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

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|author_name=Parakee
 
|author_name=Parakee
 
|date_created=December 31, 2010
 
|date_created=December 31, 2010
|adopter=
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|adopter=FiRaven
|date_adopted=  
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|date_adopted= 09 September, 2012
|status=Completed
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|status=Done
|editing=Ask first
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|editing=Clarity and Grammar edit
 
|balance=Rogue
 
|balance=Rogue
 
}}
 
}}
 
<div class="blank">
 
<div class="blank">
{{#set:Summary=Under Statement: This person likes to blow things up.
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{{#set:Summary=Understatement: This person likes to blow things up.
 
|Length=15
 
|Length=15
 
|Minimum Level=1
 
|Minimum Level=1
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==The Pyrotechnic==
 
==The Pyrotechnic==
  
Some people are really into fire.  They can waste hours siting and watching things burn. The 
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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.
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.  The are Pyrotechnics and they can make thing detonate into giant balls of flame.
 
  
 
===Making a Pyrotechnic===
 
===Making a Pyrotechnic===
  
'''Abilities:''' Intelligence governs saves
+
'''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:''' any.
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'''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:''' any
+
'''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:''' 4d4×10 gp (100 gp).
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'''Starting Gold:''' 2d8x10 gp (100 gp).
  
 
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple
 
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple
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! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
 
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
 
|-
 
|-
|1st||class="left" | +0 || +0 || +2 || +2
+
|1st||class="left" | +0 || +0 || +2 || +0
| class="left" | [[#Detonate|Detonate]], [[#Explosive Unarmed Strike|Explosive Unarmed Strike]], [[#Fire Resistance|Fire Resistance]] (5)
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| class="left" | [[#Detonate|Detonate]], [[#Explosive Strike|Explosive strike]], [[#Explosive Defense|Explosive Defense]], [[#Fire Resistance|Fire Resistance]]
 
|-
 
|-
|2nd||class="left" | +1 || +0 || +3 || +3
+
|2nd||class="left" | +1 || +0 || +3 || +0
| class="left" | [[#Burn Bright|Burn Bright]], [[#Shape Flame|Shape Flame]]
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| class="left" | [[#Burn Bright|Burn Bright]], [[#Focused Explosion|Focused Explosion]], [[#Shape Flame|Shape Flame]]
 
|-
 
|-
|3rd||class="left" | +2 || +1 || +3|| +3
+
|3rd||class="left" | +2 || +1 || +3|| +1
| class="left" | [[#Fire Resistance|Fire Resistance]] (10), [[#Combustion|Combustion]] ,[[#Kinetic Explosion|Kinetic Explosion]]
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| class="left" | [[#Combustion|Combustion]], [[#Kinetic Explosion|Kinetic Explosion]], [[#Evasion|Evasion]]
 
|-
 
|-
|4th||class="left" | +3 || +1 || +4 || +4
+
|4th||class="left" | +3 || +1 || +4 || +1
| class="left" | [[#Fireworks|Fireworks]], [[#Ranged Detonate|Ranged Detonate]], [[#Explosive Defense]]
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| class="left" | [[#Piercing Blasts|Piercing Blasts]]
 
|-
 
|-
|5th||class="left" | +3 || +1 || +4 || +4
+
|5th||class="left" | +3 || +1 || +4 || +1
| class="left" | [[#Fire Resistance|Fire Resistance]] (15), [[#Pop|Pop]], [[#Detonate|Detonate]] (small)
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| class="left" | [[#Detonate|Detonate]] (Small), [[#Pop|Pop]]
 
|-
 
|-
|6th||class="left" | +4 || +2 || +5 || +5
+
|6th||class="left" | +4 || +2 || +5 || +2
| class="left" |[[#Spectacular Display|Spectacular Display]], [[#Fireball|Fireball]]
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| class="left" |[[#Unspolsion|Unsplosion]], [[#Improved Evasion|Improved Evasion]]
 
|-
 
|-
|7th||class="left" | +5 || +2 || +5 || +5
+
|7th||class="left" | +5 || +2 || +5 || +2
| class="left" | [[#Fire Resistance|Fire Resistance]] (20), [[#Detonate|Detonate]] (medium)
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| class="left" | [[#Detonate|Detonate]] (Medium), [[#Explosion Hop|Explosion Hop]]
 
|-
 
|-
|8th||class="left" | +6/+1 || +2 || +6 || +6
+
|8th||class="left" | +6/+1 || +2 || +6 || +2
| class="left" | [[#Complex Explosion|Complex Explosion]], [[#Burn]]
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| class="left" | [[#Burn|Burn]], [[#Complex Explosion|Complex Explosion]]
 
|-
 
|-
|9th||class="left" | +6/+1 || +3 || +6 || +6
+
|9th||class="left" | +6/+1 || +3 || +6 || +3
| class="left" | [[#Fire Resistance|Fire Resistance]] (25), [[#Detonate|Detonate]] (large)
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| class="left" | [[#Detonate|Detonate]] (Large),[[#Master of Detonation|Master of Detonation]]
 
|-
 
|-
|10th||class="left" | +7/+2 || +3 || +7 || +7
+
|10th||class="left" | +7/+2 || +3 || +7 || +3
| class="left" | [[#Fire Resistance|Fire Resistance]] (Immunity)
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| class="left" | [[#Exaplosion!!|Exaplosion!!]], [[#The Road Ahead|The Road Ahead]]
 
|-
 
|-
|11th||class="left" | +8/+3 || +3 || +7 || +7
 
| class="left" | [[#Detonate|Detonate]] (huge), [[#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]]
 
 
|-
 
|-
 
|- class="noalt"
 
|- class="noalt"
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====Class Features====
 
====Class Features====
  
All of the following are class features of the <-class name->.
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All of the following are class features of the Pyrotechnic.
  
'''Weapon and Armor Proficiency:''' A Pyrotechnic has proficiency with all simple weapons but no armor or shields.
+
'''Weapon and Armor Proficiency:''' A pyrotechnic is proficient with all simple weapons. They are not proficient with any armor or shields.
'''Saves:'''All saves from  your class abilities have a DC of 10 + class level + int.
 
  
'''{{Anchor|Detonate}} {{Su}}:''' The Pyrotechnic can make any inanimate object of tiny size or smaller he touches explode as a standard action. He rolls 1d20 + 1d10 per class level.  Reflex save negates.  If this is equal to or greater than the objects hit-points (no hardness), then the object explodes.  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 plus 1d6 for every 2 levels fire and piecing damage 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 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.  
At 5th level you 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.
 
  
'''{{Anchor|Explosive Unarmed Strike}} {{Su}}:''' You gain the [[SRD:Improved Unarmed Strike|Improved Unarmed Strike]] for free.  You unarmed attack do +1d6 + 1d6 per 4 levels additional damage.
+
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.
  
'''{{Anchor|Fire resistance}}:'''  You have been caught in enough explosions to grow resistance to fire. You gain fire resistance 5. At 3rd level and every 2 levels thereafter this increases by 5 until at 10th level you gain fire immunity.
+
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.
  
'''{{Anchor|Burn Bright}}:''' Instead of making an object explode and deal damage, you may make it release a blinding flash of light, Stunning everyone withing 20ft. Will save negates.
+
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|Shape Flame}}:''' You may make any fire caused by any of your abilities, be attached to a imbued [[SRD:Silent Image]]. It can take the effect of any thing, but alway appears to be a formation of flame, although color can change.  
+
'''{{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|Combustion}}:''' You can create small explosions beneath you feet.  You gain a jump speed equal to your base land speed.
+
'''{{Anchor|Fire Resistance}}:''' A pyrotechnic has been caught in enough explosions to develop a resistance to fire, and has fire resistance 5+ his class level.
  
'''{{Anchor|Kinetic Explosion}}:''' You detonate power now knocks everyone who fails the reflex save prone.
+
'''{{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 class level (rounding down). Unlike like a regular armor bonus this also applies to touch attacks.
  
'''{{Anchor|Fireworks}}:''' You may cast the Fireworks version of [[SRD:Pyrotechnics]] at will.
+
'''{{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|Ranged Detonate}}:''' Detonate now has a range of line of sight.
 
  
'''{{Anchor|Pop}}:''' You now Detonate an object to make a deafening sound.  This Stuns and Deafens everyone for 2d6+2 rounds withing 120.
+
'''{{Anchor|Shape Flame}} {{Sp}}:''' At 2nd level, a pyrotechnic learn to manipulate explosions into almost life like images. The pyrotechnic may now use [[SRD:Silent Image|''silent image'']] as a spell-like ability at will.  
  
'''{{Anchor|Spectacular Display}}:''' Whenever you use [[#Fireworks|Fireworks]] anybody who succeeds at the save is fascinated for one round.  
+
At 6th level you may use your [[#Detonate|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.
  
'''{{Anchor|Complex Explosion}}:''' You may combine two detonate effects when using detonate, such as Burn Bright and Standard Detonate, or Pop and Burn Bright(a fun combination).
+
'''{{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 doubles for each size of the exploding object larger than tiny.
  
'''{{Anchor|Explosive Defense}}:''' You can use small explosions to disrupt attacks.  You gain a deflection modifier to AC equal to a fourth your class level.
+
'''{{Anchor|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.  
  
'''{{Anchor|Fireball}}:''' You can cast [[SRD:Fireball|Fireball]] at will with a caster level equal to your class level.
+
'''{{Anchor|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.
  
'''{{Anchor|Burn}}:''' You can rack an opponent in small explosions with a ranged touch attack (range of 60ft) , dealing 1d6 per 4 levels damage, no save.
+
'''{{Anchor|Kinetic Explosion}} {{Su}}:''' By 3rd level, a pyrotechnic's [[#Detonate|Detonate]] ability also knocks any creature that failed its Reflex save against any explosion produced by it prone.
  
'''{{Anchor|Chemical reaction}}:''' The Pyrotechnic can make any living thing of any size he touches explode as a standard action.  The person explodes.  Reflex save half.  The person is destroyed.  The object explodes dealing 1d6 plus 1d6 for every 2 levels fire within 20 feet.  This is not a death effect. Reflex save half.
+
'''{{Anchor|Piercing Blasts}} {{Sp}}:''' A 4th level pyrotechnic ignores fire resistance, and deals half fire damage to fire immune creatures.
  
'''{{Anchor|Sparkler}}:''' By surrounding an object in tiny explosions you can duplicate the effects of sustained force or violent thrust [[SRD:Telekinesis|telekinesis]].
+
'''{{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 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|Burn Bright]] (but see [[#Complex Explosion|Complex Explosion]] below).
  
'''{{Anchor|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.  
+
'''{{Anchor|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|Detonate]].
  
'''{{Anchor|Chain Reaction}}:''' Once a day you can use detonate to make it so that when an object is destroyed by detonate, it detonates itself using normal detonate (not chain detonate).
+
'''{{Anchor|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.
 +
 
 +
'''{{Anchor|Explosion Hop}} {{Su}}:''' At 7th level the pyrotechnic may use [[#Dimension Door|Dimension Door]] as a spell-like ability once every 1d4 rounds, but the max range per hop is 50 ft.
 +
 
 +
'''{{Anchor|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.
 +
 
 +
'''{{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).
 +
 
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'''{{Anchor|Master of Detonation}}{{Su}}:'''  At 9th level, You can now [[#Fly|Fly]] as per the spell by creating focus explosions around you.
 +
 
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'''{{Anchor|Exaplosion!!}} {{Su}}:''' A pyrotechnic of 10th level can apply the effect's of [[#Detonate|Detonate]] whenever he successfully hits with an [[#Explosive Strike|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).
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'''{{Anchor|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.
  
'''{{Anchor|Nuke}}:''' Once per day you can Chain Detonate every one within 20 feet.
 
 
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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.


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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 +