turbo164
2013-04-20, 11:34 AM
Background Info:
So I've got a first-time player in my group running a Druid. 70% of his spells are Produce Flame, Flaming Sphere, or Flame Strike (rest are heals and like one Entangle), he has wildshaped twice and summoned one Nature's Ally. It started as a "well throwing fire seems better than...Shillelagh?", but has actually turned into a source of RP! (Sequoia trees only sprout after a forest fire, after all :) )
So I was looking around for a prestige class for him, and most of the fire-focused ones seem to be intended for wizards (d4, no animal companion progression etc). So I figured I'd throw together a homebrew for him. We're a pretty laid-back group and I'm DM'ing so it doesn't have to be publish-worthy or anything.
Also the group currently is:
Cleric - lowest stat is 12, highest is 14. Mix of heal/summon/melee.
Dwarf - Fighter/Crusader supertank in Stone Plate.
Dragon Shaman - 12 Str, high Con and Cha. So another healer tank.
Ranger - archer, but has 2 kids and misses more sessions than the others.
And druid.
So, a lot of the tank/heal/support is already covered by others, so some pseudo-blaster-wizarding actually fits.
TLDR: Laid-back group full of healing tanks, and a Druid who likes burning stuff. Lets help him with that!
Pyro Druid
Requirements:
Trackless Step
Able to cast Flame Strike
Knowledge: Nature, and a few Arcana maybe? Edit: Speak Ignan?
Energy Substitution: Fire (gave this to him as a bonus feat already after a good RP session; now he can Call (flaming) Lightning or whatnot :P )
//Not trying to make him go out of his way for this.
HD: d8 (maybe should be d6, but he's an Elf with starting Con of like 7 :/ )
BAB: 3/4 (maybe should be 1/2)
Saves: Fort/Will
Spells: full
Skills: 4
(same as druid)
1 - Fiery Embrace, Fiery Companion, Fiery Wild Shape (small) 1/day
2 - Fire Focus +1
3 - Fire Penetration +2
4 - Fiery Wild Shape (medium)
5 - Spare the Woodlands
6 - Fiery Wild Shape (2/day)
7 - Fire Focus +2, Fiery Wild Shape (Large)
8 - Fire Penetration +4
9 - Fiery Wrath
10 - Fire Immunity, Fiery Wild Shape (Huge)
Fiery Animal Companion: Add half of your Pyro Druid level to your Druid level to determine Animal Companion abilities. However for every 2 Bonus HD your Animal Companion gains, it also gains +1d3 Fire damage and Fire Resist 2. //Physically weaker, but fits master. Flaming puppeh!
Fiery Wild Shape: Add half of your Pyro Druid level to your Druid level to determine wild shape abilities. However, you also gain Elemental Wild Shape 1/day (small Fire) at level 1. You gain Elemental Wild Shape (medium Fire) at level 4, (large Fire) at level 7, and (huge Fire) at level 10. At level 6 you can Fiery Wild Shape 2/day. //Delay Dire whatever, speed up burning.
Fiery Embrace: Gain Fire Resistance equal to twice your Pyro Druid level.
Fire Focus: at level 2 and level 7 your Fire spells save DC is increased by 1.
Fire Penetration: at level 3 and level 8 your Fire spells gain +2 to rolls to overcome Spell Resistence.
Fiery Wrath: at level 9 your Fire spells deal 1 Divine damage per dice of fire damage.
Spare the Woodlands: at level 5, whenever you cast an Area fire spell, you may designate one 5x5 column as untouched by that spell. You may choose an additional column at level 10. //weaker Archmage. Flavorful.
And some things I wasn't sure if I could work in. One would be expanding his spell list with Wizard classics like Burning Hands and Fireball, but it's kinda nice seeing him get creative with Flaming Sphere placement. And then:
Cauterize: As a melee touch (or while you perform a melee touch spell), you may remove harmful conditions from the target, dealing 1d6 Fire damage for each condition removed. You may remove up to 1 condition per day in this manner, and an additional condition at level 3, 5, 7, and 9. Conditions curable are: 1d4 Ability damage, 1 Ability Drain, Bleeding, Blinded, Confused, Cowering, Dazed, Dazzled, Deafened, Energy Drained, Entangled, Exhausted, Fascinated, Fatigued, Frightened, Nauseated, Panicked, Paralyzed, Shaken, Sickened, Stunned, Turned, or Unconscious. Petrification, Enchantments, and Level Loss are beyond the scope of this ability. It also stops blood loss on Dying creatures, but there are less painful ways to do that. //Oof, wordy but didn't want Iron Heart Surge. The Cleric and Dragon Shaman can already do a lot of this, but I figured this would be a way to let him do the Druidy poison removal while still being a pyro. Doesn't seem necessary with the other stuff, but figured I'd type it just in case.
Edit: as suggested by The Tyler, the better way to do this might be have him prepare support spells and allow Spontaneous Casting of Fire spells.
So does this look fun/halfway balanced? :)
So I've got a first-time player in my group running a Druid. 70% of his spells are Produce Flame, Flaming Sphere, or Flame Strike (rest are heals and like one Entangle), he has wildshaped twice and summoned one Nature's Ally. It started as a "well throwing fire seems better than...Shillelagh?", but has actually turned into a source of RP! (Sequoia trees only sprout after a forest fire, after all :) )
So I was looking around for a prestige class for him, and most of the fire-focused ones seem to be intended for wizards (d4, no animal companion progression etc). So I figured I'd throw together a homebrew for him. We're a pretty laid-back group and I'm DM'ing so it doesn't have to be publish-worthy or anything.
Also the group currently is:
Cleric - lowest stat is 12, highest is 14. Mix of heal/summon/melee.
Dwarf - Fighter/Crusader supertank in Stone Plate.
Dragon Shaman - 12 Str, high Con and Cha. So another healer tank.
Ranger - archer, but has 2 kids and misses more sessions than the others.
And druid.
So, a lot of the tank/heal/support is already covered by others, so some pseudo-blaster-wizarding actually fits.
TLDR: Laid-back group full of healing tanks, and a Druid who likes burning stuff. Lets help him with that!
Pyro Druid
Requirements:
Trackless Step
Able to cast Flame Strike
Knowledge: Nature, and a few Arcana maybe? Edit: Speak Ignan?
Energy Substitution: Fire (gave this to him as a bonus feat already after a good RP session; now he can Call (flaming) Lightning or whatnot :P )
//Not trying to make him go out of his way for this.
HD: d8 (maybe should be d6, but he's an Elf with starting Con of like 7 :/ )
BAB: 3/4 (maybe should be 1/2)
Saves: Fort/Will
Spells: full
Skills: 4
(same as druid)
1 - Fiery Embrace, Fiery Companion, Fiery Wild Shape (small) 1/day
2 - Fire Focus +1
3 - Fire Penetration +2
4 - Fiery Wild Shape (medium)
5 - Spare the Woodlands
6 - Fiery Wild Shape (2/day)
7 - Fire Focus +2, Fiery Wild Shape (Large)
8 - Fire Penetration +4
9 - Fiery Wrath
10 - Fire Immunity, Fiery Wild Shape (Huge)
Fiery Animal Companion: Add half of your Pyro Druid level to your Druid level to determine Animal Companion abilities. However for every 2 Bonus HD your Animal Companion gains, it also gains +1d3 Fire damage and Fire Resist 2. //Physically weaker, but fits master. Flaming puppeh!
Fiery Wild Shape: Add half of your Pyro Druid level to your Druid level to determine wild shape abilities. However, you also gain Elemental Wild Shape 1/day (small Fire) at level 1. You gain Elemental Wild Shape (medium Fire) at level 4, (large Fire) at level 7, and (huge Fire) at level 10. At level 6 you can Fiery Wild Shape 2/day. //Delay Dire whatever, speed up burning.
Fiery Embrace: Gain Fire Resistance equal to twice your Pyro Druid level.
Fire Focus: at level 2 and level 7 your Fire spells save DC is increased by 1.
Fire Penetration: at level 3 and level 8 your Fire spells gain +2 to rolls to overcome Spell Resistence.
Fiery Wrath: at level 9 your Fire spells deal 1 Divine damage per dice of fire damage.
Spare the Woodlands: at level 5, whenever you cast an Area fire spell, you may designate one 5x5 column as untouched by that spell. You may choose an additional column at level 10. //weaker Archmage. Flavorful.
And some things I wasn't sure if I could work in. One would be expanding his spell list with Wizard classics like Burning Hands and Fireball, but it's kinda nice seeing him get creative with Flaming Sphere placement. And then:
Cauterize: As a melee touch (or while you perform a melee touch spell), you may remove harmful conditions from the target, dealing 1d6 Fire damage for each condition removed. You may remove up to 1 condition per day in this manner, and an additional condition at level 3, 5, 7, and 9. Conditions curable are: 1d4 Ability damage, 1 Ability Drain, Bleeding, Blinded, Confused, Cowering, Dazed, Dazzled, Deafened, Energy Drained, Entangled, Exhausted, Fascinated, Fatigued, Frightened, Nauseated, Panicked, Paralyzed, Shaken, Sickened, Stunned, Turned, or Unconscious. Petrification, Enchantments, and Level Loss are beyond the scope of this ability. It also stops blood loss on Dying creatures, but there are less painful ways to do that. //Oof, wordy but didn't want Iron Heart Surge. The Cleric and Dragon Shaman can already do a lot of this, but I figured this would be a way to let him do the Druidy poison removal while still being a pyro. Doesn't seem necessary with the other stuff, but figured I'd type it just in case.
Edit: as suggested by The Tyler, the better way to do this might be have him prepare support spells and allow Spontaneous Casting of Fire spells.
So does this look fun/halfway balanced? :)