Trying to figure out an all fire build.


Advice


See my favorite element is fire and I wanted to play a class around fire ever sense i started playing any table top rpg. But i never liked say a wizard that only used fire spells. Mainly because that was to hard to do. But i did find kineticist which was great to be a fire kineticist but after two times of playing it i was told to pick something else. And I can't quite find the right class. Help? Advice? Thank you for reading ^^


Maybe a magus? Get fire spells on your weapons. You could go Eldritch Archer for a bow, or a dip in sorcerer for +2 static damage for each dice of fire damage, and maybe even 1 in wizard to be able to change your fire damage to a different element just in case what you're fighting has fire resistance?


Pathfinder is going to make your life hard on this one because there are a bunch of creatures immune to fire or highly resistant. Are you OK with summoning creatures (perhaps fiery ones) or casting smoke spells or maybe buff spells when you run into stuff like that?

Why were you told to pick something other than a fire kineticist? If the person saying that thought it was too specialised, or said it didn't fit the game, or thought it did too much damage then each of those requires different answers.


Why were you told to pick something else?


avr wrote:
Pathfinder is going to make your life hard on this one because there are a bunch of creatures immune to fire or highly resistant.

That's why I would have recomended the kineticist, because of Draining Infusion is effective against Elementals and Searing Infusion lets you burn off someone's fire resistance, which are probably the most effective solutions here without requiring the character to do things that aren't fiery (elemental admixture just makes it so you throw an acid ball, not a fireball.)

But apparently the Kineticist won't fly in this game, I wonder why.


Rylar wrote:

Why were you told to pick something else?

Because I played it twice in a row. They wanted something new and because it's "overpowered"


avr wrote:

Pathfinder is going to make your life hard on this one because there are a bunch of creatures immune to fire or highly resistant. Are you OK with summoning creatures (perhaps fiery ones) or casting smoke spells or maybe buff spells when you run into stuff like that?

Why were you told to pick something other than a fire kineticist? If the person saying that thought it was too specialised, or said it didn't fit the game, or thought it did too much damage then each of those requires different answers.

I am prepared for the fire resistance and immunity. I was told to pick something else because i played it twice in a row and they wanted something new and because its "overpowered"


Thedevilfire666 wrote:
Rylar wrote:

Why were you told to pick something else?

Because I played it twice in a row. They wanted something new and because it's "overpowered"

I wonder what average power level is if thats overpowered.... does no one play 9th level casters? does damage= overpowered?

That said, a sorcerer with the elemental bloodline(fire) can take all the normal blast spells and change their type to fire. SO, snowball, is now a a fireball!

this would be my second suggestion, my first was going to be the pyrokinetisct, however thats gone. Honestly, I would argue to the DM to let you play whatever class you damn well please. If you enjoy it, why stop?


How about a Shaman with the Flame spirit? It can't head on deal with immunity but making targets vulnerable to fire reduces the effect of resistance. Besides, you can do more than just fire if you need to so you can deal with both immunity and resistance that way as well.

Make it a Changeling with an Ash Hag mother for good measure (good casting stats and a racial trait that slightly boosts your fire damage).

Grand Lodge

Have you tried a half-orc Dragon/elemental crossblood sorcerer? You'll still get hosed by immunity but blow past resistance through sheer damage.


thelizardwizard wrote:
Thedevilfire666 wrote:
Rylar wrote:

Why were you told to pick something else?

Because I played it twice in a row. They wanted something new and because it's "overpowered"

I wonder what average power level is if thats overpowered.... does no one play 9th level casters? does damage= overpowered?

That said, a sorcerer with the elemental bloodline(fire) can take all the normal blast spells and change their type to fire. SO, snowball, is now a a fireball!

this would be my second suggestion, my first was going to be the pyrokinetisct, however thats gone. Honestly, I would argue to the DM to let you play whatever class you damn well please. If you enjoy it, why stop?

Idk our group is strange. Their is 5 of us and only me and gm really roleplay. One person (lets call him Grute) only plays angry powerhouse that only cares about fighting. Another (lets call him drunt) only ever wants to use guns even in gunless campaigns and only things situational instead of what his character would do. And the third one (pops] doesn't speak and just rolls the dice on his turn or when hes told to. Then we have the only one who roleplays great (his name will be GM) but he only plays melee casters so i kinda have to be the one that spices things up :/


Cuàn wrote:

How about a Shaman with the Flame spirit? It can't head on deal with immunity but making targets vulnerable to fire reduces the effect of resistance. Besides, you can do more than just fire if you need to so you can deal with both immunity and resistance that way as well.

Make it a Changeling with an Ash Hag mother for good measure (good casting stats and a racial trait that slightly boosts your fire damage).

Oh thats actually really interesting. Thank you ^^

Grand Lodge

Sounds like a weird group, back on topic though have you looked at the feat Fire God's Blessing for half orcs?

When you damage an enemy with a fire spell you heal 1 hp, enemies on fire heal you each turn they're on fire. Go nuts with meta magic, boost your DC's and have fun healing from enemies as they run around screaming.

At level 6 your fireballs are 6d6 +15, heal you and with the right of meta magic traits you can empower it for free adding 50% damage on what ever you roll.


Balancer wrote:

Sounds like a weird group, back on topic though have you looked at the feat Fore God's Blessing for half orcs?

When you damage an enemy with a fire spell you heal 1 hp, enemies on fire heal you each turn they're on fire. Go nuts with meta magic, boost your DC's and have fun healing from enemies as they run around screaming.

Ill defiantly look into it. Thanks ^^


I would suggest a Flame mystery Oracle. I built one as an efreeti and it was fun, played him as boisterous and brash (was an enemy NPC who pretty much entered the fray as a ball of fire from the skies). They are thematic and inbuilt in a good class.

If there is a way to somehow get Detonate that is a good spell too.


The damage of a fire kineticist is decent but not great, so I'm guessing the overpowered bit comes from being able to do it at-will. Warlocks back in D&D got the same criticism. It really isn't a problem but some people do get worked up about it.

One idea: play a tiefling alchemist. Possibly with an archetype, I like grenadier (which lets you add alchemist's fire to your weapons, BTW) but it's not important. Take the explosive bomb discovery and at level 9 get Extra Discovery: Hellfire Bomb to deal with fire immunity/resistance. If you're willing to consider smoke as part of fire, at earlier levels take Smoke Bomb and Stink Bomb to have another option for dealing with such. You'll be doing pretty good damage but won't be able to do it all day if that's what's bothering your group.


or play something very different: Burn Rider Barbarian. You get to rage for free whe you take fire damage. Make him a goblin with a torch for extra crazyness.


Errant Mercenary wrote:

I would suggest a Flame mystery Oracle. I built one as an efreeti and it was fun, played him as boisterous and brash (was an enemy NPC who pretty much entered the fray as a ball of fire from the skies). They are thematic and inbuilt in a good class.

If there is a way to somehow get Detonate that is a good spell too.

i suggest even better....

take the spirit guide archtype, gnome with the trait for +1 fire spells.
take the blacked hand curse = scorching rays.
choose, as spirit, the flame = fire spells.
as revelation, take something else.
life - for "off" healing
nature for AC + charisma to armor.
Lunar for a tiger + wall of forces.
heaven for "other" school - enchants etc.
darkness for hide in plain sight.

dip 1 level into sorcerer, take orc + elemental bloodlines, and the trait for a full caster level.

yes, in total, your spell progression is slower, but each fire spell is not ALSO acid at will for overcoming resistance, and the revelation add a very solid "plan B".
all in D8 hp, good CON, animal companion (lunar\nature) and face level charisma score.
the only issue are the low saves, so MAYBE halfling > gnome.

all spells are +1 extra damage and full CL.

------------------------

other option i love, is sorcerer, sylvan + elemental.
no +\level to damage, but full caster, powerful pet and load of fun .


lastly, a shaman, speaker of the past , with fire spirit is also a VERY solid choice.
hexes like evil eye, fortune and misfortune add a very strong plan B when fire isnt the path.
the 2 free revelation offer a very solid defence line.
one can even accomplish a hybrid melee \ caster, mixing fire balls and falchion strikes from the 1/2 orc in medium armor, barkskin, heroism and fire spirit....
take the feat that allow fire ball as sponteneous casting and mix it with evil eye and power attacks... not a bad shaman.


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Try this guide Thus She Spoke: The Words of Power Sorcerer.
Page 5 –

A Backtrack on Blasting wrote:
Problem C: Feats/Bloodlines that Funnel. Great, so you’ve chosen a Red/Fire Draconic bloodline and have taken the Elemental Focus line to pump the Save DC on your Fire spells. Now you’re up against a fire-immune Bearded Devil...now what? A Words of Power user can just tack on a 0th level Flame Jet onto a 2nd level Frost Fingers for a 3rd level spell that deals cold damage... yet still gets all the bonuses from the fire feats and bloodlines (the spell still has a [Fire] descriptor, after all.) Those feats which ordinarily trap you into a single element actually help out with all the elements.

Scarab Sages

I'll suggest a fire kineticist. You have a huge mastery of fire, can burn away fire resistance, and can pull the fire out of fire subtype creatures like elemtals and red dragons. Your main weakness is creatures that are immune to fire damage and are not fire subtype. Other than devils, those are rare, but devils ruin your day. You can still contribute against them with smoke.

Sovereign Court

I am currently looking into an Ifrit focused on the Blistering Feint feat.

Essentially, when you succeed in a feint you do the fire damage of your weapon.

Currently it is looking like a Mesmerist 1 (to ignore combat expertise and the int requirements of the improved feint line, and stare/tricks could be situationally useful), then sacred huntsmaster Inquisitor. The huntsmaster is actually for the animal focus, and to meet the requirements for the feat Planar Focus, the fire aspect adds 1d6 per 4 level of fire to natural and weapons. And situationally: burrow=land speed, swim 30' and breathe underwater, retributive cold damage, and then evasion, scent, etc from the base focus. I am also considering regular hunter or feral shifter druid to get animal focus.
The base chassis of Inquisitor gets me Bane and some buffing. Possibly also throwing in the green faith marshall archetype to pick up the jungle domain for trapfinding, or cave domain for tremorsense or crocodile for a small amount of sneak attack. I am also considering dipping cleric or something else with channel energy to try energy channel, but # of feats will be the issue adding that. (Channel scourge, energy channel, Sarenrae)

Anyway putting it together, I am looking at something like (with a +1 flaming battle poi) 1d4 +1(enhancement) +3(strength maybe) +1d6(flaming) +2d6(planar focus) +2d6+2(bane) = 26 average.
It's not breaking the bank, but it's interesting.
I've also considered Flame Blade, but I am uncertain how planar focus and bane works with that particular spell.


My suggestion is Goblin Grenadier Alchemist. Exploding arrows are cool.

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