Red Fel
2014-06-26, 11:15 AM
Okay. So here's a concept I've been tooling with. A recent post made me wonder how I could best create a melee combatant with literal firepower. Melee fire capacity, ideally with a bit of blasting on top. I'm aware that [Fire] is the most common, and most easily resisted, element descriptor, but it's also fun. Everyone loves fire.
(It's Pathfinder, if the tag in the title didn't make it clear.)
So here are the options I see.
Ifrit: Pros: Fire flavor in abundance. Also, the Scorching Weapons (http://www.d20pfsrd.com/feats/racial-feats/scorching-weapons-combat-ifrit)/Inner Flame (http://www.d20pfsrd.com/feats/racial-feats/inner-flame-combat-ifrit)/Blazing Aura (http://www.d20pfsrd.com/feats/racial-feats/blazing-aura-combat-ifrit) feat chain for dealing fire damage with weapons. Also, Blistering Feint (http://www.d20pfsrd.com/feats/racial-feats/blistering-feint-combat-ifrit) and Expert Distractor (http://www.d20pfsrd.com/traits/race-traits/expert-distractor-ifrit) for weapons that deal fire damage. (Important difference.) Also, Sorcerer bonuses. Cons: Penalty to Wis makes divine casting or Monk a pain. Also, the feat chain applies to metal weapons, not unarmed strikes.
Suli: Pros: Elemental Assault is great. Monk favored class bonus boosts Elemental Assault. Magus boost is nice too. The Elemental Knight (http://www.d20pfsrd.com/races/other-races/uncommon-races/arg-suli/elemental-knight-magus-suli) archetype is nice, too. Cons: Elemental Assault is very limited in number of uses. Extra Elemental Assault (http://www.d20pfsrd.com/feats/racial-feats/extra-elemental-assault-suli) is necessary to make it a viable choice. Despite having fun with Magus, Suli's Int penalty hurts.
Barbarian: Pros: Lesser (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/elemental-rage-lesser-su)/Regular (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/elemental-rage-su)/Greater Elemental Rage (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/elemental-rage-greater-su) can add fire damage during rage. Lesser (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/elemental-totem-lesser-su) and Greater Elemental Totem (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/fire-totem-greater-su) add additional defensive powers during rage. Greater Elemental Totem, in particular, creates smoke, which grants concealment and triggers Fort saves in nearby enemies to prevent choking. Elemental Kin archetype adds to your rage rounds per day when you take elemental damage. (Not technically a fire attack, but flavorful.) Sulis, with a bonus to Str and Cha, make good Barbarians. Cons: It's situational. When not raging, there's nothing elemental about you (unless you're a Suli). Further, some of these powers (Lesser Elemental Rage, Lesser Elemental Totem) will likely see little or no play, and serve as little more than prerequisites. Finally, unless you're playing a Suli and replace Elemental Assault with Energy Strike (Firehand), the class has no blasting power whatsoever. Fire damage is ultimately limited to a bonus die on hits, multiple bonus dice on crits, and blowback if somebody crits you - that's it.
Cleric w/ Fire Domain (http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/fire-domain): Pros: Fire spells, a nice blasty domain power, decent melee chassis and supplemental spellcasting. As a bonus, the Domain Strike (http://www.d20pfsrd.com/feats/combat-feats/domain-strike-combat) feat allows you to deliver the domain power with an unarmed strike. Cons: Fairly few, actually. Cleric is solid. Admittedly, it doesn't work as well with an Ifrit.
Druid: Pros: Fire spells, Wild Shape lets you turn into an elemental. At level 20 (like anyone ever reaches that) you can turn into an elemental pretty much whenever. Cons: Aside from Wild Shape as an elemental, you're pretty much just casting fire spells. Until you actually get Wild Shape, you're not meleeing much, and until you get elemental, you're not meleeing with fire.
Fighter: Pros: Excellent melee chassis. Ifrit feats apply to metal weapons. Wis penalty not a problem. Combat feats include Style feats, such as Efreeti Style (http://www.d20pfsrd.com/feats/combat-feats/efreeti-style-combat-style), and Elemental Fist (http://www.d20pfsrd.com/feats/combat-feats/elemental-fist-combat). Cons: Because it's a Fighter and not a Monk, Elemental Fist uses are sorely limited, and prereqs must be met for Elemental Fist and Style feats. Blasting is nonexistent apart from Ifrit, Elemental Fist or Style feats.
Magus: Pros: Good blasting/melee chassis. Ifrit's Wis penalty is less painful. Metal weapons work with Ifrit feats. Suli archetype is also nice. Magus Bonus feats can include Combat feats, such as Style feats. Cons: Prereqs must be met for Style feats. Suli Int penalty hurts.
Monk of the Four Winds (http://www.d20pfsrd.com/classes/core-classes/monk/archetypes/paizo---monk-archetypes/monk-of-the-four-winds) or of Many Styles (http://www.d20pfsrd.com/classes/core-classes/monk/archetypes/paizo---monk-archetypes/master-of-many-styles): Pros: MotFW gains Elemental Fist for free; MoMS can take it at 1st level. Neither needs to meet prereqs. MoMS can take other feats, such as Efreeti Style, that further augment Elemental Fist and their fire attacks. Cons: MotFW doesn't have automatic access to Style feats as Monk bonus feats, but must spend his precious regular feats on them, which means he must meet prereqs. Ifrit Wis penalty hurts Monking, and Ifrit feat chain doesn't apply to unarmed strikes (although Blistering Feint and Expert Distractor still can). Monks are MAD. Blasting is nonexistent apart from Elemental Fist or Style feats.
Oracle w/ Blackened Curse (http://www.d20pfsrd.com/classes/base-classes/oracle/oracle-curses) or Flame Mystery (http://www.d20pfsrd.com/classes/base-classes/oracle/mysteries/paizo---oracle-mysteries/flame): Pros: Fire spells. Lots of fire spells. Cons: The two are incompatible - Flame Mystery gives you the same spells that Blackened gives you, so why take the penalty? Also, the penalty hurts your melee. Frankly, this combo isn't that impressive, although Ifrit's favored class benefit is nice.
Sorcerer w/ Elemental (http://www.d20pfsrd.com/classes/core-classes/sorcerer/bloodlines/bloodlines-from-paizo/elemental-bloodline) (Fire)/Efreeti (http://www.d20pfsrd.com/classes/core-classes/sorcerer/bloodlines/bloodlines-from-paizo/efreeti-bloodline) and/or Draconic (http://www.d20pfsrd.com/classes/core-classes/sorcerer/bloodlines/bloodlines-from-paizo/draconic-bloodline) Bloodlines (possibly Crossblooded (http://www.d20pfsrd.com/classes/core-classes/sorcerer/archetypes/paizo---sorcerer-archetypes/crossblooded)): Pros: Elemental/Efreeti gives you plenty of (literal) firepower. Draconic gives you claws, natural armor and a breath weapon, making you more effective in melee. Ifrit is great for Sorcs, particularly Efreeti/Elemental Sorcs. Cons: Even with Draconic boosts, you're not built for heavy melee. Dragon claws aren't boosted by the Ifrit feat chain. Crossblooded is kind of a trap.
Soulknife: Pros: Good melee chassis. Mind Blade can be made Flaming/Blaming Burst. Blade Skills let you add fire damage by expending focus (Fire Blade), and later AoE with that same ability (Firestorm). Suli-compatible. Blistering Feint and Expert Distractor work with your fire-damage Mind Blade. Cons: Apart from those abilities listed, fire-based abilities are sorely limited. See also Pyrokineticist.
Synthesist (http://www.d20pfsrd.com/classes/base-classes/summoner/archetypes/paizo---summoner-archetypes/synthesist) Summoner: Pros: Exceptional melee chassis due to Fused Eidolon, uses Eidolon's physical stats. Can be made into a pouncing machine with natural weapons. Basic/Minor/Major/Ultimate Magic for effects, plus Energy Attacks to deal Fire damage. Resistances can also be implemented. Further, with Feral Combat Training (http://www.d20pfsrd.com/feats/combat-feats/feral-combat-training-combat), IUS and Weapon Focus, one could theoretically apply (limited uses of) Elemental Fist to those natural weapon attacks. Cons: Got me.
Wizard: Not a gish. Go play Magus.
Pyrokineticist: Pros: Pretty much perfect. Gain a psychic weapon made out of fire, gain other more-or-less at-will powers; only Healing Heat and Firewalk cost PP, and only Manipulate Blaze and Nimbus have per-day limitations. As with Soulknife, Blistering Feint and Expert Distractor work. Cons: Not many. There is some overlap between the Fire Lash and a Mind Blade made with the Fire Blade skill (the Fire Blade deals its damage as fire damage +1d10, the Fire Lash deals 1d8 fire damage). Other than that, the only down side is, as stated above under Soulknife, the lack of fire-related abilities beyond the weapon. Pyrokineticist resolves the issue that Soulknife had on that point, adding burning unarmed attacks, a blazing aura, the ability to boil people, and more explosions. Kind of perfect, really. This might be the winner.
So, any thoughts on how to make an explosive bottle of firepower a reality? Anything I've missed?
(It's Pathfinder, if the tag in the title didn't make it clear.)
So here are the options I see.
Ifrit: Pros: Fire flavor in abundance. Also, the Scorching Weapons (http://www.d20pfsrd.com/feats/racial-feats/scorching-weapons-combat-ifrit)/Inner Flame (http://www.d20pfsrd.com/feats/racial-feats/inner-flame-combat-ifrit)/Blazing Aura (http://www.d20pfsrd.com/feats/racial-feats/blazing-aura-combat-ifrit) feat chain for dealing fire damage with weapons. Also, Blistering Feint (http://www.d20pfsrd.com/feats/racial-feats/blistering-feint-combat-ifrit) and Expert Distractor (http://www.d20pfsrd.com/traits/race-traits/expert-distractor-ifrit) for weapons that deal fire damage. (Important difference.) Also, Sorcerer bonuses. Cons: Penalty to Wis makes divine casting or Monk a pain. Also, the feat chain applies to metal weapons, not unarmed strikes.
Suli: Pros: Elemental Assault is great. Monk favored class bonus boosts Elemental Assault. Magus boost is nice too. The Elemental Knight (http://www.d20pfsrd.com/races/other-races/uncommon-races/arg-suli/elemental-knight-magus-suli) archetype is nice, too. Cons: Elemental Assault is very limited in number of uses. Extra Elemental Assault (http://www.d20pfsrd.com/feats/racial-feats/extra-elemental-assault-suli) is necessary to make it a viable choice. Despite having fun with Magus, Suli's Int penalty hurts.
Barbarian: Pros: Lesser (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/elemental-rage-lesser-su)/Regular (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/elemental-rage-su)/Greater Elemental Rage (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/elemental-rage-greater-su) can add fire damage during rage. Lesser (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/elemental-totem-lesser-su) and Greater Elemental Totem (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/fire-totem-greater-su) add additional defensive powers during rage. Greater Elemental Totem, in particular, creates smoke, which grants concealment and triggers Fort saves in nearby enemies to prevent choking. Elemental Kin archetype adds to your rage rounds per day when you take elemental damage. (Not technically a fire attack, but flavorful.) Sulis, with a bonus to Str and Cha, make good Barbarians. Cons: It's situational. When not raging, there's nothing elemental about you (unless you're a Suli). Further, some of these powers (Lesser Elemental Rage, Lesser Elemental Totem) will likely see little or no play, and serve as little more than prerequisites. Finally, unless you're playing a Suli and replace Elemental Assault with Energy Strike (Firehand), the class has no blasting power whatsoever. Fire damage is ultimately limited to a bonus die on hits, multiple bonus dice on crits, and blowback if somebody crits you - that's it.
Cleric w/ Fire Domain (http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/fire-domain): Pros: Fire spells, a nice blasty domain power, decent melee chassis and supplemental spellcasting. As a bonus, the Domain Strike (http://www.d20pfsrd.com/feats/combat-feats/domain-strike-combat) feat allows you to deliver the domain power with an unarmed strike. Cons: Fairly few, actually. Cleric is solid. Admittedly, it doesn't work as well with an Ifrit.
Druid: Pros: Fire spells, Wild Shape lets you turn into an elemental. At level 20 (like anyone ever reaches that) you can turn into an elemental pretty much whenever. Cons: Aside from Wild Shape as an elemental, you're pretty much just casting fire spells. Until you actually get Wild Shape, you're not meleeing much, and until you get elemental, you're not meleeing with fire.
Fighter: Pros: Excellent melee chassis. Ifrit feats apply to metal weapons. Wis penalty not a problem. Combat feats include Style feats, such as Efreeti Style (http://www.d20pfsrd.com/feats/combat-feats/efreeti-style-combat-style), and Elemental Fist (http://www.d20pfsrd.com/feats/combat-feats/elemental-fist-combat). Cons: Because it's a Fighter and not a Monk, Elemental Fist uses are sorely limited, and prereqs must be met for Elemental Fist and Style feats. Blasting is nonexistent apart from Ifrit, Elemental Fist or Style feats.
Magus: Pros: Good blasting/melee chassis. Ifrit's Wis penalty is less painful. Metal weapons work with Ifrit feats. Suli archetype is also nice. Magus Bonus feats can include Combat feats, such as Style feats. Cons: Prereqs must be met for Style feats. Suli Int penalty hurts.
Monk of the Four Winds (http://www.d20pfsrd.com/classes/core-classes/monk/archetypes/paizo---monk-archetypes/monk-of-the-four-winds) or of Many Styles (http://www.d20pfsrd.com/classes/core-classes/monk/archetypes/paizo---monk-archetypes/master-of-many-styles): Pros: MotFW gains Elemental Fist for free; MoMS can take it at 1st level. Neither needs to meet prereqs. MoMS can take other feats, such as Efreeti Style, that further augment Elemental Fist and their fire attacks. Cons: MotFW doesn't have automatic access to Style feats as Monk bonus feats, but must spend his precious regular feats on them, which means he must meet prereqs. Ifrit Wis penalty hurts Monking, and Ifrit feat chain doesn't apply to unarmed strikes (although Blistering Feint and Expert Distractor still can). Monks are MAD. Blasting is nonexistent apart from Elemental Fist or Style feats.
Oracle w/ Blackened Curse (http://www.d20pfsrd.com/classes/base-classes/oracle/oracle-curses) or Flame Mystery (http://www.d20pfsrd.com/classes/base-classes/oracle/mysteries/paizo---oracle-mysteries/flame): Pros: Fire spells. Lots of fire spells. Cons: The two are incompatible - Flame Mystery gives you the same spells that Blackened gives you, so why take the penalty? Also, the penalty hurts your melee. Frankly, this combo isn't that impressive, although Ifrit's favored class benefit is nice.
Sorcerer w/ Elemental (http://www.d20pfsrd.com/classes/core-classes/sorcerer/bloodlines/bloodlines-from-paizo/elemental-bloodline) (Fire)/Efreeti (http://www.d20pfsrd.com/classes/core-classes/sorcerer/bloodlines/bloodlines-from-paizo/efreeti-bloodline) and/or Draconic (http://www.d20pfsrd.com/classes/core-classes/sorcerer/bloodlines/bloodlines-from-paizo/draconic-bloodline) Bloodlines (possibly Crossblooded (http://www.d20pfsrd.com/classes/core-classes/sorcerer/archetypes/paizo---sorcerer-archetypes/crossblooded)): Pros: Elemental/Efreeti gives you plenty of (literal) firepower. Draconic gives you claws, natural armor and a breath weapon, making you more effective in melee. Ifrit is great for Sorcs, particularly Efreeti/Elemental Sorcs. Cons: Even with Draconic boosts, you're not built for heavy melee. Dragon claws aren't boosted by the Ifrit feat chain. Crossblooded is kind of a trap.
Soulknife: Pros: Good melee chassis. Mind Blade can be made Flaming/Blaming Burst. Blade Skills let you add fire damage by expending focus (Fire Blade), and later AoE with that same ability (Firestorm). Suli-compatible. Blistering Feint and Expert Distractor work with your fire-damage Mind Blade. Cons: Apart from those abilities listed, fire-based abilities are sorely limited. See also Pyrokineticist.
Synthesist (http://www.d20pfsrd.com/classes/base-classes/summoner/archetypes/paizo---summoner-archetypes/synthesist) Summoner: Pros: Exceptional melee chassis due to Fused Eidolon, uses Eidolon's physical stats. Can be made into a pouncing machine with natural weapons. Basic/Minor/Major/Ultimate Magic for effects, plus Energy Attacks to deal Fire damage. Resistances can also be implemented. Further, with Feral Combat Training (http://www.d20pfsrd.com/feats/combat-feats/feral-combat-training-combat), IUS and Weapon Focus, one could theoretically apply (limited uses of) Elemental Fist to those natural weapon attacks. Cons: Got me.
Wizard: Not a gish. Go play Magus.
Pyrokineticist: Pros: Pretty much perfect. Gain a psychic weapon made out of fire, gain other more-or-less at-will powers; only Healing Heat and Firewalk cost PP, and only Manipulate Blaze and Nimbus have per-day limitations. As with Soulknife, Blistering Feint and Expert Distractor work. Cons: Not many. There is some overlap between the Fire Lash and a Mind Blade made with the Fire Blade skill (the Fire Blade deals its damage as fire damage +1d10, the Fire Lash deals 1d8 fire damage). Other than that, the only down side is, as stated above under Soulknife, the lack of fire-related abilities beyond the weapon. Pyrokineticist resolves the issue that Soulknife had on that point, adding burning unarmed attacks, a blazing aura, the ability to boil people, and more explosions. Kind of perfect, really. This might be the winner.
So, any thoughts on how to make an explosive bottle of firepower a reality? Anything I've missed?