Pyrotechnic (3.5e Class)
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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 governs saves
Races: Pyrotechnics can be found among all races.
Alignment: All alignments exist among pyrotechnics.
Starting Gold: 4d4x10 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. 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.
Detonate (Su): A pyrotechnic can make any inanimate object of Tiny size he touches explode as a standard 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, using the rules for throwing splash weapons.
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 Unarmed 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 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).
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.
Burn Bright: 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.
Shape Flame: By 2nd level, a pyrotechnic may make any fire from any of its abilities take the form of a silent image, except that it always appears to be comprised of flames. The colour of these flames can be anything the pyrotechnic can visually perceive.
Focused Explosion: When using their Detonate ability, a 2nd level pyrotechnic can make it detonate in a 30ft cone instead of a sphere.
Combustion: 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: 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: A pyrotechnic may cast the fireworks version of SRD:Pyrotechnics at will.
Ranged Detonate: 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.
Explosive Defense: 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).
Pop: A 5th level pyrotechnic using their Detonate ability can cause an exploding object to make a deafening sound. 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: A pyrotechnic can cast Fireball at will with a caster level equal to his class level.
Spectacular Display: Whenever a 6th level pyrotechnic uses their Fireworks ability, anybody who succeeds at the save is fascinated for one round.
Burn: 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.
Complex Explosion: 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: 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.
Distracting Aura: From 11th level, a pyrotechnic can fill their immediate area with an array of flashing lights and explosions. Any 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.
Chemical Reaction: 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 as a standard action. 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.
Sparkler: By surrounding an object in tiny explosions a pyrotechnic can duplicate the effects of sustained force or violent thrust telekinesis.
Chain Reaction: 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: Once per day a pyrotechnic can Chain Detonate everyone within 20 feet.
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 | Understatement: This person likes to blow things up. + |
Title | Pyrotechnic + |
Will Save Progression | Good + |