Difference between revisions of "Pyrotechnic (3.5e Class)"
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===Making a Pyrotechnic=== | ===Making a Pyrotechnic=== | ||
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'''Weapon and Armor Proficiency:''' A pyrotechnic is proficient with all simple weapons, but no type of armor or shield. | '''Weapon and Armor Proficiency:''' A pyrotechnic is proficient with all simple weapons, but no type of armor or shield. | ||
− | '''Saves:''' All saves for your class abilities have a DC of 10 + class level + | + | '''Saves:''' All saves for your class abilities have a DC of 10 + class level + Cha modifier. |
'''{{Anchor|Detonate}} {{Su}}:''' A pyrotechnic can make any inanimate object of tiny size he touches explode as a standard action. He deals 1d6 fire damage per class level, doubled if the object is unattended. This requires a sunder roll for worn or carried objects. If this is equal to or greater than the objects hit-points (no hardness), then the object explodes in a few moments. The pyrotechnic can throw the object as a free action. The target object is destroyed. Use the grenade-like-weapon rules. The object explodes dealing 1d6 fire and piecing damage, plus an additional 1d6 for every 2 class levels to everyone within 20 feet. Reflex save half. | '''{{Anchor|Detonate}} {{Su}}:''' A pyrotechnic can make any inanimate object of tiny size he touches explode as a standard action. He deals 1d6 fire damage per class level, doubled if the object is unattended. This requires a sunder roll for worn or carried objects. If this is equal to or greater than the objects hit-points (no hardness), then the object explodes in a few moments. The pyrotechnic can throw the object as a free action. The target object is destroyed. Use the grenade-like-weapon rules. The object explodes dealing 1d6 fire and piecing damage, plus an additional 1d6 for every 2 class levels to everyone within 20 feet. Reflex save half. |
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The Pyrotechnic
Some people are really into fire. They can waste hours sitting and watching things burn. They often get in trouble with the authorities for burning barns... or being found responsible for a series of families cremated alive. Some of these pyromaniacs are more flamboyant than others. They are Pyrotechnics and they can make things detonate into giant balls of flame.
Making a Pyrotechnic
Abilities: Charisma governs saves
Races: Any.
Alignment: Any
Starting Gold: 4d4×10 gp (100 gp).
Starting Age: Simple
Class Features
All of the following are class features of the Pyrotechnic.
Weapon and Armor Proficiency: A pyrotechnic is proficient with all simple weapons, but no type of armor or shield.
Saves: All saves for your class abilities have a DC of 10 + class level + Cha modifier.
Detonate (Su): A pyrotechnic can make any inanimate object of tiny size he touches explode as a standard action. He deals 1d6 fire damage per class level, doubled if the object is unattended. This requires a sunder roll for worn or carried objects. If this is equal to or greater than the objects hit-points (no hardness), then the object explodes in a few moments. The pyrotechnic can throw the object as a free action. The target object is destroyed. Use the grenade-like-weapon rules. The object explodes dealing 1d6 fire and piecing damage, plus an additional 1d6 for every 2 class levels to everyone within 20 feet. Reflex save half.
At 5th level a pyrotechnic can make a small object explode. This increases by one size category every 2 levels. For each size category above tiny, the area of the effect doubles. Magical equipment can not be detonated.
Explosive Unarmed Strike (Su): A pyrotechnic gains the Improved Unarmed Strike as a bonus feat. His unarmed attack do 1d6 additional fire damage. This increases by 1d6 every 4 levels.
Fire Resistance: A pyrotechnic has been caught in enough explosions to develop a resistance to fire. He possesses a fire resistance of 5. At 3rd level and every 2 levels thereafter this doubles.
Burn Bright: Instead of making an object explode and deal damage, a pyrotechnic may make it release a blinding flash of light, blinding everyone withing 20ft. Will save negates.
Shape Flame: By level 2, a pyrotechnic may make any fire caused by any of your abilities, take the form of a SRD:Silent Image. It can take the appearance of any thing, but alway appears to be a formation of flame, although color can change.
Focused Explosion: When detonating an object a pyrotechnic may make it detonate in a 30ft cone instead of a sphere.
Combustion: A pyrotechnic can create small explosions beneath his feet (dealing damage less than his fire resistance). He may gain a Jump Speed equal to his base land speed.
Kinetic Explosion: At level 3, a pyrotechnic's detonate power now knocks prone anyone who fails the reflex save.
Fireworks: A pyrotechnic may cast the fireworks version of SRD:Pyrotechnics at will.
Ranged Detonate: Detonate now has a range of 60 feet.
Pop: You now may Detonate an object to make a deafening sound. This Deafens everyone for 2d6+2 rounds within 120'. Will negates.
Spectacular Display: Whenever a pyrotechnic uses Fireworks anybody who succeeds at the save is fascinated for one round.
Complex Explosion: A pyrotechnic may combine two detonate effects when using detonate, such as Burn Bright and Detonate's normal explosion, or Pop and Burn Bright(a fun combination).
Explosive Defense: A pyrotechnic can use small explosions to disrupt attacks. You gain a deflection modifier to AC equal to a fourth of your class level.
Fireball: A pyrotechnic can cast Fireball at will with a caster level equal to his class level.
Burn: A pyrotechnic can rack an opponent in small explosions with a ranged touch attack (range of 60ft), dealing 1d6 per 4 levels damage, no save.
Chemical reaction: A pyrotechnic can make any living thing of any size he succeeds at hitting with an unarmed melee attack release an explosion of energy as a standard action. Reflex save Negates. The person explodes dealing 1d6 fire damage, plus 1d6 for every 2 levels of pyrotechnic, to everything within 20 feet. The target person takes maximum damage, and can't save. Reflex save half.
Sparkler: By surrounding an object in tiny explosions a pyrotechnic can duplicate the effects of sustained force or violent thrust telekinesis.
Distracting Aura: An array of flashing lights and tiny explosions fill the area. All casters within 20 feet must make a concentration check, DC equal to 10 plus class level or lose any spell they are casting.
Chain Reaction: Once a day a pyrotechnic can use detonate to make it so that when the largest 5 objects of tiny or larger is destroyed by detonate, each one detonates itself using normal detonate (not chain detonate).
Nuke: Once per day a pyrotechnic can Chain Detonate everyone within 20 feet.
Master of Detonation: At 10th level the initial attack against the object is considered maximized and doubled.
At 15th level you can detonate any object despite hit-points.
Back to Main Page → 3.5e Homebrew → Classes → Base Classes
Allowed Alignments | Lawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil + |
Article Balance | High + |
Author | Parakee + |
Base Attack Bonus Progression | Moderate + |
Class Ability | Other + |
Class Ability Progression | Other + |
Fortitude Save Progression | Bad + |
Identifier | 3.5e Class + |
Length | 15 + |
Minimum Level | 1 + |
Rating | Unrated + |
Reflex Save Progression | Good + |
Skill | Appraise +, Bluff +, Concentration +, Diplomacy +, Forgery +, Gather Information +, Intimidate +, Jump +, Knowledge +, Sense Motive +, Speak Language + and Spellcraft + |
Skill Points | 4 + |
Summary | Understatement: This person likes to blow things up. + |
Title | Pyrotechnic + |
Will Save Progression | Good + |