Flame Shaping

Flame shapers specialize in flashy, grandiose attacks. Up close, they wield tendrils of fire, while from a distance, they devastate foes with wide-range, uncontrolled blasts.

Fire Shaping

At 1st level, the flame shaper can manifest a persistent, controlled fiery tendril in his hands. This flame acts as a meteor hammer, except that it deals fire damage instead of bludgeoning, lacks the trip quality, and makes attacks against touch AC. Summoning this flame is a move action that does not provoke attacks of opportunity. It can be dismissed as a free action. At 8th level, the flame can be summoned as a swift action. Because this is a touch attack, the flame does not function with Power Attack, though the shaper does add 1.5x his Str to damage due to his channeling.

By spending a point of shaping energy as a swift action, the shaman can manipulate nonmagical fires in Close range for 1 minute. He can cause these to flare up, dazzling creatures in 10 feet for 1 minute if they fail a Fortitude save. He can also use this to cause a fire to spread, to make flames leap small distances, to snuff out a 5-foot cube of fire, and other manipulations he can devise (so long as he only affects a 5-foot cube or less). Flames manipulated in this way typically lack either the substance or the speed to cause real harm to an unrestrained creature. At 6th level, this ability can be used at-will with no cost

Additionally, the shaman can spend a point of shaping energy as a swift action to leave a trail of nonmagical fire behind him for one round. Each time he moves, a trail of fire is left in every square he moves through. This trail persists until the start of his next turn. Creatures crossing the trail take 1d6 fire damage. Should the substances the shaman treads on be flammable, the fire can spread and last beyond its normal duration. At 12th level, this ability can be used at-will with no cost.

Firewall

At 2nd level, the flame shaper can surround himself with a barrier of fire. While this effect is active, each time he is struck in melee the attacker takes 1d4+1 fire damage. Once the barrier has activated once per shaman level, it dissipates. Creatures primarily composed of fire (such as fire elementals) cannot penetrate this barrier. While the firewall is in effect, the flame shaper gains energy resistance to fire equal to half his shaman level.

Fire Blast

At 4th level, the flame shaper can spend a point of shaping energy as a standard action to launch an orb of fire to a point in Medium range. Once it reaches the target point, it explodes, dealing fire damage equal to 2d6+Str mod in a 10-foot radius. At 6th level, and every 2 levels thereafter, the damage increases by 1d6. A Reflex save halves the damage.

Smoky Blast

At 6th level, when the flame shaper uses a fire blast or uses his flame shaping to make a fire flare up, he can spend an additional point of shaping energy to generate a cloud of smoke in the affected area. This smoke lasts for one minute. All creatures that begin their turns inside the area become sickened as long as they remain in the smoke and for 1d4+1 rounds thereafter (Fort negates). Additionally, the smoke blocks vision in the area, obscuring all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target).

A moderate wind (11+ mph) disperses the smoke in 4 rounds; a strong wind (21+ mph) disperses the smoke in 1 round.

Intense Flames

At 8th level, the flame shaper chooses one of the following abilities. This choice is permanent and cannot be changed.

Wide Blast: The radius of the shaman's fire blasts increases by 10 feet.

Dueling Flame: The damage dice on the shaman's fire tendril increase to 2d8.

Persistent Fire: The shaman's fire blasts ignite enemies that fail their reflex saves, dealing 1d6 damage per round until they are extinguished as a move action that provokes attacks of opportunity.

Infernal Nimbus

At 10th level, the flame shaper can unleash a continuous pulse of fire, damaging everything in the area around him but remaining unscathed. This pulse of fire occurs in a 10-foot radius around him and deals 3d6 damage + 1d6 per 4 shaman levels beyond 10th. Activating this ability is a move action that provokes attacks of opportunity, costs one point of shaping energy, and lasts for one minute or until dismissed as a free action. A successful Fort save halves the damage taken.

Hellfire Heat

At 12th level, a flame shaper ignores 10 points of fire resistance on anyone he targets with a magical or supernatural fire effect. Additionally, when he deals fire damage through such an effect to a target that would normally be immune, he can still deal up to 10 damage (so an effect that deals 5 points would be fully effective against the immune creature, but an effect dealing 50 points deals 10 damage).

Flame Control

At 14th level, the flame shaper learns one of the following abilities. This choice is permanent and cannot be changed.

Flame Jet: The flame shaper can use a move action to launch himself up to 60 feet in a straight line. Upward movement costs double. If airborne, the flame shaper falls to the ground at the end of his next turn unless he uses this ability again. This ability can be used at will, and the movement provokes attacks of opportunity as normal.

Engulfing Blast: The radius of the flame shaper's fire blasts increases by 10 feet.

Pyromania: The shaman can spend an extra two points of shaping energy when using a fire blast to deal double damage.

Purifying Flames

At 16th level, the flame shaper's fire-based spells and supernatural abilities ignore spell resistance.

Rain of Fire

At 18th level, the flame shaper can cast meteor swarm by spending three points of shaping energy.

Incandescent Apotheosis

At 20th level, the flame shaper can become the living embodiment of flame. The shaman's body takes on the appearance of living flames, and becomes immune to fire damage - in addition, he heals for 25% of all incoming fire damage, but suffers weakness 150% to cold damage. He gains a +4 bonus to Strength and becomes immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells that affect your physiology or respiration.

Additionally, his fire tendril deals an extra 3d6 fire damage in this state and he gains a fly speed of 40 feet with perfect maneuverability. He can also use basic fire blasts without spending a point of shaping energy.

This ability lasts for one minute.