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

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Latest revision as of 22:29, 30 April 2019

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Adopter: FiRaven (talk)
Original Author: Parakee (talk)
Date Created: December 31, 2010
Date Adopted: 09 September, 2012
Status: Done
Editing: Clarity and Grammar edit
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The Pyrotechnic[edit]

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[edit]

Abilities: Charisma and 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: 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 +0 Detonate, Explosive strike, Explosive Defense, Fire Resistance
2nd +1 +0 +3 +0 Burn Bright, Focused Explosion, Shape Flame
3rd +2 +1 +3 +1 Combustion, Kinetic Explosion, Evasion
4th +3 +1 +4 +1 Piercing Blasts
5th +3 +1 +4 +1 Detonate (Small), Pop
6th +4 +2 +5 +2 Unsplosion, Improved Evasion
7th +5 +2 +5 +2 Detonate (Medium), Explosion Hop
8th +6/+1 +2 +6 +2 Burn, Complex Explosion
9th +6/+1 +3 +6 +3 Detonate (Large),Master of Detonation
10th +7/+2 +3 +7 +3 Exaplosion!!, The Road Ahead

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[edit]

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 any armor or shields.

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). 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. You may use your Strength modifier instead of your Dexterity modifier for throwing detonate objects. Object's in your possession count as unattended for the purposes of detonate.

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.

Fire Resistance: A pyrotechnic has been caught in enough explosions to develop a resistance to fire, and has fire resistance 5+ his class level.

Explosive Defense (Ex): A pyrotechnic uses small explosions to disrupt attacks, gaining an armor bonus to AC equal to 4+1/2 of their class 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 (Sp): At 2nd level, a pyrotechnic learn to manipulate explosions into almost life like images. The pyrotechnic may now use silent image as a spell-like ability at will.

At 6th level you may use your Detonate ability 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.

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 doubles for each size of the exploding object larger than tiny.

Combustion (Ex): A 3rd level pyrotechnic can use explosions to increase your jumping and mobility, you may add your class level as a competence bonus to jump checks, and you may use your Strength modifier instead of your Dexterity Modifier to determine your dodge bonus to AC and your bonus on Reflex saves.

Evasion (Ex): At 3rd level the pyrotechnic becomes used to avoiding explosions. Whenever making a reflex save the pyrotechnic takes no damage on a successful save.

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.

Piercing Blasts (Sp): A 4th level pyrotechnic ignores fire resistance, and deals half fire damage to fire immune creatures.

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 Fort 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).

Unsplosions (Su): At 6th level the pyrotechnic learns how to reverse some of the destruction he causes. He may repair any magical or non-magical item up to the size that he can detonate if he has 51% of the item remains or was destroyed in in the use of his Detonate.

Improved Evasion (Ex): At 6th level the pyrotechnic become great at avoiding explosions. Whenever making a reflex save the pyrotechnic takes no damage on a successful save, and only takes half damage on a failed save.

Explosion Hop (Su): At 7th level the pyrotechnic may use Dimension Door as a spell-like ability once every 1d4 rounds, but the max range per hop is 50 ft.

Burn (Su): An 8th level pyrotechnic can use 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-foot radius of the target with a reflex save for half.

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 9th level, You can now Fly as per the spell by creating focus explosions around you.

Exaplosion!! (Su): A pyrotechnic of 10th level can apply the effect's of Detonate whenever he successfully hits with an Explosive 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).

The Road Ahead (Ex): The pyrotechnic has learned as much about explosions as he can and must now expand his studies. A pyrotechnic of 10th level changes all reference from class level to character level.


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 +