The * Frilond * Campaign
Flambert the Fire Mage

So three specialist wizards walk into a dungeon—an invoker, a necromancer, and an illusionist. This was a second edition dungeon, mind you, from many years ago, and run by our friend Rob, who was a serious aficionado of horror films and novels. What ensued was one of the best adventures I've ever participated in, a dark and twisted scenario replete with creepy, haunting scenes and several genuinely scary moments. That one dungeon re-energized and renewed my interest in RPGs and even today, some fifteen odd years later, still inspires.

Rob's friend Stu played the invoker, whose actual name is now lost to me. I believe that character was killed by a ghoul, and later became one of the walking dead. In any case, as an experiment, I resurrected that basic character concept in order to build a fire/blaster mage using the eldritch weaver base class. Here are the results: Flambert the Fire Mage, an eldritch weaver at 5th, 10th, 15th, and 20th level. Spells or feats marked with an asterisk are new items from Green Ronin's Advanced Player's Manual.

Flambert the Fire Mage CR 5

Male human eldritch weaver 5

LN Medium humanoid

Init -1; Senses Listen +2, Spot +2

Languages Common

AC 10, touch 9, flat-footed 10

hp 25 (5 HD)

Fort +4, Ref +1, Will +7

Spd 30 ft.

Melee mwk sickle +3 (1d6)

Ranged mwk heavy crossbow +2 (1d10/19–20)

Base Atk +2; Grp +2

Combat Gear wand of burning hands (50 charges), scroll of scorching ray and fireball, potion of cure moderate wounds

Special Actions minor thread power 2/day (call fire elemental, enhance spell, lesser draconic adept, sundering touch)

Spells Prepared (CL 5th, 6th for Fire thread spells)

3rd—fireball F (DC 17)

2nd—flaming sphere F (DC 16), knock, scorching ray F (+1 ranged touch)

1st—affect flames F (DC 15, dampens or fans nonmagical flames), burning hands F (DC 15), mage armor, produce flame F (+2 melee touch or +1 ranged touch)

0—detect magic, flare (DC 13), light, mage hand, open/close, read magic

F Fire thread spell

Threads Destruction, Fire, the Mage, the Wyrm

Abilities Str 10, Dex 9, Con 14, Int 16, Wis 15, Cha 8

SQ eldritch weaving (cast Fire thread spells as +1 level)

Feats Combat Casting, Empower Spell, Thread Focus* (fire)

Skills Concentration +10 (+14 casting defensively), Craft (weaponsmithing) +9, Decipher Script +9, Diplomacy +1, Knowledge (arcana) +9, Knowledge (architecture and engineering) +9, Knowledge (the planes) +11, Spellcraft +13 (+15 with scrolls), Use Magic Device +7 (+11 with scrolls)

Possessions bracers of armor +1, cloak of resistance +1, masterwork sickle, masterwork heavy crossbow and 20 bolts, 64 gp

Spellbook spells prepared plus 0—arcane mark, ray of frost; 1st—identify, magic weapon; 2nd—see invisibility; 3rd—dispel magic

Call Fire Elemental (Su) As a full-round action that provokes an attack of opportunity, Flambert can call a Small fire elemental to a location within 60 feet of himself. The elemental can act immediately upon arriving, and it serves Flambert for 5 rounds. This is a calling effect, but otherwise works just like a summon monster spell. Once Flambert uses this power, he must wait 1d4 rounds before using it again, though his Wisdom bonus still determines how often he can use it each day.

Enhance Spell (Su) As a free action, Flambert can impart extra power to any arcane spell he casts (but not to spells cast from scrolls or other magic items). Flambert chooses one of the following enhancements, as appropriate to the spell:

  • +1 saving throw DC
  • +1 to any caster level check made with the spell
  • +1 caster level for the spell

The power is wasted if the enhancement chosen isn't relevant to the spell.

Lesser Draconic Adept (Su) As a free action Flambert can invoke this power in order to gain resistance 15 against magical sleep and paralysis effects for 1d6 minutes. Only Flambert benefits from the resistance, which applies to only one use of any particular sleep or paralysis effect. If this power fails to protect Flambert against a particular sleep or paralysis effect, he is still entitled to any saving throw that effect normally allows.

Sundering Touch (Su) Flambert adds destructive power to his touch, granting a +5 bonus on a single Strength check to break an unattended object. Alternatively, Flambert can make a touch attack against an object in order to deal it damage or make a sunder attempt against an object in another creature's possession (resolve the sunder attempt exactly as if Flambert were using a slashing or bludgeoning weapon). Flambert's touch deals 2d6+5 points of damage to the object, though a target object's hardness (if any) applies.

Flambert the Fire Mage CR 10

Male human eldritch weaver 10

LN Medium humanoid

Init -1; Senses Listen +3, Spot +3

Languages Common; empathic link

AC 12, touch 10, flat-footed 12

hp 47 (10 HD)

Fort +7, Ref +4, Will +12

Spd 30 ft.

Melee mwk sickle +6 (1d6)

Ranged mwk heavy crossbow +5 (1d10/19–20)

Base Atk +5; Grp +5

Combat Gear wand of burning hands (50 charges), scroll of fly, 2 potions of cure light wounds

Special Actions minor thread power 3/day (call fire elemental, enhance spell, lesser draconic adept, sundering touch)

Spells Prepared (CL 10th, 12th for Fire thread spells)

5th—produce searing flames F (flames deal 2d6+15 fire damage; +5 melee touch or +4 ranged touch)

4th—mnemonic enhancer, stoneskin, wall of fire F

3rd—fireball F (2, DC 17), dispel magic, fly

2nd—flaming sphere F (DC 16), knock, scorching ray F (2, +4 ranged touch)

1st—affect flames F (DC 15, dampens or fans nonmagical flames), burning hands F (2, DC 15), mage armor, produce flame F (+5 melee touch or +4 ranged touch)

0—detect magic, flare (DC 14), light, mage hand, open/close, read magic

F Fire thread spell

Threads Destruction, Fire, the Mage, the Wyrm

Abilities Str 10, Dex 9, Con 14, Int 18, Wis 16, Cha 8

SQ eldritch weaving (cast Fire thread spells as +1 level, spontaneously cast Fire thread spells), familiar, share spells

Feats Alertness B (if familiar is within 5 ft), Combat Casting, Empower Spell, Extend Spell, Improved Familiar, Thread Focus* (fire)

Skills Concentration +15 (+19 casting defensively), Craft (weaponsmithing) +12, Decipher Script +17, Diplomacy +3, Knowledge (arcana) +17, Knowledge (architecture and engineering) +12, Knowledge (the planes) +17, Spellcraft +19 (+21 with scrolls), Use Magic Device +12 (+16 with scrolls)

Possessions bracers of armor +2, cloak of resistance +2, ring of protection +1, headband of intellect +2, masterwork sickle, masterwork heavy crossbow and 20 bolts, 64 gp

Spellbook spells prepared plus 0—arcane mark, ray of frost; 1st—identify, magic weapon; 2nd—see invisibility; 3rd—arcane sight, flame arrow, quench; 4th—fire shield; 5th—baleful polymorph

Call Fire Elemental (Su) As a full-round action that provokes an attack of opportunity, Flambert can call one Medium or up to two Small fire elementals to a location within 60 feet of himself. The elementals can act immediately upon arriving, and serve Flambert for 10 rounds. This is a calling effect, but otherwise works just like a summon monster spell. Once Flambert uses this power, he must wait 1d4 rounds before using it again, though his Wisdom bonus still determines how often he can use it each day.

Enhance Spell (Su) As a free action, Flambert can impart extra power to any arcane spell he casts (but not to spells cast from scrolls or other magic items). Flambert chooses one of the following enhancements, as appropriate to the spell:

  • +1 saving throw DC
  • +1 to any caster level check made with the spell
  • +1 caster level for the spell

The power is wasted if the enhancement chosen isn't relevant to the spell.

Lesser Draconic Adept (Su) As a free action Flambert can invoke this power in order to gain resistance 20 against magical sleep and paralysis effects for 1d6 minutes. Only Flambert benefits from the resistance, which applies to only one use of any particular sleep or paralysis effect. If this power fails to protect Flambert against a particular sleep or paralysis effect, he is still entitled to any saving throw that effect normally allows.

Sundering Touch (Su) Flambert adds destructive power to his touch, granting a +5 bonus on a single Strength check to break an unattended object. Alternatively, Flambert can make a touch attack against an object in order to deal it damage or make a sunder attempt against an object in another creature's possession (resolve the sunder attempt exactly as if Flambert were using a slashing or bludgeoning weapon). Flambert's touch deals 2d6+5 points of damage to the object, though a target object's hardness (if any) applies.

Calcifer CR –

Fire elemental familiar

Small elemental (fire, extraplanar)

Init +5; Senses darkvision 60 ft; Listen +2, Spot +3

Languages Ignan; speak with master

AC 20, touch 12, flat-footed 19

hp 12 (10 HD)

Immune fire; elemental traits

Fort +3, Ref +4, Will +7; improved evasion

Weakness vulnerability to cold

Spd 50 ft

Melee slam +7 (1d4 plus 1d4 fire)

Base Atk +1; Grp +1

Special Atk burn (DC 11), deliver touch spells

Abilities Str 10, Dex 13, Con 10, Int 10, Wis 11, Cha 11

Feats Dodge, Improved Initiative B, Weapon Finesse B

Skills Concentration +13, Craft (weaponsmithing) +11, Decipher Script +13, Diplomacy +4, Knowledge (arcana) +13, Knowledge (architecture and engineering) +8, Knowledge (the planes) +13, Listen +2, Spellcraft +13, Spot +3, Use Magic Device +13

Burn (Ex) Calcifer's slam attack deals bludgeoning damage plus fire damage from the elemental's flaming body. Those hit by Calcifer's slam attack also must succeed on a DC 11 Reflex save or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame.

Flambert the Fire Mage CR 15

Male human eldritch weaver 15

LN Medium humanoid

Init -1; Senses Listen +4, Spot +4

Languages Common; empathic link

AC 14, touch 11, flat-footed 14

hp 70 (15 HD)

Resist contingent fire shield activates when damaged by a weapon

Fort +10, Ref +7, Will +16

Spd 30 ft.

Melee +1 flaming sickle +8/+3 (1d6+1 plus 1d6 fire)

Ranged mwk heavy crossbow +7 (1d10/19–20)

Base Atk +7; Grp +4

Combat Gear wand of fireball (6th level, 50 charges), scroll of true seeing, 2 potions of cure moderate wounds, potion of resist energy (fire) 10

Special Actions minor thread power 4/day (call fire elemental, enhance spell, lesser draconic adept, sundering touch), major thread power 4/day (create/destroy fire [DC 21], draconic adept [DC 21], retain spell, sundering ray)

Spells Prepared (CL 15th, 17th for Fire thread spells)

7th—fire storm F (DC 22), spell turning

6th—maximized fireball F (DC 18), mage's lucubration

5th—empowered fireball F (DC 18), produce searing flames* F (flames deal 2d6+15 fire damage; +7 melee touch or +6 ranged touch), spell resistance

4th—empowered scorching ray F (+6 ranged touch), mnemonic enhancer, stoneskin, wall of fire F

3rd—arcane sight, fireball F (2, DC 18), dispel magic, fly W

2nd—flaming sphere F (2, DC 17), knock, scorching ray F (2, +6 ranged touch)

1st—affect flames *F (DC 16, dampens or fans nonmagical flames), burning hands F (2, DC 16), mage armor W, produce flame F (+7 melee touch or +6 ranged touch)

0—detect magic, flare (DC 14), light, mage hand, open/close, read magic

F Fire thread spell, W Wyrm thread spell

Threads Destruction, Fire, the Mage, the Wyrm

Abilities Str 10, Dex 9, Con 14, Int 19, Wis 18, Cha 8

SQ eldritch weaving (cast Fire thread spells as +1 level, spontaneously cast Fire thread spells, increase DC of Fire thread spells +1, freely enlarge or extend 3rd level or lower Wyrm thread spells), familiar, share spells, scry on familiar

Feats Alertness B (if familiar is within 5 ft), Combat Casting, Empower Spell, Enlarge Spell, Extend Spell, Improved Familiar, Maximize Spell, Thread Focus* (fire)

Skills Concentration +20 (+24 casting defensively), Craft (weaponsmithing) +16 Decipher Script +22, Diplomacy +5, Knowledge (arcana) +22, Knowledge (architecture and engineering) +16, Knowledge (the planes) +22, Spellcraft +24 (+26 with scrolls), Use Magic Device +17 (+21 with scrolls)

Possessions bracers of armor +3, cloak of resistance +3, ring of protection +2, headband of intellect +2, periapt of wisdom +2, +1 flaming sickle, masterwork heavy crossbow and 20 bolts, 39 gp

Spellbook spells prepared plus 0—arcane mark, ray of frost; 1st—identify, magic weapon; 2nd—see invisibility; 3rd—flame arrow, quench; 4th—fire shield; 5—break enchantment; 6th–contingency, fire seeds, scales of the wyrm; 7th–control weather, delayed blast fireball

Call Fire Elemental (Su) As a full-round action that provokes an attack of opportunity, Flambert can call one Large, or up to two Medium or four Small fire elementals to a location within 60 feet of himself. The elementals can act immediately upon arriving, and serve Flambert for 15 rounds. This is a calling effect, but otherwise works just like a summon monster spell. Once Flambert uses this power, he must wait 1d4 rounds before using it again, though his Wisdom bonus still determines how often he can use it each day.

Create/Destroy Fire (Su) Flambert can instantly create approximately 30,000 cubic feet of flame or cause the same volume of fire to vanish. When used to create flames, this power creates a 20-foot-radius burst of flame centered on a point within 60 feet of the caster and dealing 8d6 points of fire damage. A successful DC 21 Reflex save reduces damage by half. If used to destroy fire, this power extinguishes nonmagical fires in a 20-foot-radius burst centered on a point within 60 feet of Flambert. The effect also dispels any spells with the fire descriptor in its area of effect, though Flambert must succeed on a caster level check (as greater dispel magic) for each spell to be dispelled. Flambert can also use the power to destroy fire as a targeted effect against a single creature with the fire subtype, or against a single magic item which creates or controls fire, within 60 feet. The eldritch weaver deals 7d6 points of damage to target creatures, or 3d6 points of damage if the target creature makes a successful DC 210 Fortitude save. In either event, if the damage dealt reduces an air creature to 0 or fewer hit points, it is destroyed without a trace. A target magic item takes no damage but loses all its fire-based magical abilities for 1d4 hours unless it succeeds on a DC 21 Will save. Artifacts are immune to this effect.

Draconic Adept (Ex) By invoking this power, Flambert can breathe a 20-foot-long cone of cold or fire, or a 40-foot-long line of acid or electricity. No matter what its shape or type of energy, the eldritch weaver's breath weapon deals 7d4 points of damage. A successful DC 21 Reflex save reduces damage by half. Once Flambert uses this power, he must wait 1d4 rounds before using it again, though his Wisdom bonus still determines how often he can use it each day.

Enhance Spell (Su) As a free action, Flambert can impart extra power to any arcane spell he casts (but not to spells cast from scrolls or other magic items). Flambert chooses one of the following enhancements, as appropriate to the spell:

  • +1 saving throw DC
  • +1 to any caster level check made with the spell
  • +1 caster level for the spell

The power is wasted if the enhancement chosen isn't relevant to the spell.

Lesser Draconic Adept (Su) As a free action Flambert can invoke this power in order to gain resistance 25 against magical sleep and paralysis effects for 1d6 minutes. Only Flambert benefits from the resistance, which applies to only one use of any particular sleep or paralysis effect. If this power fails to protect Flambert against a particular sleep or paralysis effect, he is still entitled to any saving throw that effect normally allows.

Retain Spell (Su) Flambert can attempt to retain an arcane spell he casts (but not spells cast from scrolls or other magic items). To do so, Flambert first must cast the spell as a full-round action (use an additional full-round action to cast the spell if it already has a casting time of a full round or more). As the spell is cast, Flambert makes a Spellcraft check (DC 20 +2 per spell level), with success indicating the spell has been retained and can be subsequently cast in a later round. Whether the attempt to retain the spell succeeds or fails, Flambert takes 1d4 points of nonlethal damage per spell level (1 point of damage for a cantrip). Flambert cannot take 10 or take 20 on the Spellcraft check.

Sundering Ray (Su) This power works like the sundering touch power, except it produces a ray up to 30 feet long. When attacking an unattended object with the ray, Flambert gains a +7 bonus to a single Strength check to attempt to break the object, or deals 2d6+7 points of damage. If Flambert uses the ray to sunder an object in another creature's possession, the attempt does not provoke an attack of opportunity. Flambert makes a normal attack roll against the Armor Class of a foe's weapon or shield, not an opposed attack roll.

Sundering Touch (Su) Flambert adds destructive power to his touch, granting a +5 bonus on a single Strength check to break an unattended object. Alternatively, Flambert can make a touch attack against an object in order to deal it damage or make a sunder attempt against an object in another creature's possession (resolve the sunder attempt exactly as if Flambert were using a slashing or bludgeoning weapon). Flambert's touch deals 2d6+5 points of damage to the object, though a target object's hardness (if any) applies.

Calcifer CR –

Fire elemental familiar

Small elemental (fire, extraplanar)

Init +5; Senses darkvision 60 ft; Listen +2, Spot +3

Languages Ignan; speak with master

AC 23, touch 12, flat-footed 22

hp 35 (15 HD)

Immune fire; elemental traits

SR 20

Fort +5, Ref +6, Will +9; improved evasion

Weakness vulnerability to cold

Spd 50 ft

Melee slam +9 (1d4 plus 1d4 fire)

Base Atk +1; Grp +3

Special Atk burn (DC 11), deliver touch spells

Abilities Str 10, Dex 13, Con 10, Int 13, Wis 11, Cha 11

Feats Dodge, Improved Initiative B, Weapon Finesse B

Skills Concentration +18, Craft (weaponsmithing) +13, Decipher Script +19, Diplomacy +6, Knowledge (arcana) +19, Knowledge (architecture and engineering) +13, Knowledge (the planes) +19, Listen +2, Spellcraft +19, Spot +3, Use Magic Device +18

Burn (Ex) Calcifer's slam attack deals bludgeoning damage plus fire damage from the elemental's flaming body. Those hit by Calcifer's slam attack also must succeed on a DC 11 Reflex save or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame.

Flambert the Fire Mage CR 20

Male human eldritch weaver 20

LN Medium humanoid

Init +0; Senses Listen +6, Spot +6

Languages Common; empathic link

AC 21, touch 14, flat-footed 21

hp 92 (20 HD)

Resist contingent fire shield activates when damaged by a weapon

Fort +13, Ref +11, Will +23

Spd 30 ft.

Melee +1 flaming sickle +11/+6 (1d6+1 plus 1d6 fire)

Ranged mwk heavy crossbow +11 (1d10/19–20)

Base Atk +10; Grp +10

Combat Gear staff of fire, scroll of foresight, potion of cure serious wounds

Special Actions minor thread power 6/day (call fire elemental, enhance spell, lesser draconic adept, stormburst [DC 26], sundering touch), major thread power 6/day (create/destroy fire [DC 26], draconic adept [DC 26], retain spell, stormcloud [DC 26], sundering ray)

Spells Prepared (CL 20th, 22nd for Fire thread spells)

9th—empowered fire storm F (DC 27), mage's disjunction (DC 26), meteor swarm F (DC 27)

8th—earthquake, incendiary cloud F (DC 26), protection from spells, temporal stasis (DC 25)

7th—quickened dispel magic, quickened fireball F (2, DC 21), fire storm F (DC 25), spell turning

6th—maximized fireball F (DC 21), mage's lucubration, scales of the wyrm*W (grants +5 natural armor bonus plus DR 20/magic and immunity to one energy type), quickened scorching ray (+10 ranged touch)

5th—baleful polymorph (DC 22), empowered fireball F (2, DC 21), produce searing flames* F (flames deal 2d6+15 fire damage; +10 melee touch or +10 ranged touch), spell resistance W

4th—empowered scorching ray F (+10 ranged touch), mnemonic enhancer (2), stoneskin W, wall of fire F

3rd—arcane sight, fireball F (2, DC 21), dispel magic (2), fly W

2nd—flaming sphere F (DC 20), knock (2), scorching ray F (2, +10 ranged touch), see invisibility W

1st—affect flames* F (DC 19, dampens or fans nonmagical flames), burning hands F (3, DC 19), mage armor W, produce flame F (+10 melee touch or +10 ranged touch)

0—detect magic, flare (DC 17), light, mage hand, open/close, read magic

F Fire thread spell, W Wyrm thread spell

Threads Destruction, Fire, the Mage, Storms, the Wyrm

Abilities Str 10, Dex 10, Con 14, Int 24, Wis 22, Cha 8

SQ eldritch weaving (cast Fire thread spells as +1 level; spontaneously cast Fire thread spells; increase DC of Fire thread spells +1; freely enlarge or extend 3rd level or lower Wyrm thread spells; freely empower, enlarge, or extend 6th level or lower Fire thread spells), familiar, share spells, scry on familiar

Feats Alertness B (if familiar is within 5 ft), Combat Casting, Empower Spell, Enlarge Spell, Extend Spell, Improved Familiar, Maximize Spell, Thread Focus* (fire), Quicken Spell

Skills Concentration +25 (+29 casting defensively), Craft (weaponsmithing) +24, Decipher Script +30, Diplomacy +10, Knowledge (arcana) +30, Knowledge (architecture and engineering) +24, Knowledge (the planes) +30, Spellcraft +32 (+34 with scrolls), Use Magic Device +22 (+26 with scrolls)

Possessions bracers of armor +7, cloak of resistance +5, ring of protection +4, headband of intellect +6, periapt of wisdom +6, +1 flaming sickle, masterwork heavy crossbow and 20 bolts, 264 gp

Spellbook spells prepared plus 0—arcane mark, ray of frost; 1st—identify, magic weapon; 3rd—flame arrow, quench; 4th—fire shield; 5—break enchantment; 6th–contingency, fire seeds; 7th–control weather, delayed blast fireball; 8th—whirlwind; 9th—fireform*, foresight, storm of vengeance

Call Fire Elemental (Su) As a full-round action that provokes an attack of opportunity, Flambert can call one Large, or up to two Medium or four Small fire elementals to a location within 60 feet of himself. The elementals can act immediately upon arriving, and serve Flambert for 20 rounds. This is a calling effect, but otherwise works just like a summon monster spell. Once Flambert uses this power, he must wait 1d4 rounds before using it again, though his Wisdom bonus still determines how often he can use it each day.

Create/Destroy Fire (Su) Flambert can instantly create approximately 30,000 cubic feet of flame or cause the same volume of fire to vanish. When used to create flames, this power creates a 20-foot-radius burst of flame centered on a point within 60 feet of the caster and dealing 8d6 points of fire damage. A successful DC 26 Reflex save reduces damage by half. If used to destroy fire, this power extinguishes nonmagical fires in a 20-foot-radius burst centered on a point within 60 feet of Flambert. The effect also dispels any spells with the fire descriptor in its area of effect, though Flambert must succeed on a caster level check (as greater dispel magic) for each spell to be dispelled. Flambert can also use the power to destroy fire as a targeted effect against a single creature with the fire subtype, or against a single magic item which creates or controls fire, within 60 feet. The eldritch weaver deals 10d6 points of damage to target creatures, or 3d6 points of damage if the target creature makes a successful DC 26 Fortitude save. In either event, if the damage dealt reduces an air creature to 0 or fewer hit points, it is destroyed without a trace. A target magic item takes no damage but loses all its fire-based magical abilities for 1d4 hours unless it succeeds on a DC 26 Will save. Artifacts are immune to this effect.

Draconic Adept (Ex) By invoking this power, Flambert can breathe a 30-foot-long cone of cold or fire, or a 60-foot-long line of acid or electricity. No matter what its shape or type of energy, the eldritch weaver's breath weapon deals 10d4 points of damage. A successful DC 26 Reflex save reduces damage by half. Once Flambert uses this power, he must wait 1d4 rounds before using it again, though his Wisdom bonus still determines how often he can use it each day.

Enhance Spell (Su) As a free action, Flambert can impart extra power to any arcane spell he casts (but not to spells cast from scrolls or other magic items). Flambert chooses one of the following enhancements, as appropriate to the spell:

  • +1 saving throw DC
  • +1 to any caster level check made with the spell
  • +1 caster level for the spell

The power is wasted if the enhancement chosen isn't relevant to the spell.

Lesser Draconic Adept (Su) As a free action Flambert can invoke this power in order to gain resistance 30 against magical sleep and paralysis effects for 1d6 minutes. Only Flambert benefits from the resistance, which applies to only one use of any particular sleep or paralysis effect. If this power fails to protect Flambert against a particular sleep or paralysis effect, he is still entitled to any saving throw that effect normally allows.

Retain Spell (Su) Flambert can attempt to retain an arcane spell he casts (but not spells cast from scrolls or other magic items). To do so, Flambert first must cast the spell as a full-round action (use an additional full-round action to cast the spell if it already has a casting time of a full round or more). As the spell is cast, Flambert makes a Spellcraft check (DC 20 +2 per spell level), with success indicating the spell has been retained and can be subsequently cast in a later round. Whether the attempt to retain the spell succeeds or fails, Flambert takes 1d4 points of nonlethal damage per spell level (1 point of damage for a cantrip). Flambert cannot take 10 or take 20 on the Spellcraft check.

Stormburst (Su) Flambert creates an instantaneous blast of icy wind, rain, and lightning that fills a 20-foot-radius burst centered within 30 feet of him. The blast deals 2d6 points of electricity damage and 1d6 points of cold damage to creatures and objects within the burst, and leaves the area drenched with water. A successful DC 26 Reflex save reduces the damage by half.

Stormcloud (Su) Flambert creates a mass of roiling cloud shot through with flashes of lightning and churning hailstones. The cloud fills a 30-foot-radius spread initially centered within 60 feet of Flambert, and lasts 10 rounds. As a move action, Flambert can direct the cloud at a speed of 30 feet, moving along the ground or through the air but not through solid objects. The cloud can be created underwater, but if so, cannot be made to pass or extend above the surface. Likewise, a cloud created in air cannot be made to pass into or below a body of water. Creatures and objects within the cloud take 3d8 points of electricity damage, 2d8 points of cold damage, and 2d8 points of bludgeoning damage. A DC 26 Reflex save reduces damage from the cloud by half. The cloud obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance), while creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target).

Sundering Ray (Su) This power works like the sundering touch power, except it produces a ray up to 30 feet long. When attacking an unattended object with the ray, Flambert gains a +7 bonus to a single Strength check to attempt to break the object, or deals 2d6+7 points of damage. If Flambert uses the ray to sunder an object in another creature's possession, the attempt does not provoke an attack of opportunity. Flambert makes a normal attack roll against the Armor Class of a foe's weapon or shield, not an opposed attack roll.

Sundering Touch (Su) Flambert adds destructive power to his touch, granting a +5 bonus on a single Strength check to break an unattended object. Alternatively, Flambert can make a touch attack against an object in order to deal it damage or make a sunder attempt against an object in another creature's possession (resolve the sunder attempt exactly as if Flambert were using a slashing or bludgeoning weapon). Flambert's touch deals 2d6+5 points of damage to the object, though a target object's hardness (if any) applies.

Calcifer CR –

Fire elemental familiar

Small elemental (fire, extraplanar)

Init +5; Senses darkvision 60 ft; Listen +2, Spot +3

Languages Ignan; speak with master

AC 25, touch 12, flat-footed 24

hp 46 (20 HD)

Immune fire; elemental traits

SR 25

Fort +6, Ref +7, Will +12; improved evasion

Weakness vulnerability to cold

Spd 50 ft.

Melee slam +12 (1d4 plus 1d4 fire)

Base Atk +1; Grp +6

Special Atk burn (DC 11), deliver touch spells

Abilities Str 10, Dex 13, Con 10, Int 15, Wis 11, Cha 11

Feats Dodge, Improved Initiative B, Weapon Finesse B

Skills Concentration +23, Craft (weaponsmithing) +19, Decipher Script +25, Diplomacy +11, Knowledge (arcana) +25, Knowledge (architecture and engineering) +19, Knowledge (the planes) +25, Listen +2, Spellcraft +25, Spot +3, Use Magic Device +23

Burn (Ex) Calcifer's slam attack deals bludgeoning damage plus fire damage from the elemental's flaming body. Those hit by Calcifer's slam attack also must succeed on a DC 11 Reflex save or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame.