Pyrotechnic (3.5e Class)
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The Pyrotechnic
Some people are really into fire. They can waste hours siting 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: Intelligence 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 + Int.
Detonate (Su): The 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 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.
Explosive Unarmed Strike (Su): You gain the Improved Unarmed Strike as a bonus feat. Your unarmed attack do 1d6 additional fire damage. This increases by 1d6 every 4 levels.
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 doubles.
Burn Bright: Instead of making an object explode and deal damage, you may make it release a blinding flash of light, Blinding everyone withing 20ft. Will save negates.
Shape Flame: You 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.
Combustion: You can create small explosions beneath your feet (Damage less than your fire resistance). You gain a Jump Speed equal to your base land speed.
Kinetic Explosion: Your detonate power now knocks prone everyone who fails the reflex save.
Fireworks: You 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 you use Fireworks anybody who succeeds at the save is fascinated for one round.
Complex Explosion: You 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: You can use small explosions to disrupt attacks. You gain a deflection modifier to AC equal to a fourth your class level.
Fireball: You can cast Fireball at will with a caster level equal to your class level.
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.
Focused Explosion: When detonating an object you may make it detonate in a 30ft cone instead of a sphere.
Chemical reaction: The Pyrotechnic can make any living thing of any size he succeeds at a melee release an explosion of energy as a standard action. Reflex save Negates. The person explodes dealing 1d6 plus 1d6 for every 2 levels fire within 20 feet. The target person takes maximum damage. This is not a death effect. Reflex save half.
Sparkler: By surrounding an object in tiny explosions you 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 you can use detonate to make it so that when the largest 5 objects of tiny or larger is destroyed by detonate, it detonates itself using normal detonate (not chain detonate).
Nuke: Once per day you 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 | Under Statement: This person likes to blow things up. + |
Title | Pyrotechnic + |
Will Save Progression | Good + |