FLAMESPEAKER
The following class has been converted from The Complete Barbarian’s Handbook.
  Flamespeakers are divine spellcasters with a strong religious and mystical devotion to fire. They may be found in civilized and primitive societies, although they are more common in the latter (and in fact may have originated in tribal communities). Their talents are innate, much like a sorcerer’s magical gifts, although it requires a measure of insight coupled with observation to recognize it.
  Hit Dice: D8.

Requirements
  In order to qualify to become a flamespeaker, a character must fulfill the following criteria.
  Knowledge (religion): 4 ranks.
  Speak Language: Ignan.
  Spells: Ability to cast divine spells, one of which must be a fire-based spell of 3rd level or higher.

Class Skills
  The flamespeaker’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Heal (Wis), Knowledge (religion), Scry (Int, exclusive skill), and Spellcraft (Int).

  Skill Points at Each Additional Level: 2 + Int modifier.  

Class Features
  The following are class features of the flamespeaker prestige class.
  Weapon and Armor Proficiency: Flamespeakers acquires proficiency with all simple weapons, although he does not acquire any proficiency in armor or shields.
  Speak with Flames (Su): Once per day at 1st level, a flamespeaker may ask a question of any natural fire source, such as a campfire, a smoldering ember, a torch, or a burning house. If the flamespeaker makes a successful Wisdom check (DC 10), he hears the answer in his head. The fire always answers honestly, using a single word or short phrase. Typical questions might include “Who started you?” “What are you burning?” “Has a man with a white beard passed this way?”
  The fire cannot make judgements, nor will it be capable of giving definitive answers. An answer of “I don’t know” is possible.
  Command Flame (Su): Upon acquiring 2nd level, the flamespeaker can impress its will upon flames of any sort. The flamespeaker can command natural fire (but not magical fire or fire-based creatures such as fire elementals and salamanders) to alter its shape and direction. Only one command can be issued per day, and it will affect as much as 5 ft. x 5 ft. per level of the flamespeaker (up to 50 ft. x 50 ft. at 10th level). For example, a campfire could be commanded to lash out at an individual or to burn quietly, a small forest fire could be commanded to stop altogether, or a torch could be commanded to burn out.
  Furthermore, beginning at 2nd level flamespeakers can rebuke or command fire subtypes (such as fire elementals) as an evil cleric rebukes the undead. This ability may be performed a number of times per day equal to 3 + the flamespeaker’s Charisma modifier. If the flamespeaker is a cleric with the Fire domain, the number of times per day does not increase, but the levels of cleric and flamespeaker stack. This ability has no bearing on the ability to command natural fire, and vice versa.
  At the DM’s discretion, the flamespeaker can forgo one attempt to rebuke a fire-based creature and instead attempt to counter a fire-based spell (see the PHB, page 152). The flamespeaker must choose a ready action, successfully identify the spell by a Spellcraft check, and then consume one use of the rebuke fire creature ability. If these steps are taken, the flamespeaker can counter the spell, supplanting any fire spell he has prepared (of equal level to the spell to be cancelled out). In essence, the flamespeaker “commands” the fire spell to cancel itself out.
  Flame Form (Su): Once per day upon reaching 5th level, and again upon reaching 10th level, the flamespeaker can become a five-foot diameter sphere of living fire for up to an hour. Except for tiny yellow and red flames flickering over its surface, the sphere is featureless. In his flame form, the flamespeaker looses AC bonuses for armor, but gains a natural AC of 16 (all other stats remain unchanged), in addition to its Dex modifier. The flame form also has the following properties:

•	Its movement is: Fly 20 (good).

•	It can see in all directions, and therefore cannot be surprised. Its other sensory apparatuses remain unchanged.

•	It can regulate surface heat at will, from the temperature of warm water to a blazing inferno. At low heat, it can pass through dry grass without starting a fire. At full heat (the normal state), it ignites any flammable materials it contacts. Those who touch it suffer 2d4 hit points of damage.

•	It can radiate 1-4 tentacles of flame (determined by the flamespeaker), each up to 10 feet in length. It can lash with these tentacles, causing 2d4 points of damage each attack.

•	The flame form is immune to all magical and nonmagical fire-based attacks.

•	The flame form cannot speak or cast spells, although it can utilize the flamespeaker’s other class features (speak with flames and command flame).

•	A gallon (or more) of water thrown onto the flame form causes it to revert to its original form, consuming one usage of this ability that day. If oil or similar substances are thrown onto it, creatures within 10 feet must make a Reflex save (DC 14) or suffer 2d4 points of fire damage.

•	The flame form suffers double damage against all magical and nonmagical cold-based attacks.

The Flamespeaker
	Base
Class   	Attack	Fort	Ref	Will
Level	Bonus	Save	Save 	Save	Special				Spells per Day		
1st	+0	+2	+0	+2	Speak with flames 1/day	+1 level of existing class	
2nd	+1	+3	+0	+3	Command flame 1/day	+1 level of existing class	
3rd	+2	+3	+1	+3	Speak with flames 2/day	+1 level of existing class	
4th	+3	+4	+1	+4	Command flame 2/day	+1 level of existing class	
5th	+3	+4	+1	+4	Flame form 1/day	+1 level of existing class	
6th	+4	+5	+2	+5	Speak with flames 3/day	+1 level of existing class	
7th	+5	+5	+2	+5	Command flame 3/day	+1 level of existing class	
8th	+6	+6	+2	+6	Speak with flames 4/day	+1 level of existing class	
9th	+6	+6	+3	+6	Command flame 4/day	+1 level of existing class	
10th	+7	+7	+3	+7	Flame form 2/day	+1 level of existing class