What ways are there to overcome fire resistance?


Advice

Silver Crusade

So i really wanna make a flamesinger/flame dancer bard, but i always hesitate due to the whole....ya know...everything being resistant to fire thing. So can someone help be find any way to get past fire resistance?


Studied spell metamagic will let you ignore racial resistance. Elemental spell metamagic or one level of admixture evocation wizard will let you swap energy types on spells.

Silver Crusade

Java Man wrote:
Studied spell metamagic will let you ignore racial resistance. Elemental spell metamagic or one level of admixture evocation wizard will let you swap energy types on spells.

Ugh...i was really hoping to avoid taking a metamagic to get past fire resistance, but i guess studied spell is my best bet. And before you ask i would take elemental spell, but then that wouldn't be a "Fire" dancer anymore now would it?


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you could have acid trot, lightning polka, cold quickstep...


Be Shamira, problem solved! Wait, your GM isnt allowing you to play as nascent Demon Lords?

There was also a dumb mythic ability that breaks fire resistance, and I think there were ways to turn one type of elemental damage into another.


You can also use incendiary catalyst to give an enemy fire vulnerability, this doesn't remove any resistance or immunity so only a partial solution.

But I thought the reason people played firedancer was to cover the field in smoke and fog that their allies can see through.


Just turn it into bludgeoning damage with a +1 Metamagic feat. Its my favorite option when it comes to that pesky elemental resistance. The spell gains the [Water] descriptor but doesn't lose the [Fire] descriptor, so ... Steam-Dancer?

Silver Crusade

Java Man wrote:

You can also use incendiary catalyst to give an enemy fire vulnerability, this doesn't remove any resistance or immunity so only a partial solution.

But I thought the reason people played firedancer was to cover the field in smoke and fog that their allies can see through.

I'm assuming the reason for this is because you can sneak attack when you don't have to worry about vision in fog?

The Exchange

Esoteric Advantage can reduce resistance by two points.

Cracking the Shell is not that useful unless you have an absolutely huge number of attacks in a turn.

Some classes have abilities (kineticist’s Penetrating Infusion) but I don’t know of any for a bard.


Malik Gyan Daumantas wrote:
Java Man wrote:

You can also use incendiary catalyst to give an enemy fire vulnerability, this doesn't remove any resistance or immunity so only a partial solution.

But I thought the reason people played firedancer was to cover the field in smoke and fog that their allies can see through.

I'm assuming the reason for this is because you can sneak attack when you don't have to worry about vision in fog?

Not just sneak attack, total concealment when over 5' away, so all missile and reach attacks target flat footed AC, 50% miss chance at range, 20% when adjacent.


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Java Man wrote:
Malik Gyan Daumantas wrote:
Java Man wrote:

You can also use incendiary catalyst to give an enemy fire vulnerability, this doesn't remove any resistance or immunity so only a partial solution.

But I thought the reason people played firedancer was to cover the field in smoke and fog that their allies can see through.

I'm assuming the reason for this is because you can sneak attack when you don't have to worry about vision in fog?
Not just sneak attack, total concealment when over 5' away, so all missile and reach attacks target flat footed AC, 50% miss chance at range, 20% when adjacent.

Yeah, if you can ignore fog/smoke and your enemy can't it's a huge boon in combat. It shuts down ranged enemies and even makes melee enemies suffer pretty substantially. And the enemy can't coordinate well. Targeted spells don't work. It's pretty brutal.

As a GM I don't like these kinds of abilities employed long term because either the players stomp the enemies into the ground or the enemies catch on and either bring their own method to see through or find ways to disable the players method quickly. In the end using it makes combat a lot less fun if you're on the receiving end.


for dealing with fog and cloud effects
[!]Ashen Path:T2
I assume it got the ban hammer from too many effects along with sharing. With no untyped bonus to saves and no sharing it would be reasonable.

Goz Mask [head]$8000 is the standard with its poorer cousin
Fog Cutting Lenses [eye]$8000

Silver Crusade

Claxon wrote:
Java Man wrote:
Malik Gyan Daumantas wrote:
Java Man wrote:

You can also use incendiary catalyst to give an enemy fire vulnerability, this doesn't remove any resistance or immunity so only a partial solution.

But I thought the reason people played firedancer was to cover the field in smoke and fog that their allies can see through.

I'm assuming the reason for this is because you can sneak attack when you don't have to worry about vision in fog?
Not just sneak attack, total concealment when over 5' away, so all missile and reach attacks target flat footed AC, 50% miss chance at range, 20% when adjacent.

Yeah, if you can ignore fog/smoke and your enemy can't it's a huge boon in combat. It shuts down ranged enemies and even makes melee enemies suffer pretty substantially. And the enemy can't coordinate well. Targeted spells don't work. It's pretty brutal.

As a GM I don't like these kinds of abilities employed long term because either the players stomp the enemies into the ground or the enemies catch on and either bring their own method to see through or find ways to disable the players method quickly. In the end using it makes combat a lot less fun if you're on the receiving end.

Unless you have easy access to blindsight ala echolocation or something.


If your GM allows 3.x Material there is a Prestige Class in Complete Champion called Sanctified One which could probably be adapted to PF. One of the deity options allows you access to:

"Holy Fire (Su): Whenever you cast a spell with the fire subtype, you can choose to change all the fire damage it deals into raw divine damage that is treated as good-aligned for the purpose of overcoming damage reduction. This choice must be made at the time of casting."


It's expensive considering it only last 6 rounds but you could ask your GM if you could buy/make a fire version of Truefrost Elixirs.


Save such a build for the right campaign... like Reign of Winter. Lol.

What are you worried about, exactly? How often are you actually going to cast Fireball? Unless you are really planning on focusing on Fireball, which Fan the Flames does not give you until level 8, I see little reason to even worry about it. Use your Fireball when it makes sense, against enemies without fire resistance. Same with your Blazing Blades performance... use it when it will matter most... but don't expect it to be helpful in every combat.

Regardless, the real power of the Flame Dancer-Flamesinger Bard is in its Song of Fiery Gaze performance. You don't get this performance until level 3, which is the same time you're taking Craft Wondrous Items... you don't get access to the Pyrotechnics spell until level 4, but should be able to craft your own Eversmoking Bottle by level 5. At this point, your move action is opening the bottle, and your standard action is starting your Song of Fiery Gaze performance. Game over, man. Game over.

You can summon monsters and buff you allies, assuming the encounter even lasts that long... if your party has anyone dishing out Sneak Attack damages, then the fight is likely to not last long at all.

Silver Crusade

sunderedhero wrote:
It's expensive considering it only last 6 rounds but you could ask your GM if you could buy/make a fire version of Truefrost Elixirs.

Dude I love Truefrost elixers, it makes ice magic so versatile. I also find the idea of an ice elemental getting damaged by ice despite it normally being immune to it. Probably leaving it very confused despite it not doing all that much.


Malik Gyan Daumantas wrote:
Claxon wrote:


Yeah, if you can ignore fog/smoke and your enemy can't it's a huge boon in combat. It shuts down ranged enemies and even makes melee enemies suffer pretty substantially. And the enemy can't coordinate well. Targeted spells don't work. It's pretty brutal.

As a GM I don't like these kinds of abilities employed long term because either the players stomp the enemies into the ground or the enemies catch on and either bring their own method to see through or find ways to disable the players method quickly. In the end using it makes combat a lot less fun if you're on the receiving end.

Unless you have easy access to blindsight ala echolocation or something.

As I said, bring their own method to see through.

But then the players might be annoyed when every enemy has a way to defeat the fog, but it's unfun for you as a GM when the NPCs can't because they're very ineffectual against the players.

It's something I talk with players about if they start down the path, telling them while it's very effective it really ties my hands or makes me have a bad time.


Yeah honestly there is no really good way of bypassing fire resistance, especially if it's constantly active because it's inherent to the creature. If they gained Fire Resistance via a spell, then you could just simply Dispel Magic and then continue roasting. 99/100 times though, your best option is to simply switch damage types, so consider Admixture Wizard or the Elemental Spell feat. The previous suggestions are also good, like Esoteric Advantage or Benthic Spell.

If you're allowed Homebrew or 3.5 feats, and you're truly married to the idea of ignoring Fire Resistance altogether, you could look into Searing Spell from the Sandstorm book. Maybe you could talk to your GM about homebrewing a feat for this concept?


Barring total immunity or playable races with Resist Fire access, there's like what, about 200 monsters with Resist Fire in some way? IME these begin coming online around CR 6-8, so your first few levels Resist Fire shouldn't be an issue.

You don't want to use metamagic; ok, buy a rod or 2. You want to put +1d4 Fire on everyone's weapons but monsters might resist; Concentrated Fire could come in handy if either everyone can afford a TW feat with ranged attacks or someone can hand out TW feats to the party. Belafon has already mentioned Esoteric Advantage.

Another idea: find other methods of damage. Fire Elementalist Wizard in my megadungeon campaign routinely takes Black Tentacles, Magic Missile and Summon Monster in addition to Fire spells. As a Flame Dancer/Flamesinger Bard you should presumably have monsters you can summon, fog spells to drop and then a performance to let the party along w/your summons see through said fog right? Or, worst case you can mix it up with your own melee or ranged attacks?

It's expensive, but Amulet of the Spirits (Flame) gives you a Swift action 2/day to cause a creature w/in 30' become Vulnerable to Fire until the end of your turn. Energy Resistance and Immunity isn't affected, so if a monster had Resist Fire 10 they'd still have that protection, but during that time it'd also take half again damage from Fire dmaage. The cost is 10,000 GP so it'll be a while.

Finally, I led off with the number of creatures that have Resist Fire b/c unless you're fighting any of those, Fire damage is still perfectly viable. As Voody says upthread, maybe use this build when you know it'll be useful. He mentioned Reign of Winter, but really any game that won't rely too heavily on evil outsiders, elementals, Fire based dragons, and so on.

This bard's abilities and feats aren't just for doing damage. seeing through fog is amazing; summon monster spells for free on your spell list is useful. Heck, summoned creatures that shed light, even Dim Light in a 5' radius, can come in handy in niche situations. You will have plenty in your arsenal besides having to hand out fire damage to your colleagues or shooting Scorching Ray a lot.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Shame there was never a desert witch (Sandwich) archetype like the winter witch.


If Metamagic feats aren’t to your liking you could take a 1 lvl dip in crossblooded sorcerer with the Phoenix and Elemental bloodlines. Choosing an elemental type other than fire will allow you to change damage types without metamagic. The Phoenix bloodline will allow you to use your fire spells to heal your allies giving you another option other than dishing out damage. If you go this route I would probably swap out the 1st lvl bloodline power for a bloodline familiar. Maybe one with the protector archetype.


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Matthew Morris wrote:
Shame there was never a desert witch (Sandwich) archetype like the winter witch.

That sounds awesome tbh ;) You should make one in the Homebrew forums :)

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

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Ryze Kuja wrote:
Matthew Morris wrote:
Shame there was never a desert witch (Sandwich) archetype like the winter witch.
That sounds awesome tbh ;) You should make one in the Homebrew forums :)

Shower thoughts made me think of a fire witch, and a thunder witch. I'll see where that takes me for trying after work.


Sandwich? I love sandwich.


DeathlessOne wrote:
Just turn it into bludgeoning damage with a +1 Metamagic feat. Its my favorite option when it comes to that pesky elemental resistance. The spell gains the [Water] descriptor but doesn't lose the [Fire] descriptor, so ... Steam-Dancer?

How does that interact with immunity? If a creature is immune to fire and the benthic fireball is all bludgeoning, but still fire subtype? Is the fire immune creature immune to the bludgeoning from the spell too?


Melkiador wrote:
How does that interact with immunity? If a creature is immune to fire and the benthic fireball is all bludgeoning, but still fire subtype? Is the fire immune creature immune to the bludgeoning from the spell too?

It doesn't interact with immunity at all, unless some of the damage from the spell is left as fire damage. Fire immunity only makes you immune to fire damage, not [Fire] spells. If they were immune to [Fire] spells, it would be specifically called out.


Quote:

Immunity (Ex or Su)

A creature with immunities takes no damage from listed sources. Immunities can also apply to afflictions, conditions, spells (based on school, level, or save type), and other effects. A creature that is immune does not suffer from these effects, or any secondary effects that are triggered due to an immune effect.

I guess the question is if the "source" is still fire, since the spell is still a fire spell, even if it does no fire damage.


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*kicks in the door. "DID SOMEBODY SAY SANDWICHES!?!"


Melkiador wrote:
I guess the question is if the "source" is still fire, since the spell is still a fire spell, even if it does no fire damage.

Those are some dangerous threads to pick at, with a lot of unforeseen consequences that will upend a lot of existing mechanics with the implications. It is best to leave it that particular matter alone, and leave the 'completely immune to everything fire-based' to monsters that have specific immunity to [Fire] spells called out.


Ice storm and flamestrike (off the top of my head) both have an elemental subtype and some of the damage they do is not of that type. This suggests pretty strongly to me that resistance or immunity should go by damage type and not spell descriptor.


And that is one of the MANY threads in which I was referring to. Pluck at them at your own risk.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

So I was thinking rather than an entire archetype/prestige class, a simple feat would work. Like This.

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