Turn and Burn


3.5/d20/OGL


Shortly after a TPK about this time last night I was thinking about the two halfling characters that I had enjoyed playing so much. In particular I thought back to how useful the produce flame spell was for my druid and how much fun it was to tumble around with my rogue and make sneak attacks. In one poof of inspiration I found the character concept that would replace my fallen PC's and continue on in their stead.

A halfling with three druid and three rogue levels that casts two produce flame spells and flies into combat with a ball of white hot fire in either hand. Rolling into the center of the largest group of enemies and lashing out with flaming melee touch sneak attacks. Thanks to a 22 dex, a ring of protection and a size modifier, the tiny flaming terror has an AC of 18 with no armor and one +1 ring.

With a mage armor spell (either from his sorcerer companion or a potion) and a barkskin, that AC rises up to 24.

Further more if he really wants to be a bastard he can use combat reflexes to pull his +4 BAB into his AC and with fighting defensively he can take another -4 to attacks for a +3 bonus to AC (+3 due to his tumble ranks) for a maximum AC of 31 for a 6th lvl character wearing no armor (25 of which is all touch AC). Sure he takes a -8 to attacks but that still leaves him with a +1 on his melee to hit a touch AC and he is most likely going to be flanking so I still like those odds.

His personality and backstory are the best part though. His insecurity and abandonment in his youth led to a twisted form of vigilante justice in the emotionally damaged halfling. He protects the few (few meaning ONE person for right now) people he trusts with saintly self sacrifice, and visits a decidedly terrible vengance on those who sought to harm them. He sees no need to get needlessly involved in fights that don't concern him, but if one force appears to be bullying or simply toying with obviously inferior opponents he snaps. Petty bullies are likly to recieve painful burns in sensitive places as punishment for their thuggery. More aggresive violators recieve horrible deaths.

Just the idea of a feral shirtless halfling rolling through dozens of attacks completely untouched surrounded by foes, his body a whirling demonic thing bearing flaming death in both hands, seems like a really cool idea (if quite possibly the most unsettling character to my name)

I honestly have no idea why I posted this, other than the fact I love and am proud of the concept and wished to share it.

Dark Archive

"Further more if he really wants to be a bastard he can use combat reflexes to pull his +4 BAB into his AC and with fighting defensively he can take another -4 to attacks for a +3 bonus to AC (+3 due to his tumble ranks) for a maximum AC of 31 for a 6th lvl character wearing no armor (25 of which is all touch AC). Sure he takes a -8 to attacks but that still leaves him with a +1 on his melee to hit a touch AC and he is most likely going to be flanking so I still like those odds."

Well combat "expertise" would do that but we all understood what ya meant.....(pssst pass the bottle over here)..

The Exchange

I suppose we should be thankfull he hasnt picked up quicken spell, then we would be in real trouble.

For now all I have to do is have some good meaning Paladin knock up a sign on a post that reads "You need to be this tall to leave town without an adult".


Ooh! I finally figured out an actual use for this thread. I like the idea of how the Halfling picked up his druid levels, but I want to focus more on the halfling gaining power over flame than nature itself.

Prestige class!

Fire Dancer.
Prerequisites
+5 BAB
Able to cast at least one fire type spell of second or higher
Either Iron will or Lightning Reflexes (haven't decided)

Knowledge nature 8 ranks, Tumble 8 ranks, Intimidate 6 ranks

FIRE DANCER
BAB
1st +1 White hot, Fire Eater
2nd +2 Resistance to fire 5, Flaming Terror
3rd +3 Immolate
4th +4 Resistance to fire 10,
5th +5
Reflex as good save

White Hot- your connection to your fire magic intensifies, your caster level for all fire spells equals your total hit dice for the purposes of damage, duration, and spell caster checks to overcome spell resistance

Fire eater- You can siphon heat from nearby flames to cast your spells. Any non-magical fire within 60 feet, at your option, leaps to your hand and provides the power to a fire type spell of 4th lvl or lower as you cast it, the fire is effectively extinguished but you do not use a spell slot to cast your spell. The power of the spell replaced is determined by the size of the fire,
1st, a lit torch, a creature burning from an alchemists fire,
2nd, a campfire
3rd, a large fire like a big bonfire or a small burning building
4th, a burning building
A massive confligration such as a forest fire cannot be extinguished with this ability but can be used to power spells indefinately as long as the fire rages.
Flamming creatures can be siphoned but they get a fortitude save (10+ fire dances level + charisma modifier to resist. On a failed save fire eater works normally and the creature takes 1d6 points of damage per spell level siphoned, if the save is successful fire eater fails and you must make a DC 15 + hit dice of the creature, concentration check or lose the spell.

Flaming Terror- Once per round when you strike an opponent with a melee attack that successfully deals fire damage, you can make an intimidate check to demoralize that foe as a free action, you recieve a bonus to this check equal to half the fire damage dealt.

Immolate- Once per day you can activate a fire shield spell (as a fire spell only) as a spell like ability with a caster level equal to your hit dice.

hmmm.... not sure what else...


SG, a feat your PC might benefit from is Yondalla's Sense (Races of the Wild) that lets you add Wis to Initiative (in addition to Dex bonus). Seems appropriate.


Two things:

(1) I had always viewed Combat Expertise as a misleadingly-named Improved Defensive Fighting. I mean, it's got similar mechanics, and it accomplishes the same thing. In other words, the benfits from Combat Expertise would supercede those for fighting on the defensive, rather than stacking with them. Dunno, just seemed logical to me, is all. Has the Sage ruled on this, by any chance?

(2)

Sexi Golem 01 wrote:
White Hot- your connection to your fire magic intensifies, your caster level for all fire spells equals your total hit dice for the purposes of damage, duration, and spell caster checks to overcome spell resistance

I'd make your CL = your base spellcasting level + your Fire Dancer level. Otherwise you end up with a Rogue 16/Druid 3/Firedancer 1 who casts fire spells at the 20th caster level.


Kirth Gersen wrote:

Two things:

(1) I had always viewed Combat Expertise as a misleadingly-named Improved Defensive Fighting. I mean, it's got similar mechanics, and it accomplishes the same thing. In other words, the benfits from Combat Expertise would supercede those for fighting on the defensive, rather than stacking with them. Dunno, just seemed logical to me, is all. Has the Sage ruled on this, by any chance?

Thats a completely valid perspective, but the two do have differences. Combat expertise is tied to your base attack bonus, whearas fighting defensively the manuvers are more basic and anyone can do it to the same effect. Personnally I think the two should stack for the same reason Dodge and a Dwarfs bonus against giants should stack. Besides combat expertise depreciates in value greatly if it only imporves and existing ability. If their was some fighting aggressively move that functioned as a less effecient power attack I would agree. Feel free to ask the sage though (I actually don't know who that is but I trust he is some kind of rules clarifying official?)

Kirth Gersen wrote:


(2)
Sexi Golem 01 wrote:
White Hot- your connection to your fire magic intensifies, your caster level for all fire spells equals your total hit dice for the purposes of damage, duration, and spell caster checks to overcome spell resistance

I'd make your CL = your base spellcasting level + your Fire Dancer level. Otherwise you end up with a Rogue 16/Druid 3/Firedancer 1 who casts fire spells at the 20th caster level.

Yeah, I admit that the PrC is SO tailor made to this character that balance is intact for my character conept (I think) but probably not for anything else. He would end up casting produce flame and flame blade at 20th Caster lvl. The benifits of which largely top out at 5th lvl for produe flame and 10th for flame blade. The idea behind this is that at later levels he would stand a chance at breaking through spell resistance, which becomes more relevant later and I didn't want his fighting concept completely nerfed just because of spell resistance.

Since the prestige class is so half-assed and specific I'm likely to abandon the project altogether. Instead I think I've got a feat Idea that might serve the same purpose.

Soul of Flame- Your ability to harnes fire improves at the same rate as the rest of your abilities.

Prerequisits- Able to cast a fire spell of 2nd lvl or higher

Benifits- Your Fire spells caster level is equal to your hit dice for all purposes including your bonus against having them dispelled and breaking through spell resistance.

Drawbacks- Your spell list perminantly and irreversibly is limited only to fire type spells. You can no longer activate magic items such as scrolls or wands unless they are of spells that you are now able to cast.

Dazzle and Light can be cast as fire type spells with no change to their effects.

This limits my character to casting Produe Flame, Flame Blade, Flaming Sphere, and Summoning a small fire elemental with Summon Natures Ally 2. And the most severe concsequences being that he can no longer cast barkskin on himself, nor can he use scrolls of bear endurance or cast cure light wounds from a wand (a major souce of healing in the party.)

Sounds balanced? I like the feel since his connection to nature was always more tied to his relationship with fire anyway.


Would the feat apply to sorcerers, too? How about druid/sorcerers?


Kirth Gersen wrote:
Would the feat apply to sorcerers, too? How about druid/sorcerers?

I suppose their wouldn't be much difference, although scorching ray would have more immediately potent applications than produce flame.

Then again, having your first lvl spells filled with nothing but burning hands I can certainly see how a sorcerer gets the crappy end of the stick over all.

The Exchange

you could always go with the elemental savant (fire) which would beef up your fire spells and give you elemental traits.


I would say that Combat Expertise stacks with fighting defensively for much the same reason as Sexi stated above. It's already a niche feat, and ruling that it can't be combined with a much more basic maneuver vastly reduces its attractiveness (which isn't unisveral anyways). And, considering how I'm the DM, I'd say Sexi can safely bet on using this tactic with this character. :)

Anyway, I'm not a big fan of that Soul of Fire feat; I would recommend something more along the lines of Practiced Spellcaster, which grants a +4 bonus to caster level for one spellcasting class, with the clause that your caster level can't exceed your HD. Perhaps if the feat were narrowed to a specific energy type of the player's choice (fire in this case), the bonus could be doubled (or more). Perhaps a +8 or even +10 bonus on the caster level of fire spells, to a maximum of your HD. Not sure what the prerequisites would be; Practiced Spellcaster requires 4 ranks in Spellcraft. Anyway, that just gels with me better than the earlier proposition.

I also echo that Elemental Savant is an excellent class, although the prerequisites are more geared towards arcanists (single classed ones at that), and might incur a hefty amount of deadweight for this character in terms of feat selection (considering that it requires Energy Substitution, which in turn requires another metamagic feat). Whoever is willing to meet those requirements, however, gains bonuses to penetrating spell resistance (and bonuses to save DCs, though that's less attractive here) with their chosen energy type. There's a good caster level progression, but perhaps most enticing is the massive load of special abilities (largely in the form of immunities and resistances) one gains as you advance towards becoming, and eventually transform into, an elemental. A quite powerful class. Still, it's designed for a more primary spellcaster in mind, and my understanding of Sexi's concept might make it less than a perfect match.


Saern wrote:

Perhaps if the feat were narrowed to a specific energy type of the player's choice (fire in this case), the bonus could be doubled (or more). Perhaps a +8 or even +10 bonus on the caster level of fire spells, to a maximum of your HD. Not sure what the prerequisites would be; Practiced Spellcaster requires 4 ranks in Spellcraft.

Yeah that sounds good, I just didn't like the idea of my characters healing and barkskin getting stonger when all he character is really concerned with is his fire attacks.


MAN am I a moron! I always advocate keeping things simple and sticking to core rules. And here I am pulling prestige classes and feats out of my ass!

I figured out the solution to my problem, FULL DRUID! I don't have to worry about his caster level or not having any other options to fall back on. His attacks are the feral rage of a beast not the calculated patient strikes of a rogue! ARRGHH! It even fits his personality and backstory better!

(Repeatedly slaps self in face with still-lit travel sized barbeque)

Saern, if you don't mind I'll go ahead and rework the character at home, not much will change save for a pretty major skill overhaul, and that dex booster will get swapped out for a wis booster, (he'll be casting cats grace on himself for now). His fighting style, feats, items, and character background and temperment will all be the same still so their shouldn't be a lot more work on your end (I hope).


Sexi Golem 01 wrote:
I figured out the solution to my problem, FULL DRUID! I don't have to worry about his caster level or not having any other options to fall back on. His attacks are the feral rage of a beast not the calculated patient strikes of a rogue! ARRGHH! It even fits his personality and backstory better!

Will Saern let you go Druidic Avenger and trade your animal companion for fast movement (handy for a mobile combatant) and barbarian rage (fitting your description perfectly)?


Kirth Gersen wrote:
Sexi Golem 01 wrote:
I figured out the solution to my problem, FULL DRUID! I don't have to worry about his caster level or not having any other options to fall back on. His attacks are the feral rage of a beast not the calculated patient strikes of a rogue! ARRGHH! It even fits his personality and backstory better!
Will Saern let you go Druidic Avenger and trade your animal companion for fast movement (handy for a mobile combatant) and barbarian rage (fitting your description perfectly)?

I'm going to stick my neck on the line a bit and guess Sexi wouldn't want to go for that anyway. Additionally, I don't have any clue what resources those come from, so that's probably not an otion. :)

Your damage output will be dramatically reduced without the rogue levels complimenting this tactic, Sexi, but if you're fine with that, go for it.


Kirth Gersen wrote:
Will Saern let you go Druidic Avenger and trade your animal companion for fast movement (handy for a mobile combatant) and barbarian rage (fitting your description perfectly)?

Thanks but I'll probably stick with full druid. I like the animal companion and this PrC seems like the same thing as taking one barbarian level minus the ditched animal.

Saern wrote:


I'm going to stick my neck on the line a bit and guess Sexi wouldn't want to go for that anyway. Additionally, I don't have any clue what resources those come from, so that's probably not an option. :)

Your damage output will be dramatically reduced without the rogue levels complimenting this tactic, Sexi, but if you're fine with that, go for it.

It will and yet it won't. I'll lose the sneak attack but bigger caster level equals more damage. With a high durability fighting style (and a personality that prefers drawn out duels) I don't see it as being that much of a problem. If the party doesn't have time for his fire whittling he can drum up some reinforcements with summon natures ally.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

The Druidic Avenger can be found in the d20 SRD.

Don't forget the Daggerspell Shaper PrC from Complete Adventurer. Two flaming daggers that become flaming claws in wild shape, plus the ability to improve sneak attack, spellcasting, AND wild shape at the same time.


I like your fire dancer prc Sexi Golem. It has class (even if the mechanics need to be playtested and tweaked). Pity the prc can't actually dance on fire though. ;-(


Sexi Golem 01 wrote:
Thanks but I'll probably stick with full druid. I like the animal companion and this PrC seems like the same thing as taking one barbarian level minus the ditched animal.

Not a PrC, it's a druid with an alternative class feature (from the SRD, no less). You're still a "full" druid, you just trade the animal companion and spontaneous summoning for rage and fast movement.


Phil. L wrote:
Pity the prc can't actually dance on fire though. ;-(

Fire resistance bro, dance away.

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