Author Topic: [3.5] Pyrokineticist (base class)  (Read 1507 times)

Offline Prime32

  • Over-Underling
  • Head Moderator
  • *****
  • Posts: 2870
  • Respect: +30
    • View Profile
[3.5] Pyrokineticist (base class)
« Topic Start: November 05, 2011, 07:09:57 PM »
Pyrokineticist

HD: d6
BAB: Good
Saves: Ref good, Will good

Class Skills (4+Int): Balance, Craft, Diplomacy, Intimidate, Jump, Knowledge (the planes), Listen, Martial Lore, Perform, Profession, Spot, Tumble

1    Fire adaptation, Hand afire, Maneuvers, Overheat
2    Bolt of fire (60ft), Shape fire (weapon)
3    Weapon afire +1d8
4    Nimbus 1/day, Pyrotechnics
5    Burn, Firewalk
6    Bolt of fire (90ft), Quench, Weapon afire +2d8
7    Breath weapon (line), Greater Overheat
8    Nimbus 2/day, Burn (sicken)
9    Shape fire (wall), Weapon afire +3d8
10   Bolt of fire (120ft)
11   Fire subtype, Supreme Overheat
12   Greater Nimbus 3/day, Weapon afire +4d8
13   Breath weapon (cone)
14   Bolt of fire (150ft), Burn (nauseate)
15   Weapon afire +5d8
16   Greater Nimbus 4/day, Shape Fire (solid)
17   Lasting Burn
18   Bolt of fire (180ft), Weapon afire +6d8
19   Elemental body
20   Breath weapon (sphere), Burn (daze), Mighty Nimbus 5/day

Weapon and Armor Proficiency: Pyrokineticists are proficient with the whip and all simple weapons. Pyrokineticists are proficient with light armor, but not with shields.

Maneuvers: A pyrokineticist initiates maneuvers as a crusader, from the Desert Wind, Iron Heart and White Raven schools.

Fire Adaptation (Ex): The pyrokineticist gains fire resistance 5, +1 per class level, and a +4 bonus on all saving throws against fire and heat spells and effects.

Overheat: Whenever a pyrokineticist deals fire damage to a creature, some of that damage ignores resistance and immunity to fire. The amount is equal to his character level plus his pyrokineticist level (meaning his pyrokineticist level is added twice).

Hand Afire (Su): At will, a pyrokineticist may make a melee touch attack that deals 1d6 points of fire damage. He may channel this ability through an unarmed strike as if it were a touch spell, allowing him to make unarmed attacks as if armed.

Bolt of Fire (Su): Starting at 2nd level, as a standard action, a pyrokineticist can launch a bolt of fire at any target in line of sight within 60 feet. This effect is treated as a ranged touch attack and deals 1d6 points of fire damage per pyrokineticist level. The range of this ability increases by +30ft for every four levels thereafter.

Shape Fire (Sp): At 2nd level a pyrokineticist gains the ability to create weapons from fire as a move action. He takes no damage from a fire weapon he creates, and it remains in existence as long as the pyrokineticist holds it (if he releases his hold it immediately dissipates). This acts as a flame blade spell with a caster level equal to his pyrokineticist level, except that it may take the form of any weapon and deals base damage as appropriate (before the +1 damage per 2 CLs is added). He takes penalties if he is not proficient in the chosen form, as with a normal weapon. This weapon is always considered a discipline weapon for the Desert Wind school. A pyrokineticist may create any number of flame weapons with a single move action as long as he can hold all of them at once.

At 9th level the pyrokineticist gains wall of fire as a spell-like ability at will (caster level equals his pyrokineticist level).

At 16th level, a pyrokineticist may choose to make his creations solid.
  • When attacking with a fire weapon he may add his Strength modifier to the damage.
  • He may create an effect similar to wall of stone in place of a wall of fire. This wall continues to damage creatures who are close to it or are passing through it, as a wall of fire, and lasts as long as his wall of fire would.
In addition, he may choose for his allies to be unaffected by uses of Shape Fire (meaning that allies can stand on his walls unharmed or pass through them).

Weapon Afire (Ps): At 3rd level, a pyrokineticist may charge any weapon he wields with flames as a swift action. The next attack made with the weapon deals an extra +1d8 points of fire damage on a successful hit per three character levels. In addition, his Hand Afire ability improves to deal damage equal to Weapon Afire.

Nimbus (Su): Once per day per four levels, a pyrokineticist can activate this ability as a move-equivalent action. Flames that harm neither the pyrokineticist nor his equipment engulf his entire body. While he is aflame he gains a +4 bonus to Constitution and Charisma, resistance to cold equal to his resistance to fire, and damage reduction 1/- per two character levels. If he is struck in melee, the attacker takes damage equal to his Weapon Afire damage. This ability lasts for a number of rounds equal to 3 + his newly improved Cha modifier.

Pyrotechnics (Sp): At 4th level a pyrokineticist can use pyrotechnics as a spell-like ability once per 1d4 rounds (caster level equals his pyrokineticist level). The save DC is (10 + half his pyrokineticist level + his Cha modifier).

Burn (Su): At 5th level, whenever a pyrokineticist deals fire damage to a creature it must succeed on a Reflex save (DC = 10 + half his pyrokineticist level + his Cha modifier) at the end of his turn or catch fire for 1d4 rounds, taking damage each round equal to his Weapon Afire damage. Each creature receives a single save, even if he damaged it multiple times. His Overheat ability applies to the damage dealt. At 8th level a creature affected by his Burn ability is also sickened while the fire lasts, at 11th level it is nauseated, and at 20th level it is dazed. Multiple uses of Burn do not stack - use the better of the two remaining durations.

Firewalk (Su): At 5th level a pyrokineticist gains a fly speed equal to his land speed with good maneuverability.

Quench (Sp): At 6th level a pyrokineticist can use quench as a spell-like ability once per 1d4 rounds (caster level equals his pyrokineticist level). The save DC is (10 + half his pyrokineticist level + his Cha modifier).

Breath Weapon (Su): At 7th level a pyrokineticist may convert his Bolt of Fire into a breath weapon once per 1d4 rounds. This takes the form of a line with a length equal to the range of his Bolt. At 13th level he may instead breathe a cone with a length equal to half the range of his bolt. At 20th level he may breathe a sphere centred on himself with a radius equal to one-third the range of his Bolt.

Greater Overheat: At 7th level, whenever a pyrokineticist deals fire damage to a creature he ignores resistance to fire.

Fire Subtype: At 11th level the pyrokineticist gains the fire subtype. He has immunity to fire but takes +50% damage from cold.

Supreme Overheat: At 11th level, whenever a pyrokineticist deals fire damage to a creature he ignores immunity to fire.

Greater Nimbus (Su): At 12th level the bonuses to ability scores provided by the pyrokineticist's Nimbus ability increase to +6, and he can use Weapon Afire as a free action while it lasts.

Lasting Burn: At 17th level a creature affected by the pyrokineticist's Burn ability remains on fire for an additional number of rounds equal to his Cha modifier.

Elemental Body (Ex): At 19th level the pyrokineticist's type changes to Elemental and he gains the (augmented) subtype.

Mighty Nimbus (Su): At 20th level the bonuses to ability scores provided by the pyrokineticist's Nimbus ability increase to +8, and he gains immunity to cold while it lasts.
« Last Edit: April 17, 2012, 02:05:42 PM by Prime32 »

Offline phaedrusxy

  • DnD Handbook Writer
  • ****
  • Posts: 8653
  • The iconic spambot
  • Respect: +49
    • View Profile
Re: [3.5] Pyrokineticist (base class)
« Reply #1: August 03, 2012, 02:04:37 PM »
What's the maneuver progression look like? Recovery mechanic?

Edit: I see the "as a crusader" line, now. I guess exactly like that, then? Sorry, I missed that somehow the first time.
« Last Edit: August 04, 2012, 09:26:38 PM by phaedrusxy »
Solo: Pro leagues are filled with overcompetitive asshats. So you should probably suggest it to TGD.
Kaelik: We love you too Solo.

Offline Garryl

  • DnD Handbook Writer
  • ****
  • Posts: 3383
  • Respect: +88
    • View Profile
Re: [3.5] Pyrokineticist (base class)
« Reply #2: August 03, 2012, 02:09:06 PM »
Ahah! I knew I'd seen a ToB Pyrokineticist somewhere!

Offline EjoThims

  • DnD Handbook Writer
  • ***
  • Posts: 500
  • The Ferret
  • Respect: +6
    • View Profile
Re: [3.5] Pyrokineticist (base class)
« Reply #3: August 20, 2012, 04:15:20 PM »
I am happy with this... I can still make a whip out of fire and then light my flame whip on fire.

:plotting :love :plotting

Actually looks rather nice overall, especially with maneuvers to smooth it out.