Fire Savant enhancements (history)

Overview
Elemental savants study the basic building blocks of existence, learning to harness the power of the fire, eventually becoming a fire Elemental.



Sorcerer Fire Savant I

 * Usage: Passive


 * Cost: 4 action points


 * Progression: 16 action points


 * Requires One of: Empower Spell, Maximize Spell


 * Requires All of: Flame Manipulation III, Combustive Spellcasting I, Deadly Flame I, Sorcerer Energy of the Dragonblooded II


 * Available to Sorcerer class level 6


 * You have focused your training on elemental mastery over flame. You gain +2 caster levels when casting fire spells and increase the maximum caster level of these spells by 1, but suffer -3 caster levels when casting cold or water spells. You gain 5 points of fire resistance and bypass 5 points of fire resistance of opponents. You can cast the Burning Hands spell as a spell-like ability. You also gain a +2 bonus to saves against paralysis, poison, and sleep, and a +2 bonus to the Intimidate skill.


 * This enhancement automatically grants access to the following:

Inherent Burning Hands

 * Usage: Active


 * Requires All of: Fire Savant I


 * Available to Sorcerer class level 6


 * You are able to cast Burning Hands as a spell-like ability. (Cost: 1 sp, 3 sec cooldown)



Sorcerer Fire Savant II

 * Usage: Passive


 * Cost: 2 action points


 * Progression: 42 action points


 * Requires One of: Spell Focus: Conjuration, Spell Focus: Evocation.


 * Requires All of: Sorcerer Fire Savant I, Flame Manipulation V, Combustive Spellcasting III, Deadly Flame III


 * Available to Sorcerer class level 12


 * You have continued to focus your training on elemental mastery over flame. You gain an additional +2 caster levels when casting fire spells, increase the maximum caster level of these spells by an additional 1, but suffer an additional -3 caster level penalty to your cold and water spells. Your fire resistance grows to 10 points and you now bypass 10 points of fire resistance of opponents. You can cast the Scorching Ray spell as a spell-like ability. You also gain the ability to render an opponent vulnerable to fire damage, an additional +2 bonus to the Intimidate skill, and a permanent fire guard effect (deals 1d6 fire damage to opponents that strike you in melee).


 * This enhancement automatically grants access to the following:

Inherent Scorching Ray

 * Usage: Active


 * Requires All of: Fire Savant II


 * Available to Sorcerer class level 12


 * You are able to cast Scorching Ray as a spell-like ability. (Cost: 3 sp, 4.5 sec cooldown)



Awaken Elemental Weakness: Fire

 * Usage: Active


 * Requires All of: Fire Savant II


 * Available to Sorcerer class level 12


 * You are able to curse an enemy, increasing fire damage they take by 15%. This effect stacks with itself up to five times. (Cost: 5 sp, 20 sec cooldown, 30 sec duration - refreshing a stack restarts its duration)

Sorcerer Fire Savant III

 * Usage: Passive


 * Cost: 2 action points


 * Progression: 66 action points


 * Requires One of: Sorcerer Improved Empowering II, Sorcerer Improved Maximizing II


 * Requires All of: Sorcerer Fire Savant II, Flame Manipulation VII, Combustive Spellcasting V, Deadly Flame V


 * Available to Sorcerer class level 18


 * You have completed your elemental mastery over flame. You gain an additional +2 caster levels when casting fire spells, increase the maximum caster level of these spells by an additional 1, but suffer an additional -3 caster level penalty to your cold or water spells. Your fire resistance grows to 15 points and you now bypass 15 points of fire resistance of opponents. You can cast the Fireball spell as a spell-like ability. You gain the ability to raise the internal temperature of a living creature to a horrifying degree, and an additional +2 bonus to the Intimidate skill.


 * This enhancement automatically grants access to the following:



Inherent Fireball

 * Usage: Active


 * Requires All of: Fire Savant III


 * Available to Sorcerer class level 18


 * You are able to cast Fireball as a spell-like ability. (Cost: 6 sp, 6 sec cooldown)



Heat Death

 * Usage: Active


 * Requires All of: Fire Savant III


 * Available to Sorcerer class level 18


 * You raise the internal temperature of a living target to lethal levels. The target must succeed on a Fortitude save (DC: 10 + Constitution Modifier + Sorcerer Level) or take 2000 points of fire damage as its blood (or other internal fluid) boils in a horrific manner. Fire creatures are immune to this effect. (Cost: 50 sp, 60 sec cooldown)