Yesterday, we showed you a new base race for magmin characters. Today, we have a class for that race, allowing your magmin to unlock her racial potential, and attack with all the power of an erupting volcano!
New Base Class
While many magmins are content to simply frolic and play in their beloved magma pools, other magmins seek something greater. These magmins, whether through fate, genetics, or their own choices, unlock greater powers in themselves, granting them better control over their fiery nature, and the ability to conjure up pools of molten rock anywhere and any time.
Role: Magmin paragons are powerful melee fighters that are not only capable of dealing out terrifying damage to their foes directly, but can surround themselves with intense heat auras and conjure pools of magma beneath their foes, allowing them to affect an entire battlefield at once. Although their tactics can sometimes be dangerous to their allies, their fearsome mastery of the power of magma makes them valuable, if reckless, combatants.
Alignment: Magmin paragons can be any alignment, although like most magmin, they tend strongly towards chaotic alignments.
Prerequisite: Only characters of the magmin race can take levels in the magmin paragon class.
Hit Die: d10.
Starting Wealth: 4d6 x 10 (average 140 gp).
A magmin paragon’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Intimidate (Cha), Knowledge (planes) (Int), Perception (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 2 + Int modifier.
The following are the class features of the magmin paragon.
Weapon and Armor Proficiency: A magmin paragon does not gain any proficiencies with any weapons, armors, or shields.
Unarmed Strike (Ex): At 1st level, a magmin paragon gains Improved Unarmed Strike as a bonus feat. A magmin paragon may attack with fists, elbows, knees, and feet. This means that a magmin paragon may make unarmed strikes with her hands full. A magmin paragon applies her full Strength modifier (not half) on damage rolls for her all her unarmed strikes.
Usually, a magmin paragon's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A magmin paragon's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purposes of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A magmin paragon also deals more damage with her unarmed strikes than a normal person would, as shown above on Table: Magmin Paragon.
Searing Aura (Su): As a swift action, a magmin paragon can create a searing aura, radiating intense heat to a range of 20 feet. Each round that the magmin paragon maintains the aura, each creature and unattended object within this radius suffers 2d6 points of fire damage. A successful Fortitude save (DC = 10 + 1/2 the magmin paragon’s class level + the magmin paragon’s Constitution modifier) halves this damage. At 5th level, and every four levels thereafter, the damage inflicted by a magmin paragon’s searing aura increases by 1d6.
At 1st level, a magmin paragon can maintain her searing aura for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can use her searing aura for 2 additional rounds per day. Temporary increases to Constitution (such as from the spell bear’s endurance) don’t increase the total number of rounds that a magmin paragon can use her searing aura per day. The magmin paragon can end her searing aura with another swift action. The rounds of searing aura do not need to be spent consecutively.
Stony Body (Su): As a swift action, a magmin paragon can deliberately cool her body, causing cooling magma to cover her body in rock-like armor. This grants her a +4 armor bonus to AC, and also grants her hardness 2, reducing all damage she suffers (including energy damage) by 2. Unlike objects with hardness, energy damage is not halved before applying this hardness. While using stony body, a magmin paragon cannot activate her searing aura class feature, and she loses the benefits of any feats she possesses with the fire descriptor.
At 4th level, and every six levels thereafter, the armor bonus to AC granted by this ability increases by +1 (to a maximum of +7 at 16th level). At 7th level, and every six levels thereafter, the hardness granted by this ability increases by 1 (to a maximum hardness of 5 at 19th level).
Bonus Feat: At 2nd level, and every even-numbered level thereafter, a magmin paragon gains a bonus feat with the fire descriptor for which she meets the prerequisites. For more information on feats with the fire descriptor, see The Traveler’s Guide to the Elemental Plane of Fire.
Elemental Body (Ex): Magmin paragons’ bodies are comprised of molten lava, rendering them highly resistant to things that affect most living creatures. Beginning at 3rd level, a magmin paragon gains a +1 bonus on saving throws made to resist paralysis, poison, sleep effects, and stunning. Additionally, whenever a magmin paragon suffers bleed damage, that damage is reduced by 1, and whenever a magmin paragon is subject to a critical hit or precision-based damage, there is a 10% chance that the critical hit or precision-based damage is negated.
At 6th level, and every three levels thereafter, the bonuses on saving throws increase by 1, the amount by which bleed damage is reduced increases by 1, and the chance of ignoring a critical hit or precision-based damage is increased by 10%.
Additionally, at 6th level, a magmin paragon no longer needs to sleep. At 9th level, she no longer needs to eat. At 12th level, she can no longer be flanked. At 15th level, she no longer needs to breathe. Finally, at 18th level, she becomes immune to critical hits and precision-based damage.
Magma Pool (Su): Beginning at 3rd level, as a standard action, a magmin paragon can conjure a 10-foot-radius pool of magma, centered on any location she desires within 30 feet. The pool fills an extradimensional space, similar to that created by a create pitAPG spell, except that it is only a few inches deep. Any creature that begins its turn within the magma pool, or enters the magma pool’s area, suffers 2d6 points of fire damage. Even if the creature leaves the magma pool, it still suffers 1d6 points of fire damage each round for an additional 1d3 rounds thereafter, as lava from the pool clings to the creature’s body. This lava can be scraped off as a full-round action that provokes attacks of opportunity, to prevent further damage. Once conjured, a magma pool remains for 1 minute. A magmin paragon can use this ability 3 times per day.
Pool Enhancement (Su): At 3rd level, and every four levels thereafter, a magmin paragon masters the techniques of creating more potent and specialized pools of magma. At each of these levels, she gains a single pool enhancement from the list below, which she can choose to apply each time she creates a magma pool with her magma pool class feature.
Clinging Pool: The magma in the magmin paragon’s magma pool sticks to creatures as it hardens. A creature that suffers fire damage from the magma pool must succeed on a Reflex save (DC = 10 + 1/2 the magmin paragon’s class level + the magmin paragon’s Charisma modifier) or gain the entangled condition until the magma is removed. Additionally, removing the clinging magma now requires a successful Escape Artist check or Reflex save (at the same DC), in addition to being a full-round action that provokes attacks of opportunity. If the magma on the creature’s body is not removed before it has cooled (i.e., once it has stopped dealing fire damage), it must be chiseled off, a process requiring either a successful DC 20 Strength check or 1 hour of work.
Communal Pool: The magmin paragon’s magma pool is much wider, and its radius increases by 5 feet. This pool enhancement can be taken multiple times. Its effects stack.
Deep Pool: The magma pool’s depth increases to 2 feet, causing it to count as difficult terrain. This pool enhancement can be taken multiple times. If the magmin paragon takes it a second time, the pool’s depth increases to 4 feet, and it functions as a deep bog, in addition to dealing fire damage each round. If the magmin paragon takes this pool enhancement a third time, the pool’s depth increases to 10 feet, and it functions as quicksand, in addition to dealing fire damage each round. Being fully immersed in the pool does not increase the amount of fire damage it deals. For more information on deep bogs and quicksand, see the environment section of the Pathfinder Roleplaying Game Core Rulebook.
Enduring Pool: The magmin paragon’s magma pool lasts much longer. Once conjured, the pool remains for an additional minute. Further, the number of rounds that a creature continues to suffer fire damage after leaving the magma pool increases by an additional 1d3. This pool enhancement can be taken multiple times. Its effect stack.
Healing Pool: The magmin paragon’s magma pool cleanses and revitalizes fiery creatures. Any creature with the fire subtype that begins its turn within the pool heals 2d6 points of damage. This pool enhancement can be taken multiple times. Each time it is taken, it increases the amount of damage healed per round by 2d6.
Intense Pool: The magmin paragon’s magma pool is particularly hot, dealing an additional 2d6 points of fire damage each round. Additionally, creatures suffering ongoing fire damage after leaving the magmin paragon’s magma pool suffer an additional 1d6 points of fire damage per round. This pool enhancement can be taken multiple times. Its effects stack.
Shapeable Pool: The magmin paragon has better control over the shape of the pool. She can determine the pool’s shape as she sees fit, provided it is a single contiguous shape and uses up no more squares than it ordinarily would (for example, a standard magma pool with a 10-foot radius consists of twelve 5-foot squares, which the magmin paragon could cause to take the form of a line 5 feet wide and 60 feet long, or a rectangle 20 feet by 15 feet, and so on).
Spells: A magmin paragon casts arcane spells drawn from the cleric, druid, and sorcerer/wizard spell lists. She can cast any spell she knows without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level.
A magmin paragon’s highest level of spells is 4th, and she can only learn and cast spells that have either the earth or fire descriptors. Spells of 5th level and above, or which have neither the earth or fire descriptor, are not on the magmin paragon’s spell list, and she cannot use spell completion or spell trigger magic items that replicate such spells without a successful Use Magic Device check.
To learn or cast a spell, a magmin paragon must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magmin paragon’s spell is 10 + the spell level + the magmin paragon’s Charisma modifier.
A magmin paragon can cast only a certain number of spells of each spell level each day. Her base daily allotment is given on Table: Magmin Paragon. In addition, she receives bonus spells per day if she has a high Charisma score.
A magmin paragon’s selection of spells is extremely limited. At 4th level, a magmin paragon knows two 1st-level spells of her choice. She gains more spells known as she increases in level, as indicated on Table: Magmin Paragon Spells Known. Unlike spells per day, the number of spells a magmin paragon knows is not affected by her Charisma score. The numbers on Table: Magmin Paragon Spells Known are fixed. At 8th level, and every 3 levels thereafter, a magmin paragon can choose to learn a new spell in place of one she already knows. This swap follows all the same rules as for a sorcerer.
When learning a new spell, if the spell appears on more than one of the cleric, druid, or sorcerer/wizard spell lists at different spell levels, the magmin paragon may choose which of those spell levels to treat it as. She can only learn a spell at a given spell level if she would otherwise be able to learn an additional spell of that spell level. She always treats that spell as being that spell level whenever she casts it, and cannot choose to cast it as though it were the other spell level.
Aura Control (Su): Beginning at 5th level, a magmin paragon gains greater control over her searing aura, allowing her to shield individual creatures or objects from its effects. Each round, the magmin paragon can choose a number of creatures or unattended objects within range of her searing aura equal to her Constitution modifier. The chosen creatures and objects do not suffer damage from her searing aura that round.
Tiring Aura (Ex): At 8th level, a magmin paragon’s searing aura quickly fatigues those exposed to its heat. Any time a creature fails its saving throw to resist the magmin paragon’s searing aura by 5 or more, he becomes fatigued until all fire damage inflicted by the searing aura is healed. This cannot cause a creature that is already fatigued to become exhausted.
Heated Stone (Su): At 14th level, a magmin paragon can maintain her stony body even when radiating intense heat. Using her stony body class feature no longer prevents her from using her searing aura class feature, and she does not lose the benefits of her feats with the fire descriptor while using stony body.
Magma Geyser (Su): At 20th level, whenever a magmin paragon creates a magma pool, she can cause it to appear in a violent eruption of lava, which sprays up from the pool as it is created, to a height of 40 feet. Each creature in the magma pool’s area suffers 20d6 points of fire damage. A successful Reflex save (DC 10 + 1/2 the magmin paragon’s class level + the magmin paragon’s Charisma modifier) halves this damage. After the initial eruption, the magma pool otherwise functions normally.