Difference between revisions of "Pyrotechnic (3.5e Class)"

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'''Weapon and Armor Proficiency:''' A pyrotechnic is proficient with all simple weapons. They are proficient with no armour and no shields.
 
'''Weapon and Armor Proficiency:''' A pyrotechnic is proficient with all simple weapons. They are proficient with no armour and no shields.
  
'''Saves:''' All saves for your class abilities have a DC of 10 + class level + Cha modifier.
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'''Saves:''' All saves for your class abilities have a DC of 10 + 1/2 class level + Cha modifier.
  
 
'''{{Anchor|Detonate}} {{Su}}:''' A pyrotechnic can make any inanimate object of Tiny size he touches explode as an attack action. If the object is attended, the pyrotechnic must make a touch attack against it, requiring an attack roll against the wielder's touch AC + any bonuses from the object's size. This deals 1d6 fire damage per class level, doubled if the object is unattended. Additionally, this damage ignores the object's hardness.  
 
'''{{Anchor|Detonate}} {{Su}}:''' A pyrotechnic can make any inanimate object of Tiny size he touches explode as an attack action. If the object is attended, the pyrotechnic must make a touch attack against it, requiring an attack roll against the wielder's touch AC + any bonuses from the object's size. This deals 1d6 fire damage per class level, doubled if the object is unattended. Additionally, this damage ignores the object's hardness.  
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At 5th level, a pyrotechnic can make a Small object explode. This improves by one size category every two levels.  For each size category above Tiny, the area of the effect doubles (thus, a Small object detonates to a 40ft radius, a Medium one to an 80ft radius, etc). Magical objects can not be detonated.
 
At 5th level, a pyrotechnic can make a Small object explode. This improves by one size category every two levels.  For each size category above Tiny, the area of the effect doubles (thus, a Small object detonates to a 40ft radius, a Medium one to an 80ft radius, etc). Magical objects can not be detonated.
  
'''{{Anchor|Explosive Unarmed Strike}} {{Su}}:''' A pyrotechnic gains a slam attack, which deals 1d6 bludgeoning and 1d6 fire damage. Unlike most natural weapons, this can be used to make iterative attacks if the pyrotechnic's BAB is high enough. If used as a secondary attack, this receives a -5 penalty on attack rolls. The fire damage dealt by this slam attack increases by 1d6 every 4 levels. In any location where supernatural abilities would be impossible, the slam attack doesn't deal fire damage (though the rest of it still works as normal).
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'''{{Anchor|Explosive Strike}} {{Ex}}:''' A pyrotechnic gains a slam attack, which deals 1d6 bludgeoning and 1d6 fire damage. Unlike most natural weapons, this can be used to make iterative attacks if the pyrotechnic's BAB is high enough. If used as a secondary attack, this receives a -5 penalty on attack rolls. The fire damage dealt by this slam attack increases by 1d6 every 2 levels. The pyrotechnic can also apply the bonus fire damage to any melee weapon he is proficient in.
  
'''{{Anchor|Fire Resistance}}:'''  A pyrotechnic has been caught in enough explosions to develop a resistance to fire, and has fire resistance 5. At each odd-numbered level, this doubles, and at 9th level, the pyrotechnic becomes immune to fire.
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Starting at 5th level your reach with Explosive Unarmed Strike increases by 5, and it increases by 5 every 5 levels after.  
  
'''{{Anchor|Burn Bright}} {{Su}}:''' Instead of making an object explode and deal damage when using their [[#Detonate|Detonate]] ability, a pyrotechnic may make it release a blinding flash of light, [[SRD:Blinded|blinding]] everyone withing 20ft. A successful Will save (DC 10 + 1/2 pyrotechnic's character level + the pyrotechnic's Charisma modifier) negates this effect.
+
'''{{Anchor|Fire Resistance}}:''' A pyrotechnic has been caught in enough explosions to develop a resistance to fire, and has fire resistance 5. At each odd-numbered level, this doubles, and at 9th level, the pyrotechnic becomes immune to fire. In addition the pyrotechnic is immune to his own blasts.  
  
'''{{Anchor|Shape Flame}} {{Su}}:''' By 2nd level, a pyrotechnic may make any fire from any of its abilities take the form of a [[SRD:Silent Image|''silent image'']].
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'''{{Anchor|Explosive Defense}}: {{Ex}}''' A pyrotechnic uses small explosions to disrupt attacks, gaining an armor bonus to AC equal to 4+1/2 of their character level (rounding down). Unlike like a regular armor bonus this also applies to touch attacks.
  
'''{{Anchor|Focused Explosion}} {{Su}}:'''  When using their [[#Detonate|Detonate]] ability, a 2nd level pyrotechnic can make it detonate in a 30ft cone instead of a sphere.
+
'''{{Anchor|Burn Bright}} {{Su}}:''' Instead of making an object explode and deal damage when using their [[#Detonate|Detonate]] ability, a pyrotechnic may make it release a blinding flash of light, [[SRD:Blinded|blinding]] everyone withing 20ft. A successful Will save (DC 10 + 1/2 pyrotechnic's character level + the pyrotechnic's Charisma modifier) negates this effect. Lasts for 1 round per class level.
 +
 
 +
'''{{Anchor|Shape Flame}} {{Su}}:''' By 2nd level, a pyrotechnic may make any fire from any of its abilities take the form of a [[SRD:Silent Image|''silent image'']].
 +
 
 +
At 5th level you may use your [[#Detonate|Detonate]] ability on the illusion, counting as any size object you choose if you are high enough level to detonate that size of object.
 +
 
 +
'''{{Anchor|Focused Explosion}} {{Su}}:'''  When using their [[#Detonate|Detonate]] ability, a 2nd level pyrotechnic can make it detonate in a 25ft cone instead of a sphere. The cone size increases by 15 ft for each size of the exploding object larger than tiny.
  
 
'''{{Anchor|Combustion}} {{Ex}}:''' A 3rd level pyrotechnic can create small explosions beneath their feet (dealing negligible damage). He may gain a [[Jump (3.5e Creature Ability)|Jump Speed]] equal to his base land speed.
 
'''{{Anchor|Combustion}} {{Ex}}:''' A 3rd level pyrotechnic can create small explosions beneath their feet (dealing negligible damage). He may gain a [[Jump (3.5e Creature Ability)|Jump Speed]] equal to his base land speed.
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'''{{Anchor|Ranged Detonate}} {{Su}}:''' From 4th level, a pyrotechnic's [[#Detonate|Detonate]] ability can be used at a distance of up to 60ft instead of touch. Attended objects require a ranged touch attack instead of a touch attack in this case.  Even now you can still ''throw'' the object do to the ability to use explosive energy to propel objects.  You can also now ''throw'' objects without exploding them, treat as long range mage hand that can move any object you could lift as a light load if you switched you strength and charisma.
 
'''{{Anchor|Ranged Detonate}} {{Su}}:''' From 4th level, a pyrotechnic's [[#Detonate|Detonate]] ability can be used at a distance of up to 60ft instead of touch. Attended objects require a ranged touch attack instead of a touch attack in this case.  Even now you can still ''throw'' the object do to the ability to use explosive energy to propel objects.  You can also now ''throw'' objects without exploding them, treat as long range mage hand that can move any object you could lift as a light load if you switched you strength and charisma.
  
'''{{Anchor|Explosive Defense}}: {{Su}}'''  A 4th pyrotechnic uses small explosions to disrupt attacks, gaining a deflection bonus to AC equal to 1/4 of their character level (rounding down).
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'''{{Anchor|Pop}}{{Su}}:''' A 5th level pyrotechnic using their [[#Detonate|Detonate]] ability can cause an exploding object to make a deafening sound rather than deal damage. This deafens all creatures within 120ft for 2d6+2 rounds. A successful Will save (DC 10 + 1/2 the pyrotechnic's character level + the pyrotechnic's Charisma modifier) negates the deafness. This cannot be combined with [[#Burn Bright|Burn Bright]] (but see [[#Complex Explosion|Complex Explosion]] below).
 
'''{{Anchor|Pop}}{{Su}}:''' A 5th level pyrotechnic using their [[#Detonate|Detonate]] ability can cause an exploding object to make a deafening sound rather than deal damage. This deafens all creatures within 120ft for 2d6+2 rounds. A successful Will save (DC 10 + 1/2 the pyrotechnic's character level + the pyrotechnic's Charisma modifier) negates the deafness. This cannot be combined with [[#Burn Bright|Burn Bright]] (but see [[#Complex Explosion|Complex Explosion]] below).
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'''{{Anchor|Spectacular Display}}{{Ex}}:''' Whenever a 6th level pyrotechnic uses their [[#Fireworks|Fireworks]] ability, anybody who succeeds at the save is fascinated for one round.   
 
'''{{Anchor|Spectacular Display}}{{Ex}}:''' Whenever a 6th level pyrotechnic uses their [[#Fireworks|Fireworks]] ability, anybody who succeeds at the save is fascinated for one round.   
  
'''{{Anchor|Burn}}{{Su}}:'''  An 8th level pyrotechnic can wrack an opponent up to 60ft away in small explosions with a ranged touch attack. This deals 1d6 damage per 4 levels, with no save.
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'''{{Anchor|Burn}}{{Su}}:'''  An 8th level pyrotechnic can use a standard action wrack an opponent up to 60ft away in small explosions with a ranged touch attack. This deals 1d6 fire damage per class levels, with no save.
  
 
'''{{Anchor|Complex Explosion}}{{Su}}:''' From 8th level, a pyrotechnic may combine two alternate effects of their [[#Detonate|Detonate]] ability, such as [[#Burn Bright|Burn Bright]] and [[#Detonate|Detonate]]'s normal explosion, or [[#Pop|Pop]] and [[#Burn Bright|Burn Bright]] (a fun combination).
 
'''{{Anchor|Complex Explosion}}{{Su}}:''' From 8th level, a pyrotechnic may combine two alternate effects of their [[#Detonate|Detonate]] ability, such as [[#Burn Bright|Burn Bright]] and [[#Detonate|Detonate]]'s normal explosion, or [[#Pop|Pop]] and [[#Burn Bright|Burn Bright]] (a fun combination).
  
'''{{Anchor|Master of Detonation}}:'''  At 10th level, the damage detonate does to the target object is 12 per level of pyrotechnic.
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'''{{Anchor|Master of Detonation}}{{Su}}:'''  At 10th level, You can now [[#Fly|Fly]] as per the spell by creating focus explosions around you.
 
 
At 15th level you can detonate any object despite hit-points as long as it is within the specified size.
 
  
'''{{Anchor|Distracting Aura}}{{Su}}:'''  From 11th level, a pyrotechnic can fill their immediate area with an array of flashing lights and explosions. Any hostile creatures attempting to cast a spell within 20 feet must make a Concentration check (DC equal to 10 plus the pyrotechnic's class level) or lose any spell they are casting.
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'''{{Anchor|Distracting Aura}}{{Su}}:'''  From 11th level, a pyrotechnic can use a swift action fill their immediate area with an array of flashing lights and explosions. Any hostile creatures attempting to cast a spell within 20 feet must make a Concentration check (DC equal to 10 plus the pyrotechnic's class level) or lose any spell they are casting. Last 1 round per class level.
  
'''{{Anchor|Chemical Reaction}}{{Su}}:''' A pyrotechnic of 12th level can make any living thing of any size he succeeds at hitting with an unarmed melee attack release an explosion of energy.  Reflex save Negates.  This deals 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.
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'''{{Anchor|Exaplosion!!}}{{Su}}:''' A pyrotechnic of 12th level can apply the effect's of [[#Detonate|Detonate]] whenever he successfully hits with an [[#Explosive Strike|Explosive Strike]].
  
 
'''{{Anchor|Sparkler}}{{Su}}:''' By surrounding an object in tiny explosions a pyrotechnic can duplicate the effects of sustained force or violent thrust [[SRD:Telekinesis|telekinesis]].
 
'''{{Anchor|Sparkler}}{{Su}}:''' By surrounding an object in tiny explosions a pyrotechnic can duplicate the effects of sustained force or violent thrust [[SRD:Telekinesis|telekinesis]].

Revision as of 07:42, 10 September 2012

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Adopter: FiRaven (talk)
Original Author: Parakee (talk)
Date Created: December 31, 2010
Date Adopted: 09 September, 2012
Status: Completed
Editing: Ask first
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The Pyrotechnic

There are some out there who really like fire, and can waste hours simply sitting and gazing at the beauty of the flames. Often in trouble for random burning buildings (or possibly random burning people), these individuals are often on the wrong side of the law. Those that receive additional training and inspiration from creatures linked to fire become pyrotechnics, who wield the power of fire with more (or less) flamboyance, and have the ability to call down the power of fire to strike down their enemies.

Making a Pyrotechnic

Abilities: Charisma, Dexterity and Intelligence are the most important abilities for the pyrotechnic; Charisma improves your ability save DCs, Dexterity improves your AC, and Intelligence improves your skill ranks.

Races: Pyrotechnics can be found among all races; the most common pyrotechnics are gnomes and orcs, the former for their natural connection with magic, and the latter for the pure gift of destruction.

Alignment: All alignments exist among pyrotechnics. Chaotic pyrotechnics often have reverted their more pyromaniac days, while lawful pyrotechnics follow their new way of survival to the core. Good pyrotechnics use their powers to defend others or themselves; evil ones use it to destroy others...

Starting Gold: 2d8x10 gp (100 gp).

Starting Age: Simple

Table: The Pyrotechnic

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +2 +2 Detonate, Explosive Unarmed strike, Fire Resistance (5)
2nd +1 +0 +3 +3 Burn Bright, Focused Explosion, Shape Flame
3rd +2 +1 +3 +3 Fire Resistance (10), Combustion, Kinetic Explosion
4th +3 +1 +4 +4 Explosive Defense, Fireworks, Ranged Detonate
5th +3 +1 +4 +4 Detonate (Small), Fire Resistance (20), Pop
6th +4 +2 +5 +5 Fireball, Spectacular Display
7th +5 +2 +5 +5 Detonate (Medium), Fire Resistance (40)
8th +6/+1 +2 +6 +6 Burn, Complex Explosion
9th +6/+1 +3 +6 +6 Detonate (Large), Fire Resistance (immune)
10th +7/+2 +3 +7 +7 Master of Detonation
11th +8/+3 +3 +7 +7 Detonate (Huge), Distracting Aura
12th +9/+4 +4 +8 +8 Chemical Reaction, Sparkler
13th +9/+4 +4 +8 +8 Detonate (Gargantuan)
14th +10/+5 +4 +9 +9 Chain Reaction
15th +11/+6 +5 +9 +9 Detonate (Colossal), Nuke, master of Detonation

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (Int), Sense Motive (Wis), Speak Language (None), Spellcraft (Int),

Class Features

All of the following are class features of the Pyrotechnic.

Weapon and Armor Proficiency: A pyrotechnic is proficient with all simple weapons. They are proficient with no armour and no shields.

Saves: All saves for your class abilities have a DC of 10 + 1/2 class level + Cha modifier.

Detonate (Su): A pyrotechnic can make any inanimate object of Tiny size he touches explode as an attack action. If the object is attended, the pyrotechnic must make a touch attack against it, requiring an attack roll against the wielder's touch AC + any bonuses from the object's size. This deals 1d6 fire damage per class level, doubled if the object is unattended. Additionally, this damage ignores the object's hardness.

If the object would be dealt as much damage as its hit point total or more, it explodes, dealing 1d6 damage per 2 class levels to all creatures and objects within 20ft, with a Reflex save (DC 10 + 1/2 the pyrotechnic's character level + the pyrotechnics's Charisma modifier). Half of the damage is fire, the other half is piercing. Alternatively, the pyrotechnic can delay the explosion of the object by as much as 1 round.

If the pyrotechnic is holding the object, they can throw it as part of using this ability. If the object would be dealt enough damage to destroy it (see above), the object explodes at the point of its landing. Despite normal throwing rules this can be thrown whith in long range and automatically hit the square targeted. If you can't throw the object for whatever reason you can instead choose to be rocketed the same distance away from the object without provoking attacks of opportunity.

At 5th level, a pyrotechnic can make a Small object explode. This improves by one size category every two levels. For each size category above Tiny, the area of the effect doubles (thus, a Small object detonates to a 40ft radius, a Medium one to an 80ft radius, etc). Magical objects can not be detonated.

Explosive Strike (Ex): A pyrotechnic gains a slam attack, which deals 1d6 bludgeoning and 1d6 fire damage. Unlike most natural weapons, this can be used to make iterative attacks if the pyrotechnic's BAB is high enough. If used as a secondary attack, this receives a -5 penalty on attack rolls. The fire damage dealt by this slam attack increases by 1d6 every 2 levels. The pyrotechnic can also apply the bonus fire damage to any melee weapon he is proficient in.

Starting at 5th level your reach with Explosive Unarmed Strike increases by 5, and it increases by 5 every 5 levels after.

Fire Resistance: A pyrotechnic has been caught in enough explosions to develop a resistance to fire, and has fire resistance 5. At each odd-numbered level, this doubles, and at 9th level, the pyrotechnic becomes immune to fire. In addition the pyrotechnic is immune to his own blasts.

Explosive Defense: (Ex) A pyrotechnic uses small explosions to disrupt attacks, gaining an armor bonus to AC equal to 4+1/2 of their character level (rounding down). Unlike like a regular armor bonus this also applies to touch attacks.

Burn Bright (Su): Instead of making an object explode and deal damage when using their Detonate ability, a pyrotechnic may make it release a blinding flash of light, blinding everyone withing 20ft. A successful Will save (DC 10 + 1/2 pyrotechnic's character level + the pyrotechnic's Charisma modifier) negates this effect. Lasts for 1 round per class level.

Shape Flame (Su): By 2nd level, a pyrotechnic may make any fire from any of its abilities take the form of a silent image.

At 5th level you may use your Detonate ability on the illusion, counting as any size object you choose if you are high enough level to detonate that size of object.

Focused Explosion (Su): When using their Detonate ability, a 2nd level pyrotechnic can make it detonate in a 25ft cone instead of a sphere. The cone size increases by 15 ft for each size of the exploding object larger than tiny.

Combustion (Ex): A 3rd level pyrotechnic can create small explosions beneath their feet (dealing negligible damage). He may gain a Jump Speed equal to his base land speed.

Kinetic Explosion (Su): By 3rd level, a pyrotechnic's Detonate ability also knocks any creature that failed its Reflex save against any explosion produced by it prone.

Fireworks (Sp): A 4th level pyrotechnic may cast the fireworks version of Pyrotechnics at will.

Ranged Detonate (Su): From 4th level, a pyrotechnic's Detonate ability can be used at a distance of up to 60ft instead of touch. Attended objects require a ranged touch attack instead of a touch attack in this case. Even now you can still throw the object do to the ability to use explosive energy to propel objects. You can also now throw objects without exploding them, treat as long range mage hand that can move any object you could lift as a light load if you switched you strength and charisma.


Pop(Su): A 5th level pyrotechnic using their Detonate ability can cause an exploding object to make a deafening sound rather than deal damage. This deafens all creatures within 120ft for 2d6+2 rounds. A successful Will save (DC 10 + 1/2 the pyrotechnic's character level + the pyrotechnic's Charisma modifier) negates the deafness. This cannot be combined with Burn Bright (but see Complex Explosion below).

Fireball(Sp): A pyrotechnic can cast Fireball at will with a caster level equal to his class level at 6th level.

Spectacular Display(Ex): Whenever a 6th level pyrotechnic uses their Fireworks ability, anybody who succeeds at the save is fascinated for one round.

Burn(Su): An 8th level pyrotechnic can use a standard action wrack an opponent up to 60ft away in small explosions with a ranged touch attack. This deals 1d6 fire damage per class levels, with no save.

Complex Explosion(Su): From 8th level, a pyrotechnic may combine two alternate effects of their Detonate ability, such as Burn Bright and Detonate's normal explosion, or Pop and Burn Bright (a fun combination).

Master of Detonation(Su): At 10th level, You can now Fly as per the spell by creating focus explosions around you.

Distracting Aura(Su): From 11th level, a pyrotechnic can use a swift action fill their immediate area with an array of flashing lights and explosions. Any hostile creatures attempting to cast a spell within 20 feet must make a Concentration check (DC equal to 10 plus the pyrotechnic's class level) or lose any spell they are casting. Last 1 round per class level.

Exaplosion!!(Su): A pyrotechnic of 12th level can apply the effect's of Detonate whenever he successfully hits with an Explosive Strike.

Sparkler(Su): By surrounding an object in tiny explosions a pyrotechnic can duplicate the effects of sustained force or violent thrust telekinesis.

Chain Reaction(Su): A 14th level pyrotechnic's Detonate ability cause follow-up explosions. If the initial explosion of the Detonate ability causes up to 5 objects of Tiny or smaller size to be dealt damage equal to their hit points or more, they also detonate, using the same rules as the Detonate ability. Note that follow-up explosions don't cause more follow-up explosions.

Nuke(Su): A pyrotechnic can at 15th Chain Detonate the five largest objects within 20 feet as a full round action.


Back to Main Page3.5e HomebrewClassesBase Classes

AdopterFiRaven +
Allowed AlignmentsLawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +
Article BalanceHigh +
AuthorParakee +
Base Attack Bonus ProgressionModerate +
Class AbilityOther +
Class Ability ProgressionOther +
Fortitude Save ProgressionBad +
Identifier3.5e Class +
Length15 +
Minimum Level1 +
RatingUnrated +
Reflex Save ProgressionGood +
SkillAppraise +, Bluff +, Concentration +, Diplomacy +, Forgery +, Gather Information +, Intimidate +, Jump +, Knowledge +, Sense Motive +, Speak Language + and Spellcraft +
Skill Points4 +
SummaryUnderstatement: This person likes to blow things up. +
TitlePyrotechnic +
Will Save ProgressionGood +