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Pyrotechnic (3.5e Class)

890 bytes removed, 22:29, 30 April 2019
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{{Winter Cleaning|English stuff (capitalization, run-on sentences, grammar problems and word usage.) and abilities need to be clarified in terms of game mechanics.}}
{{author
|author_name=Parakee
|date_created=December 31, 2010
|adopter=Xanos KnyghtshadeFiRaven|date_adopted= 22 June09 September, 20112012|status=CompletedDone |editing=Ask firstClarity and Grammar edit
|balance=Rogue
}}
===Making a Pyrotechnic===
'''Abilities:''' Charisma governs savesand Strength are the most important abilities for the pyrotechnic; Charisma improves your ability save DCs and fire damage, Strength improves your To-Hit, melee damage and your AC. Con is just as important to the pyrotechnic as any class and maybe more so if you plan to melee.
'''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:''' 4d4x10 2d8x10 gp (100 gp).
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
|-
|1st||class="left" | +0 || +0 || +2 || +20| class="left" | [[#Detonate|Detonate]], [[#Explosive Unarmed Strike|explosive unarmed Explosive strike]], [[#Explosive Defense|Explosive Defense]], [[#Fire Resistance|fire resistanceFire Resistance]] (5)
|-
|2nd||class="left" | +1 || +0 || +3 || +30| class="left" | [[#Burn Bright|Burn brightBright]], [[#Focused Explosion|focused explosionFocused Explosion]], [[#Shape Flame|shape flameShape Flame]]
|-
|3rd||class="left" | +2 || +1 || +3|| +31| class="left" | [[#Fire ResistanceCombustion|Fire ResistanceCombustion]] (10), [[#CombustionKinetic Explosion|CombustionKinetic Explosion]], [[#Kinetic ExplosionEvasion|Kinetic ExplosionEvasion]]
|-
|4th||class="left" | +3 || +1 || +4 || +41| class="left" | [[#Explosive DefensePiercing Blasts|Explosive defense]], [[#Fireworks|fireworks]], [[#Ranged Detonate|ranged detonatePiercing Blasts]]
|-
|5th||class="left" | +3 || +1 || +4 || +41| class="left" | [[#Detonate|Detonate]] (Small), [[#Fire ResistancePop|fire resistance]] (20), [[#Pop|pop]]
|-
|6th||class="left" | +4 || +2 || +5 || +52| class="left" |[[#FireballUnspolsion|FireballUnsplosion]], [[#Spectacular DisplayImproved Evasion|spectacular displayImproved Evasion]]
|-
|7th||class="left" | +5 || +2 || +5 || +52| class="left" | [[#Detonate|Detonate]] (Medium), [[#Fire ResistanceExplosion Hop|fire resistanceExplosion Hop]] (40)
|-
|8th||class="left" | +6/+1 || +2 || +6 || +62| class="left" | [[#Burn|Burn]], [[#Complex Explosion|complex explosionComplex Explosion]]
|-
|9th||class="left" | +6/+1 || +3 || +6 || +63| class="left" | [[#Detonate|Detonate]] (Large), [[#Fire ResistanceMaster of Detonation|fire resistanceMaster of Detonation]] (immune)
|-
|10th||class="left" | +7/+2 || +3 || +7 || +73| class="left" |[[#Master of DetonationExaplosion!!|Master of detonationExaplosion!!]], [[#The Road Ahead|The Road Ahead]]
|-
|11th||class="left" | +8/+3 || +3 || +7 || +7
| class="left" | [[#Detonate|Detonate]] (Huge), [[#Distracting Aura|distracting aura]]
|-
|12th||class="left" | +9/+4 || +4 || +8 || +8
| class="left" | [[#Chemical reaction|Chemical reaction]], [[#Sparkler|sparkler]]
|-
|13th||class="left" | +9/+4 || +4 || +8 || +8
| class="left" | [[#Detonate|Detonate]] (Gargantuan)
|-
|14th||class="left" | +10/+5 || +4 || +9 || +9
| class="left" | [[#Chain Reaction|Chain reaction]]
|-
|15th||class="left" | +11/+6 || +5 || +9 || +9
| class="left" | [[#Detonate|Detonate]] (Colossal), [[#Nuke|nuke]], [[#Master of Detonation|master of detonation]]
|-
|- class="noalt"
All of the following are class features of the Pyrotechnic.
'''Weapon and Armor Proficiency:''' A pyrotechnic is proficient with all simple weapons. They are not proficient with no armour and no any armor or shields. '''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 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 fire 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 You may use your Strength modifier instead of your Dexterity modifier for throwing rules this can be thrown whith in long range and automatically hit the square targeteddetonate objects. If you canObject't throw the object s in your possession count as unattended for whatever reason you can instead choose to be rocketed the same distance away from the object without provoking attacks purposes of opportunitydetonate.
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}} {{SuEx}}:''' 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 2 levels. In any location where supernatural abilities would be impossible, The pyrotechnic can also apply the slam attack doesn't deal bonus fire damage (though the rest of it still works as normal)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 + his class level, this doubles, and at 9th level, the pyrotechnic becomes immune to fire.
'''{{Anchor|Burn BrightExplosive Defense}} {{SuEx}}:''' Instead of making an object explode and deal damage when using their [[#Detonate|Detonate]] ability, a A pyrotechnic may make it release a blinding flash of lightuses small explosions to disrupt attacks, [[SRD:Blinded|blinding]] everyone withing 20ft. A successful Will save (DC 10 gaining an armor bonus to AC equal to 4+ 1/2 pyrotechnic's character of their class level + the pyrotechnic's Charisma modifier(rounding down) negates . Unlike like a regular armor bonus this effectalso applies to touch attacks.
'''{{Anchor|Shape FlameBurn Bright}} {{Su}}:''' By 2nd levelInstead of making an object explode and deal damage when using their [[#Detonate|Detonate]] ability, a pyrotechnic may make any fire from any it release a blinding flash of its abilities take the form of a light, [[SRD:Silent ImageBlinded|blinding]] everyone withing 20ft. A successful Will save (DC 10 + 1/2 pyrotechnic's character level + the pyrotechnic'silent image'']]s Charisma modifier) negates this effect. Lasts for 1 round per class level.
'''{{Anchor|Focused ExplosionShape Flame}} {{SuSp}}:''' When using their At 2nd level, a pyrotechnic learn to manipulate explosions into almost life like images. The pyrotechnic may now use [[#DetonateSRD:Silent Image|Detonate''silent image'']] as a spell-like ability, a 2nd level pyrotechnic can make it detonate in a 30ft cone instead of a sphereat will.
'''{{Anchor|Combustion}} {{Ex}}:''' A 3rd At 6th level pyrotechnic can create small explosions beneath their feet (dealing negligible damage). He you may gain a use your [[Jump (3.5e Creature Ability)#Detonate|Jump SpeedDetonate]] equal to his base land speedability on the illusion, counting as the size of the illusion unless you can't detonate that large of an object yet. In that case you would treat the illusion as the largest object you can detonate.
'''{{Anchor|Kinetic Focused Explosion}} {{Su}}:''' By 3rd level, a pyrotechnic's When using their [[#Detonate|Detonate]] ability also knocks any creature that failed its Reflex save against any explosion produced by , a 2nd level pyrotechnic can make it pronedetonate in a 25ft cone instead of a sphere. The cone size doubles for each size of the exploding object larger than tiny.
'''{{Anchor|FireworksCombustion}} {{SpEx}}:''' A 4th 3rd level pyrotechnic can use explosions to increase your jumping and mobility, you may cast the fireworks version of [[SRD:Pyrotechnics|Pyrotechnics]] at will. '''{{Anchor|Ranged Detonate}} {{Su}}:''' From 4th add your class level, as a pyrotechnic's [[#Detonate|Detonate]] ability can be used at a distance of up competence bonus to 60ft instead of touch. Attended objects require a ranged touch attack jump checks, and you may use your Strength modifier instead of a touch attack in this case. Even now you can still ''throw'' the object do to the ability your Dexterity Modifier to use explosive energy determine your dodge bonus 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 AC and charismayour bonus on Reflex saves.
'''{{Anchor|Explosive DefenseEvasion}}: {{SuEx}}:''' A 4th At 3rd level the pyrotechnic uses small becomes used to avoiding explosions to disrupt attacks, gaining . Whenever making a reflex save the pyrotechnic takes no damage on a deflection bonus to AC equal to 1/4 of their character level (rounding down)successful save.
'''{{Anchor|PopKinetic Explosion}}{{Su}}:''' A 5th By 3rd level , a pyrotechnic using their 's [[#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 also knocks any creature that failed its Reflex 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)against any explosion produced by it prone.
'''{{Anchor|FireballPiercing Blasts}}{{Sp}}:''' A 4th level pyrotechnic can cast [[SRD:Fireball|Fireball]] at will with a caster level equal ignores fire resistance, and deals half fire damage to his class level at 6th levelfire immune creatures.
'''{{Anchor|Spectacular DisplayPop}}{{ExSu}}:''' Whenever a 6th A 5th level pyrotechnic uses using their [[#FireworksDetonate|FireworksDetonate]] ability, anybody who succeeds at 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 Fort save (DC 10 + 1/2 the pyrotechnic's character level + the save is fascinated for one roundpyrotechnic's Charisma modifier) negates the deafness. This cannot be combined with [[#Burn Bright|Burn Bright]] (but see [[#Complex Explosion|Complex Explosion]] below).
'''{{Anchor|BurnUnsplosions}}{{Su}}:''' An 8th At 6th level the pyrotechnic can wrack an opponent learns how to reverse some of the destruction he causes. He may repair any magical or non-magical item up to 60ft away the size that he can detonate if he has 51% of the item remains or was destroyed in small explosions with a ranged touch attack. This deals 1d6 damage per 4 levels, with no savein the use of his [[#Detonate|Detonate]].
'''{{Anchor|Complex ExplosionImproved Evasion}}{{SuEx}}:''' From 8th At 6th level, the pyrotechnic become great at avoiding explosions. Whenever making a reflex save the pyrotechnic may combine two alternate effects of their [[#Detonate|Detonate]] ability, such as [[#Burn Bright|Burn Bright]] and [[#Detonate|Detonate]]'s normal explosiontakes no damage on a successful save, or [[#Pop|Pop]] and [[#Burn Bright|Burn Bright]] (only takes half damage on a fun combination)failed save.
'''{{Anchor|Master of DetonationExplosion Hop}} {{Su}}:''' At 10th 7th levelthe pyrotechnic may use [[#Dimension Door|Dimension Door]] as a spell-like ability once every 1d4 rounds, but the damage detonate does to the target object max range per hop is 12 per level of pyrotechnic50 ft.
At 15th '''{{Anchor|Burn}} {{Su}}:''' An 8th level you pyrotechnic can detonate any object despite hituse a standard action to explode an opponent up to 30ft away. The explosion deals 1d6 fire damage per character level with no save to the target and 1/2 that damage to all enemies in a 5-points as long as it is within foot radius of the specified sizetarget with a reflex save for half.
'''{{Anchor|Distracting AuraComplex Explosion}}{{Su}}:''' From 11th 8th level, a pyrotechnic can fill may combine two alternate effects of their immediate area with an array of flashing lights [[#Detonate|Detonate]] ability, such as [[#Burn Bright|Burn Bright]] 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[[#Detonate|Detonate]]'s class levelnormal explosion, or [[#Pop|Pop]] and [[#Burn Bright|Burn Bright]] (a fun combination) or lose any spell they are casting.
'''{{Anchor|Chemical ReactionMaster of Detonation}}{{Su}}:''' A pyrotechnic of 12th At 9th 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 You can't save. Reflex save halfnow [[#Fly|Fly]] as per the spell by creating focus explosions around you.
'''{{Anchor|SparklerExaplosion!!}}{{Su}}:''' By surrounding an object in tiny explosions a A pyrotechnic of 10th level can duplicate apply the effects effect's of sustained force or violent thrust [[SRD:Telekinesis#Detonate|Detonate]] whenever he successfully hits with an [[#Explosive Strike|telekinesisExplosive Strike]]. He may choose to detonate any object on his person or a suitable object on the target of his explosive strike (The increase of AC for small or smaller attended objects applies).
'''{{Anchor|Chain ReactionThe Road Ahead}}{{SuEx}}:''' A 14th level The pyrotechnic's [[#Detonate|Detonate]] ability cause follow-up has learned as much about explosionsas he can and must now expand his studies. If the initial explosion A pyrotechnic of the [[#Detonate|Detonate]] ability causes up 10th level changes all reference from class level 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|Detonate]] ability. Note that follow-up explosions don't cause more follow-up explosionscharacter level.
'''{{Anchor|Nuke}}{{Su}}:''' A pyrotechnic can at 15th [[#Chain Detonate|Chain Detonate]] the five largest objects within 20 feet as a full round action.
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