4E Kossuthan Firewalker -- help me brainstorm

Post/Author/DateTimePost
#1

paulstrait

Mar 15, 2011 3:59:52
One of my players wants to bring back his character from a campaign I ran 7 years ago-- he was a 3.5 cleric of Kossuth, homebrewed to take on the features of the 2E 'Firewalker' speciality priest class from Faiths & Avatars (the big thing is that they were allowed to learn wizard spells from the Elemental Fire school... also, they got some fire resistance, they could cast burning hands, fireball, and fire charm 1/day, they could summon fire elementals, they can move through the elemental plane of fire without need for food water or air).

Anyhow, my current campaign has reached the epic tier, and this character has been an NPC, and until now did not need stats.  He is at this point the Eternal Flame of Kossuth, i.e., the fire pope.  He was originally human, but he is reincarnated and his race is currently unspecified.

So, I am looking for ideas for a level 21 4E PC that best fits this character.  I don't care if its a cleric, or wizard, or sorceror, or warlock or whatever-- powers and the like will be reflavored appropriately as needed.  The role is unimportant, though I'd say he was basically half leader, half striker.  Race is similarly unimportant -- if, say, the best option is to go with fire genasi (for example), I'd reflavor it so that he's a 'kossuthan-touched-human' which has all the stats of a fire genasi.

I'm willing to homebrew stuff (particularly stuff that won't make a huge mechanical difference but will capture some aspect of the kossuthan realmslore).  But I feel like I could probably capture the spirit of this character without engaging in too much of this.

I also don't have a problem with borrowing fire powers from outside the class.. for example, no matter how he is put together, he will be able to cast some form of 'fireball.'  My preference is to do this only when necessary, but RaW isn't incredibly important to me. As long as the goal isn't to excessively optimize, bending the rules doesn't seem that problematic.

Character optimization is unimportant to me-- or at the least, is a secondary concern.  My primary goal is to best match up with this concept.  The character should be playable, and I'm not against min/maxing that doesn't diminish the character concept, but it isn't my priority.

So, all of that having been said, please help me brainstorm... any and all ideas are most welcome! 

#2

Diffan

Mar 15, 2011 13:14:56
Hmmmmm....

I'd say stick with the Cleric, and some Radiant/Fire feats would help this guy better. Hybrid is an interesting option and in doing so I'd say something like Cleric|Avenger, focusing on Wisdom for all the attacks. It's really a simple matter of changing the power's Keyword from Radiant to Fire as resistances to both are farily equal among most monsters in the game.

You could also go Warpriest if you utilize Essentials rules and go with the Sun Domain (changing the Keywords and powers for Fire flavor). Of course, you can always MC with the Avenger and take his Ranged powers (which are based of Wis) and change them to be Fire-like.

Those are probably the simplist way to go without breaking the mechanics or flavor of the game. However, you can also just steal other Classes powers (like the Warlock, Sorcerer, or even Wizard) and change the Ability score to Wis or whichever the character is based off of and reflavor the Keywords to Reflect Fire based abilities.

Or.....

One other options is go go a more Specialized route. What I'm thinking is along the lines of the Spellscarred. They have special powers that can be gained at specific levels. These powers aren't really "class" based but special-person who's infused with Spellplague-based. So applying the same mechanics (Using your Multiclass feats)  you can obtain something called.....the Firewalker. This gives you options at specific levels that you can swap in for your regular Cleric powers. Hells, you can even Hybrid Cleric|Avenger and STILL MC into the Firewalker. These powers would all be Fire-based effects, attacks, resistances, buffs, flaming properties to weapons, immunity to fire at higher levels, wall of flame, etc... Of course, this might venture into the Wizard area of battlefield control but if it's just a few powers and now stealing them Wholesale then I don't think Balance or Mechanics would suffer much. This way, your not stealing spells but branching out to the elemental God of fire.  
#3

Andrekan

Mar 15, 2011 15:38:20
Fire-Genasi sounds good, Deva is also a possibility.  There was some Wizard or Mage class feature that focused on Fire Magic.
#4

omegaphallic

Mar 15, 2011 21:33:32
Pyromancer, It ignores fire immunities. For the reincarnated fire feel how about Fire Genasi Reverant with Lava and Ash extra manifestations?
#5

paulstrait

Mar 18, 2011 17:11:42
Thanks for the ideas, they are very helpful.

As a separate matter, what do you guys think is going on with the Church of Kossuth these days?  On the one hand, I suspect many of Kossuth's "followers" are arsonists (and perhaps people who smoke cigarrettes inside western US national parks), but before the Spellplague, he did have a rather organized faith.  The largest temple was the Flaming Brazier in Thay (detailed in the 2E powers & pantheons supplement -- incidentally, Faiths and Avatars, Powers and Pantheons, and Demihuman deities were perhaps the best FR supplements ever made IMO-- I miss the days when stuff like that would be published), and I imagine it no longer exists. 

However, the Church was not totally unorganized; it had an ecclesiastical hierarchy, and even had several monastic orders (the 'Disciples of the Phoenix,' the 'Brothers and Sisters of the True Flame,' and the 'Disciples of the Salamander') and an order of crusaders (the 'Knights of the Fire Drake') associated with it (which I imagine were analogous to denominations), as well as two priestly offices (the 'Tendrils of Flame' and the 'Burning Braziers').  In fact, within individual churches, the priest hierarchy was described as "rigid," though there was never a centralized authority (no archbishops or pope).  That makes it even more likely that his faith survived the spellplague-- the Church didn't depend on lines of communication or leadership from other churches, so the destruction of the Flaming Brazier would have had minimal impact outside of Thay.

Further, his faith was *massive*.  In Faiths & Avatars, each temple had at least 57 clergy, plus as many lower level clergy as they could support (one Eternal Flame of Kossuth, three Most Fervid Fires, six Numinous Blazes, each of whom had 8 lower ranked clergy under them).  Now, I imagine there were many small town churches with either a single priest or like one or two, but the larger temples had more than 60 clergy.  With that many clergy, the congregations had to be massive, so there were many followers -- I'm guessing not only individuals whose patron deity was Kossuth, but others who wanted a little insurance against arson.  In the more primal communities that had a shaman, the entire community held that shaman in high regard, which suggests to me that there were many primative/nomadic groups of people who were devoted to Kossuth.  The clergy performed marriages and funerals and the like.  Once annually, each temple put on a massive festival for not just their followers, but for the entire community -- priests of other deities, local and foreign dignataries, wealthy businessmen, and the public at large were all invited. The bottom line of all of this is that this was a serious and popular religion.

For the most part, the elemental powers were largely uninterested in the affairs of people living in Faerun, but he did play an active role in his religion.  For example, after the Time of Troubles, he reorganized his ecclesiastical hierarchy, eliminated simple healers (i.e., 2E 'clerics') from his ranks, and created the various monastic and crusader orders.  He also obviously answered his clergy's prayers (if nothing else, he granted them spells when they prayed... he also participated/reacted to the various rituals and ceremonies conducted by the clergy).

If I understand correctly, Kossuth didn't transform from a deity to a primordial-- he always was a primordial, we just didn't use that term before (is this right?).  So, what do you guys think happened to his church?  In one sense, it seems plausible that his power was increased during the Spellplague, as I'm sure the Spellplague involved many fires. 

In addition to Firewalkers, his church had crusaders (4e avengers?  paladins? warpriests?), monks, and shamans (perhaps 'invokers' in 4E, or some sort of hybrid?).

So, given all of the above, what happened to this religion, and what is its status in the 1470s/1480s? I realize that there is a dearth of canon material to which we may appeal (thanks, wotc), but we are a creative group of people-- what do you all think?
#6

Andrekan

Mar 22, 2011 1:46:36
I read in Faiths and Avatars that Amaunator, Xvim, and Moradin were Kossuth's Allies.  I can see how his clergy and Amaunator's related through the Sun Domain.  I can see how Moradin respected the use and manipulation of fire within the Forge.  Xvim...I don't know.  I played a game back in the late 80's early 90's and I am not sure where the DM got his material for our game so I'm not sure if he was home brewing or used some source.  But my Paladin of Torm did not mesh well with the Kossuth Clergy.  They were so obsessed with fire, my Paladin who had just experienced or was experiencing the Time of Trouble felt the clergy were losing touch with the common folk.  Kinda like some of the corruption in the Torm's clergy at that time. 

It seems like the Clergy explained how much more important they were in times past...But I don't remember all those details.  It was around the Time of Troubles and that seems long ago to me now.  I remembered respecting Kossuth but his clergy weirded my Paladin out, I think a fight broke out too.

Ole Szass Tam may have put a sqeeze on them in Thay.  Some of their original powers were wizard like also which may have drove some of them mad.  

Maybe they are focusing on their relations with the common folk of the Realms or seeking to raise the Primordials hoping they might be able to control the out come without destroying all living things on Toril and Rule supreme.  There is that elemental chaos thing running wild now too so maybe they are focusing on those places as Sacred Ground.
#7

Andrekan

Mar 22, 2011 2:09:55
The Primordial of Fire he may have been released from bondage c.1450 destroying Neverwinter.  I will have to check on those Primordials again.  They existed before Dragons and Elves.
 
Akadi, Bazim-Gorag, Grumbar, Istishia, and Kossuth.  

Yep, he might have been part of that event.  If the clergy knows this, they would now see it as a sign of some sort.  Not sure if that is a good thing for all of Toril.  If the Primordials are all freed they will destroy Gods, Mortals, Undead, and eventually themselves in the process, leaving Toril a crumbling dusty ruin...  

Oh well.
#8

marius4

May 29, 2011 3:56:34
Below is what I would do.  I like using non-divine options for FR's fanastic four primordials (and archfey, primal spirits, etc.).  Regarding Kossuth's status as a deity or a primordial, yes, I also look at it as primarily NOT an in-game-world change.  (I figure it's pretty uncommon knowledge among Faerunians at best.)

No house ruling used; just some refluffing which I think is fairly minor.  It feels like it matches the (or at least my) concept of the 2e firewalker of Kossuth and I think it's playable.  This build ignores (& provides) some fire resistance, and while it may appear light on summoning with only one daily summon spell, aside from the 5th-level ability the 2e summonings were only once a tenday.  It's also light on healing & leaderyness, but again I view that as sort of secondary here.  (I did cut out Sympathy of Flames at a later level to get Skill Training (Heal) at second.)

Anyway, see below. 

====== Created Using Wizards of the Coast D&D Character Builder ======
DragonbornKossuth-blessed Human, Sorcerer (mcWiz), Master of Flame, DraconicElemental Incarnation
Build: Dragon Sorcerer
Spell Source Option: Dragon Magic
Dragon Soul Option: Dragon Soul Fire
Ancient Resurgence Option: Ancient Resurgence (Intelligence)
Ancient Resurgence Option: Ancient Resurgence (Strength)
(Spirit of the Dragon will be refluffed as a fire elemental)
Dragonborn Racial Power Option: Dragon BreathBurning Hands(ish)
Dragon Breath Key Ability: Dragon Breath Strength
Dragon Breath Damage Type: Dragon Breath Fire
Blazestone (Learn Primordial)
Ordained Priest Theme
 
FINAL ABILITY SCORES
STR 24, CON 12, DEX 12, INT 17, WIS 15, CHA 24
 
STARTING ABILITY SCORES
STR 14, CON 10, DEX 10, INT 13, WIS 13, CHA 16
 
 
AC: 33 Fort: 31 Ref: 27 Will: 33
HP: 124 Surges: 7 Surge Value: 32
 
TRAINED SKILLS
Arcana +18, Diplomacy +22, Endurance +16, Heal +17, Intimidate +24, Religion +18
 
UNTRAINED SKILLS
Acrobatics +11, Athletics +17, Bluff +17, Dungeoneering +12, History +15, Insight +12, Nature +12, Perception +12, Stealth +11, Streetwise +17, Thievery +11
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Dragonborn Racial Power: Dragon Breath ==> Refluff
Sorcerer Attack 1: Burning Spray
Sorcerer Attack 1: Arcing Fire
Ordained Priest Attack:  Smiting Symbol
Sorcerer Utility 2: Dragonflame Mantle Ordained Priest Utility 2: Word of Comfort
Sorcerer Attack 5: Reeling Torment ==> Refluff as Fire Charm (after Summon Magma Beast swap)
Sorcerer Utility 6: Extinguishing Rain ==> Refluff
Wizard Attack 7: Fire Burst ==> Refluff as Fireball (slightly smaller)
Sorcerer Utility 10: Sorcerous Pulse Ordained Priest Utility 10: Sanctifying Word
Master of Flame Attack 11: Fanning the Flames
Master of Flame Utility 12: Burning Transformation ==> OR refluff as summoning/possession
Sorcerer Attack 13: Chains of Fire
Sorcerer Attack 15: Spitfire Furnace
Wizard Utility 16: Flame's Protection
Sorcerer Attack 17: Searing Radiance
Wizard Attack 19: Summon Rockfire Dreadnought ==> i.e., Summon fire elemental
Master of Flame Attack 20: Furious Immolation
 
FEATS
Level 1: Learned Spellcaster ==> (multiclass wizard w/Religion)
Level 1: Ritual Caster
Level 2: Skill Training (Heal)
Level 4: Novice Power ==> (used for actual Burning Hands, then Fire Burst)
Level 6: Ancient Soul
Level 8: Weapon Proficiency (Spiked chain)
Level 10: Adept Power ==> (Wizard summonings: magma beast, hell hound, rockfire drdnt, etc. refluffed as fire elementals)
Level 11: Bolstering Breath ==> Go team!
Level 12: Enlarged Dragon Breath
Level 14: Tenacious Resolve
Level 16: Acolyte Power ==> (Flame's Protection, you and two allies)
Level 18: Consuming the Weak
Level 20: Surging Flame
Level 21: Arcane Mastery ==> (allows repeat use of summoning daily)

ITEMS
Summoner's Staff +5 x1 ==> (adds healing and protects summoned creature/elemental)
Dancing Spiked Chain +4 ==> (Kossuthan favored weapon a la 3e)
Magic Cloth Armor (Basic Clothing) +5 x1
Infectious Flame Dagger +1
Life Force Amulet +4 x1 ==> (healing)
Holy Symbol
Potion of Vitality (paragon tier)
Flint and Steel --\
Sunrod ---------- (gotta be prepared  )
Candle ----------/

RITUAL BOOK ==> (fire, healing, purification, planar travel, priestly stuff)
Explorer's Fire
PurifyBoil Water
Simbul's Conversion
Pyrotechnics
Endure Elements
Delver's Fire
Preservation
Affect Normal Fire
Undead Ward
Delay Affliction
Hand of Fate
Magic Circle
Discern Lies
Cure Disease
Tiny Lanterns
Preserve Flame
Speak with Dead
Seal Portal
Remove Affliction
Analyze Portal
Raise Dead
Tenser's Binding
Consult Mystic Sages
Mark of Justice
Elemental Transference
Summon Demon
Endure Primordial Elements
Purify Spellscarred
Planar Portal
====== End ======
#9

Diffan

May 29, 2011 10:45:59
Below is what I would do........




I rather like the re-fluffing and changing around to meet the theme's needs. But when your going Sorcerer (MC Wizard), wouldn't it be more prudent to make Charisma/Intelligence the two main stats for the character and Constitution a Teritary stat? I know Dragon Magic is based off of Strength, but you really don't get that much more of a boost from the effects in all honesty. And seeing as now Dragonborn get +2 Cha; +2 Str or +2 Con it would seem a better fit to go with Con for the better HP/Healing Surges and it can still be used with Dragon Breath. I just don't think a 17 overall stat in Intelligence will allow you to hit anything with you Wizard spells in high-paragon, low Epic tier.

So something more like this:

FINAL ABILITY SCORES
STR 12, CON 17, DEX 10, INT 21, WIS 14, CHA 24

STARTING ABILITY SCORES
STR 10, CON 14, DEX 8, INT 16, WIS 12, CHA 18  

This stat array will net you decent wizard attacks and strengthen all of your Sorcerer attacks. The boost in Con will help your HP/Suge. Probably wanna take the Versatile Expertise feat for Sorcerer/Wizard implements or just Staff Expertise (it's a good feat none the less).   
#10

marius4

May 31, 2011 7:53:21
But when your going Sorcerer (MC Wizard), wouldn't it be more prudent to make Charisma/Intelligence the two main stats for the character and Constitution a Teritary stat?


My first reaction to this was, "Oh, did I make two main stats?"  LOL.  Yeah, I'm quite the novice at optimizing.    My nod to Intelligence was the +2 bonus at 21st level.  Haha.

Anyway, great suggestions!!  I feel like a kid seeing a magic trick.  I'll have to edit when I get the chance.  Thank you.

EDIT:  Also, my bad, I thought this thread said "3 weeks ago," not "3 months ago."  OP, hope everything went well.
#11

Diffan

May 31, 2011 8:38:09
But when your going Sorcerer (MC Wizard), wouldn't it be more prudent to make Charisma/Intelligence the two main stats for the character and Constitution a Teritary stat?


My first reaction to this was, "Oh, did I make two main stats?"  LOL.  Yeah, I'm quite the novice at optimizing.    My nod to Intelligence was the +2 bonus at 21st level.  Haha.

Anyway, great suggestions!!  I feel like a kid seeing a magic trick.  I'll have to edit when I get the chance.  Thank you.

EDIT:  Also, my bad, I thought this thread said "3 weeks ago," not "3 months ago."  OP, hope everything went well.



Anytime. I think the way you reflavored the Dragonborn, spells, and features to have a completly different flare (pun intended) is really great and works brilliantly as an example of thinking outside the box. I hope the revisions help make your character better on the battlemat and in practice as well.

As for your feats, I'm sure you could choose better ones at certain points but the two that I noticed you didn't have was Burn Everything, Stoking the Fire, and Sympathy of Flame feats. All work towards Arcane fire attacks and can be found in Dragon Mag. #388. Burn Everything and Stoking the Fire are probably more important  than Sympathy of Flame so I'd go with them first.