Okay, to get this set off, this is going to be a Pathfinder character that uses pretty much any 3.5 rules, since I believe most of them havn't really changed for the feats this guy uses. To put it short, this guy will be the one using improvised weaponry, known as Oil Potions or flasks, Grease pits, and anything else flammable; then using a Torch, or something fire related to set it off. BE WARNED, FRIENDLY FIRE POSSIBLE!
I want this to be a step-by-step progression, from level 1-20 (Or until he becomes a viable character option.)
First things first: Class. There are a couple different things you can choose...
Sorcerer/Wizard: Item Creation feats, including potions.
Fighter: Can easily get the "Improvised Weapon Mastery" at level 8.
Alchemist: He has potions already, but he doesn't really match the theme here...
I'm leaning toward a Dex-based Sorc/Wiz to get a high throw %, and because I can cast a fireball spell to ignite the fuel. They can create awesome potions, or more efficient ones, and swinging an unlimited burning torch is awesome.
Ruling on Oil/Burning: As per Pathfinder PHB, the Torch has a non-proficient -4 to attack, so its best to get Catch Off-guard or the Weapon Finesse feat to negate this -4. (Catch off-guard if you prefer to not have a very high dex.) For throwing oil or a similarly ignitable fluid, you don’t receive the -4 penalty, and a direct hit deals direct damage to the target, and splash damage to all creatures within 5 feet. (Note: You receive the -4 bonus versus anything not used as an improvised weapon, such as a chair, or similar. For oil, flasks, alchemist’s fire, etc, do not receive this -4 penalty.) Range Increment is 5 increments, and a -2 to hit after each 10’ increment. Direct Damage and Splash damage for non-burning Oil, and damage received when caught on fire from ignited oil is unconfirmed. Does someone have this information?
While those are to be resolved, here are the first five levels: (Assuming good rolls, as a Sorc)
STR - (Doesn't matter)
DEX - 16-18
CON - 12+
INT - 12+
WIS - 10-18 (Doesn't matter or Wizard)
CHA - 16-18
HP - Average at 23
AC - 14+ Non-dex modifiers
Init - 3-4
Saves - Fort 1, Ref 1, Will 4
BAB - +2
Off hand - Torch
Main hand - Lather material (For throwing)
Skills Required - Use Magic Device (Maybe Profession or Knowledge)
Spells Required: (Not including Elemental Bloodline)
• Level 0: Flare (If enough heat to ignite)
• Level 1: Grease (If ingitable), Burning Hands,
• Level 2: Resist Energy (Fire), Scorching Ray, Pyrotechnics, Flaming Sphere (Optional)
_________________________________________________________________________
(Below are spells for after level 5)
• Level 3: Protection from Energy (Fire), Fireball, Flame Arrow
• Level 4: Fire Shield, Wall of Fire, Small Elemental Shape (Fire)
• Level 5: Medium Elemental Shape (Fire)
• Level 6: Large Elemental Shape (Fire)
• Level 7: Delayed Blast Fireball (Optional), Limited Wish
• Level 8: Incendiary Cloud, Sunburst (If Fire damage)
• Level 9: Meteor Swarm (Optional), Wish
Bloodline: Optional. Listed below are the options for a decent bloodline, and why.
• Celestial: Has Heavenly Fire (If DM agrees it has heat to it) at level 1. Level 11 gives you Flame Strike, and 9th level lets you fly. It gives you Weapon Finesse, Dodge and Mobility feats.
• Draconic: Gains Resist Energy (7th) and Spell Resistance (11th) bonus spells, (And wish at level 19) Arcana deals +1 per die rolled damage if you choose the Fire Dragon type (Red, Brass, Gold), Gains "Dragon Resistance", has Breath Weapon, gains Wings. Has Improved Initiative and Quicken Spell bonus feats.
• Elemental, Fire (Recommended): Bonus spells: Burning Hands, scorching ray, Protection from energy, Elemental Body 1 (9th), II (11th), III (13th), IV (15th). Arcana will change any damaging spell to Fire if you choose, and all Elemental abilities empower or resist the Fire energy. At 20th, you're immine to crits, sneak attack, and all fire. Good Feats: Dodge, Imp. Initiative, Weapon Finesse
Feats list required to make it work: (From Pathfinder PHB)
Throw Anything, Catch Off-guard
Improvised Weapon Mastery (Optional)
Item Creation-Potions
Quicken Spell
Dodge
Mobility (Spell casting)
Eschew Materials
Improved Initiative (Optional)
Magical Aptitude (Optional)
Master Craftsman (Optional)
Any relative Ranged Feats for throwing Oil (Optional)
Weapon Finesse
Weapon Focus (Thrown Weapon)
Quicken Spell
Widen Spell
Without further adue, here is a test first-level character:
Sorcerer Lvl 1, Elemental (Fire) Bloodline (Based on Point-buy) Alignment: Chaotic Neutral
Elf:+2 Dex, +2 Int, -2 Con
STR - 10
DEX - 18
CON - 10
INT - 10
WIS - 12
CHA - 16
AC: 14
Init: 4
HP: 6 (Average)
BAB: 0
SPD: 30ft
Saves: Fort 0, Ref 4, Will 3
CMB: 0 CMD: 14
Weapon: Flask of Oil, Torch
Damage: Ruling?
Damage: Torch - 1d4 hit + 1d6 Fire damage (Reflex DC15 negates, failure 1d6 per round until the DC15 is Successful)
Attack: oil 4, torch 0(Feat)
Armor: None
Skills:
• Appraise:
• Bluff:
• Craft:
• Fly:
• Intimidate:
• Knowledge (Arcana):
• Profession:
• Spellcraft: 1
• Use Magic Device: 1
- Perception: 2 (Racial)
Feats:
Eschew Materials (Sorcerer), Weapon Finesse (Or Catch Of-guard to negate -4 on torch)
Special: Cantrips (Unlimited level-0 Spells), Elemental Ray (1d6 Fire damage; 6 times/day)
Spells:
0-Level
• Detect Magic
• Daze
• Prestidigitation
• Ray of Frost (Deals Fire damage via Bloodline)
1-Level
• Grease (If considered Flammable) Color Spray (If not Grease)
• Burning Hands
• (Bonus Spell) Mage Armor
Gear: (Gold 120GP)
Adventurer’s Outfit 1GP 5lbs
Torch x2 2CP 2lbs
15 1-pint Oil Flask 1.5GP 15lbs
Spell Pouch 5GP 2lbs
Flint and Steel 1GP -
Flask (Empty) x6 18CP 9lbs
Common Meals x2 6sp –
Weight: 33
Money: Add it up…
Languages: Common, Elf
So there is the idea... What do you guys think? Viable? Powerful? Ideal? Suggestions?
Note this is open to anything that can be converted to Pathfinder. Currently, this is using -just- pathfinder, so may be weak in some areas.
Thanks in advance for input!
I want this to be a step-by-step progression, from level 1-20 (Or until he becomes a viable character option.)
First things first: Class. There are a couple different things you can choose...
Sorcerer/Wizard: Item Creation feats, including potions.
Fighter: Can easily get the "Improvised Weapon Mastery" at level 8.
Alchemist: He has potions already, but he doesn't really match the theme here...
I'm leaning toward a Dex-based Sorc/Wiz to get a high throw %, and because I can cast a fireball spell to ignite the fuel. They can create awesome potions, or more efficient ones, and swinging an unlimited burning torch is awesome.
Ruling on Oil/Burning: As per Pathfinder PHB, the Torch has a non-proficient -4 to attack, so its best to get Catch Off-guard or the Weapon Finesse feat to negate this -4. (Catch off-guard if you prefer to not have a very high dex.) For throwing oil or a similarly ignitable fluid, you don’t receive the -4 penalty, and a direct hit deals direct damage to the target, and splash damage to all creatures within 5 feet. (Note: You receive the -4 bonus versus anything not used as an improvised weapon, such as a chair, or similar. For oil, flasks, alchemist’s fire, etc, do not receive this -4 penalty.) Range Increment is 5 increments, and a -2 to hit after each 10’ increment. Direct Damage and Splash damage for non-burning Oil, and damage received when caught on fire from ignited oil is unconfirmed. Does someone have this information?
While those are to be resolved, here are the first five levels: (Assuming good rolls, as a Sorc)
STR - (Doesn't matter)
DEX - 16-18
CON - 12+
INT - 12+
WIS - 10-18 (Doesn't matter or Wizard)
CHA - 16-18
HP - Average at 23
AC - 14+ Non-dex modifiers
Init - 3-4
Saves - Fort 1, Ref 1, Will 4
BAB - +2
Off hand - Torch
Main hand - Lather material (For throwing)
Skills Required - Use Magic Device (Maybe Profession or Knowledge)
Spells Required: (Not including Elemental Bloodline)
• Level 0: Flare (If enough heat to ignite)
• Level 1: Grease (If ingitable), Burning Hands,
• Level 2: Resist Energy (Fire), Scorching Ray, Pyrotechnics, Flaming Sphere (Optional)
_________________________________________________________________________
(Below are spells for after level 5)
• Level 3: Protection from Energy (Fire), Fireball, Flame Arrow
• Level 4: Fire Shield, Wall of Fire, Small Elemental Shape (Fire)
• Level 5: Medium Elemental Shape (Fire)
• Level 6: Large Elemental Shape (Fire)
• Level 7: Delayed Blast Fireball (Optional), Limited Wish
• Level 8: Incendiary Cloud, Sunburst (If Fire damage)
• Level 9: Meteor Swarm (Optional), Wish
Bloodline: Optional. Listed below are the options for a decent bloodline, and why.
• Celestial: Has Heavenly Fire (If DM agrees it has heat to it) at level 1. Level 11 gives you Flame Strike, and 9th level lets you fly. It gives you Weapon Finesse, Dodge and Mobility feats.
• Draconic: Gains Resist Energy (7th) and Spell Resistance (11th) bonus spells, (And wish at level 19) Arcana deals +1 per die rolled damage if you choose the Fire Dragon type (Red, Brass, Gold), Gains "Dragon Resistance", has Breath Weapon, gains Wings. Has Improved Initiative and Quicken Spell bonus feats.
• Elemental, Fire (Recommended): Bonus spells: Burning Hands, scorching ray, Protection from energy, Elemental Body 1 (9th), II (11th), III (13th), IV (15th). Arcana will change any damaging spell to Fire if you choose, and all Elemental abilities empower or resist the Fire energy. At 20th, you're immine to crits, sneak attack, and all fire. Good Feats: Dodge, Imp. Initiative, Weapon Finesse
Feats list required to make it work: (From Pathfinder PHB)
Throw Anything, Catch Off-guard
Improvised Weapon Mastery (Optional)
Item Creation-Potions
Quicken Spell
Dodge
Mobility (Spell casting)
Eschew Materials
Improved Initiative (Optional)
Magical Aptitude (Optional)
Master Craftsman (Optional)
Any relative Ranged Feats for throwing Oil (Optional)
Weapon Finesse
Weapon Focus (Thrown Weapon)
Quicken Spell
Widen Spell
Without further adue, here is a test first-level character:
Sorcerer Lvl 1, Elemental (Fire) Bloodline (Based on Point-buy) Alignment: Chaotic Neutral
Elf:+2 Dex, +2 Int, -2 Con
STR - 10
DEX - 18
CON - 10
INT - 10
WIS - 12
CHA - 16
AC: 14
Init: 4
HP: 6 (Average)
BAB: 0
SPD: 30ft
Saves: Fort 0, Ref 4, Will 3
CMB: 0 CMD: 14
Weapon: Flask of Oil, Torch
Damage: Ruling?
Damage: Torch - 1d4 hit + 1d6 Fire damage (Reflex DC15 negates, failure 1d6 per round until the DC15 is Successful)
Attack: oil 4, torch 0(Feat)
Armor: None
Skills:
• Appraise:
• Bluff:
• Craft:
• Fly:
• Intimidate:
• Knowledge (Arcana):
• Profession:
• Spellcraft: 1
• Use Magic Device: 1
- Perception: 2 (Racial)
Feats:
Eschew Materials (Sorcerer), Weapon Finesse (Or Catch Of-guard to negate -4 on torch)
Special: Cantrips (Unlimited level-0 Spells), Elemental Ray (1d6 Fire damage; 6 times/day)
Spells:
0-Level
• Detect Magic
• Daze
• Prestidigitation
• Ray of Frost (Deals Fire damage via Bloodline)
1-Level
• Grease (If considered Flammable) Color Spray (If not Grease)
• Burning Hands
• (Bonus Spell) Mage Armor
Gear: (Gold 120GP)
Adventurer’s Outfit 1GP 5lbs
Torch x2 2CP 2lbs
15 1-pint Oil Flask 1.5GP 15lbs
Spell Pouch 5GP 2lbs
Flint and Steel 1GP -
Flask (Empty) x6 18CP 9lbs
Common Meals x2 6sp –
Weight: 33
Money: Add it up…
Languages: Common, Elf
So there is the idea... What do you guys think? Viable? Powerful? Ideal? Suggestions?
Note this is open to anything that can be converted to Pathfinder. Currently, this is using -just- pathfinder, so may be weak in some areas.
Thanks in advance for input!
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