeper of the flames who has reached 9th level is able to call upon his deity for assistance. Once per day as a standard action, the keeper is able to summon one large fire elemental per class level to do his bidding for one round per class level. The keeper is able to verbally communicate with the fire elementals as if he knew their language.
Selasarae’s Wrath (Su): A 10th level keeper enjoys the favor of Selasarae, and possesses the ability to suppress the magical abilities of his opponents. Once per day, the keeper may call upon his goddess to surround him in an antimagic field. This field is similar to the spell of the same name, except that the field affects a 20-foot radius, centered on the keeper. Additionally, the aura does not affect the keeper or other worshipers of Selasarae; their spells, magical items, and persistent spell effects function normally within the area. This ability requires a standard action to activate, and lasts a number of rounds equal to the keeper’s class level.
Ex-Keepers of the Flames
A Keeper of the Flames who willingly changes alignment or who ceases the worship of Selasarae immediately loses all benefits of this class. In addition, any spell cast or magical effect created by the character is automatically subjected to a wild surge. He regains his abilities and advancement potential if he atones for his actions (see the atonement spell on page 201 of the Player’s Handbook).
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