| K177Y C47 |
Because if you want more the image of controlling fire that doesn't depend on "i wave my fingers and things happen" then maybe a reflavored watersinger bard could work:
Change the race to ifrit (if you want to stick with the elemental thing) and do the following changes:
Firesong[/b] (Su):] At 1st level, a firesinger can use bardic performance to manipulate and control the shape of fire within 30 feet. A successful Perform check allows the bard to animate and control a 5-foot-cube of fire. The firesinger can command the fire to take various forms, bend, rise, fall, or sustain a shape, and can make it support weight as if it were solid. For example, the firesinger could create a pillar of fire (to provide cover), ladder, channel, bridge, stairs, slide, and so on. The manipulated fire is as slippery as ice. This ability cannot create forms more fragile or complex than what could be carved in ice. While under the bard's control, the fire has hardness 0 and 3 hit points per inch of thickness. At level 3, the manipulated fire gains hardness 1, and this increases by +1 for every 3 bard levels beyond that. At 5th, 10th, 15th, and 20th level, the volume affected increases by an additional 5-foot cube (these cubes must be adjacent to each other). The manipulated fire retains its shape for 1 round after the bard stops spending bardic performance rounds to maintain it.
fire[/b]strike (Su):] At 3rd level, the firesinger can spend 1 round of bardic performance to command any fire he is currently manipulating with his firesong performance to lash out and strike an opponent with a slam attack. The watersinger uses his base attack bonus and Charisma bonus to make this attack, and deals 1d6 points of bludgeoning damage plus his Charisma bonus. The attack can originate from any square of fire the bard is manipulating, and the fire can get a flanking bonus or help a combatant get one, but cannot make attacks of opportunity. The fire can make multiple attacks per round if your base attack bonus allows you to do so. At 10th level, the fire's slam damage increases to 1d8 points and the fire gains a reach of 10 feet. At 15th level, the fire's slam damage increases to 2d6 points. At 20th level, the fire's slam damage increases to 2d8 points.
As for the Lifewater ability.. you can always have it replicate teh spell Burning Disarm. Would be cool and flavorful. And simply chainge the spells to Fire spells...
| Epic Meepo RPG Superstar 2009 Top 16, 2012 Top 32 |
Druids rely primarily on their spells to control fire, so grab lots of fire spells when you prepare spells.
Also, starting at 6th level, you can use your wild shape ability to turn into a fire elemental for several hours. During that time, you burn anything you hit in melee combat. That's a fairly efficient way to start lots of fires over an extended period of time.
| K177Y C47 |
Druids rely primarily on their spells to control fire, so grab lots of fire spells when you prepare spells.
Also, starting at 6th level, you can use your wild shape ability to turn into a fire elemental for several hours. During that time, you burn anything you hit in melee combat. That's a fairly efficient way to start lots of fires over an extended period of time.
true. I was thinking he wanted to do with fire like how a Watersinger does with water, which I think is easily the most flavourful thing in the world!