Chainsaw Hobbit
2011-07-04, 10:35 PM
PYROMANIC
"I like to watch things BURN!"
- Grint, Kobold Pyromaniac
Fire is a destructive force that ruins, consumes, and defaces everything in its path. It exists only to destroy and devour, extinguishing life and toppling mighty creations. It is hard to control, dangerous, and quite painful to work with. No wonder it is so popular amongst teenagers.
Pyromaniacs are those who take the use of fire to a whole new level. They greatly enjoy wielding it for personal gain, for a cause, and even just for fun. If fire doesn't fix it, they want nothing to do with it.
They have to ability to conjure white blades of fire which they use to cut down their foes. They can also summon great masses of the stuff which they can use to wreck everything in their path. As they begin to master the art, they gain whole new abilities such as the power to surround themselves in a swirling cloud of flame.
REQUIREMENTS
Ability to cast 3rd level arcane spells
Base Attack Bonus +3
Ability to cast at least two spells that deal fire damage
Hit Die: d8
Skill Points Per Level: 4 + Int Modifier
Class Skills (D&D 3.5): Jump, Climb, Tumble, Intimidate, Concentration, Spellcraft, Knowledge (Arcana)
Class Skills (Pathfinder): Climb, Acrobatics, Intimidate, Spellcraft, Knowledge (Arcana)
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spellcasting
1st|
+1|
+2|
+2|
+0|Flame Blast 4d6, Flame Blade, Fire Resistance 10|
2nd|
+2|
+3|
+3|
+0|Draining Heat|+1 level of existing arcane spellcasting class
3rd|
+3|
+3|
+3|
+1|Flame Blast 5d6, Scalding Air|+1 level of existing arcane spellcasting class
4th|
+4|
+4|
+4|
+1|Flame Blade +1, Burn Everything|
5th|
+5|
+4|
+4|
+1|Flame Blast 6d6, Crippling Flame Blade, Fire Resistance 15|+1 level of existing arcane spellcasting class
6th|
+6/+1|
+5|
+5|
+2|Ignite Foe|+1 level of existing arcane spellcasting class
7th|
+7/+2|
+5|
+6|
+2|Flame Blade +2, Flame Blast 7d6, Swirling Fire|
8th|
+8/+3|
+6|
+6|
+2|Burning Wound|+1 level of existing arcane spellcasting class
9th|
+9/+4|
+6|
+7|
+3|Flame Blast 8d6, Fwacoom|+1 level of existing arcane spellcasting class
10th|
+10/+5|
+7|
+x|
+3|Flame Blade +3, Burn the Masses, Fire Resistance 20|[/table]
Fire Resistance (SU)
At 1st level, you reduce all fire damage you take by 10 points. The resistance increases to 15 at 5th level, and 20 at 10th level.
Flame Blade (SP)
At any time, you can conjure a blade of fire that can only be wielded by you, acts like a scimitar, and deals fire damage on a successful hit. You can dismiss the weapon whenever you like, and can only have one in existence at any time. At 4th level, the blade gains a +1 bonus to attack rolls and damage rolls. The bonus increases to +2 at 7th level, and +3 at 10th level.
Flame Blast (SP)
At 1st level, you gain an ability that allows you to make a ranged touch attack with a 30 foot range. On a hit, the target takes 4d6 fire damage. This power requires a standard action, and can be done as many time per day as you like. You add an extra d6 to the damage roll at every odd-numbered level above first.
Draining Heat (SU)
At 2nd level, whenever you score a critical hit with your flame blast, the target takes 1 point of Strength damage, and 1 point of Constitution damage. They must have taken at least 1 point of damage from the attack for this effect to function.
Scalding Air (SP)
At 3rd level, you gain the ability to push your foes back with superheated air three times per day. It is a ranged touch attack that requires no action and has a range of 10 feet. On a hit, the target is pushed back 15 feet and takes 2d10 fire damage. They can make a saving throw with a DC of 20 + your highest ability modifier to avoid being pushed back.
You can also use this power to deflect missile weapons. After the ranged attack roll is made, you can spend a free action to make a ranged touch attack of your own. If your roll exceeds that of the attacker, the arrow or other projectile is averted.
Burn Everything (SU)
At 4th level, whenever you use a spell that deals fire damage and targets multiple creatures, all creatures damaged by the spell take an amount of fire damage equal to half the damage they took from the spell the next round.
Crippling Flame Blade (SU)
Whenever you roll a natural 20 on an attack with your flame blade, the unlucky target takes 1d4 points of Constitution damage.
Ignite Foe (SU)
Five times per day, after hitting with your flame blade, you can choose to ignite the target. When ignited, a creature takes 2d10 fire damage at the start of your turn for 1d4 rounds.
Swirling Fire (SP)
Once per day, as a full-round action, you can surround yourself in a 10-foot aura of swirling fire that lasts for 2d4 rounds. At the start of your turn, all creatures within the aura takes 6d6 fire damage. This damage can be halved with a successful reflex save.
Burning Wound (SU)
Whenever you are hit be a melee attack, the attacker must make a reflex save to avoid taking 2d6 fire damage. Flaming blood erupts from your injury and scorches your foe.
Fwacoom (SU)
When you cast a spell that deals fire damage, for each creature effected, the spell does an extra 5 damage to each target. This effect can not increase the damage to any target by any more than 15.
Burn the Masses
When you start your turn, each enemy within 15 feet must make a reflex with a DC equal to 20 + your highest ability modifier save to avoid taking 1d12 fore damage.You can suppress this power if you like, and you have to actively perceive a creature before it can by damaged by this effect.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
For those of you who like to skim, I made a list of things the PrC gets that makes it awesome:
D8 hit die.
Full BAB.
A fire-based melee attack that functions as a scimitar and constantly gets better.
An at-will ranged touch attack that deals fire damage and constantly gets better.
Lots of powers that juice up fire attacks.
A couple of all-new fire attacks that are quite nasty, but can only be accessed at higher levels.
Good Fortitude and Reflex saves.
Average skill points.
Decent class skills.
Pretty easy entry requirements.
It was originally designed to be tier 3, but turned out closer to tier 2.
"I like to watch things BURN!"
- Grint, Kobold Pyromaniac
Fire is a destructive force that ruins, consumes, and defaces everything in its path. It exists only to destroy and devour, extinguishing life and toppling mighty creations. It is hard to control, dangerous, and quite painful to work with. No wonder it is so popular amongst teenagers.
Pyromaniacs are those who take the use of fire to a whole new level. They greatly enjoy wielding it for personal gain, for a cause, and even just for fun. If fire doesn't fix it, they want nothing to do with it.
They have to ability to conjure white blades of fire which they use to cut down their foes. They can also summon great masses of the stuff which they can use to wreck everything in their path. As they begin to master the art, they gain whole new abilities such as the power to surround themselves in a swirling cloud of flame.
REQUIREMENTS
Ability to cast 3rd level arcane spells
Base Attack Bonus +3
Ability to cast at least two spells that deal fire damage
Hit Die: d8
Skill Points Per Level: 4 + Int Modifier
Class Skills (D&D 3.5): Jump, Climb, Tumble, Intimidate, Concentration, Spellcraft, Knowledge (Arcana)
Class Skills (Pathfinder): Climb, Acrobatics, Intimidate, Spellcraft, Knowledge (Arcana)
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spellcasting
1st|
+1|
+2|
+2|
+0|Flame Blast 4d6, Flame Blade, Fire Resistance 10|
2nd|
+2|
+3|
+3|
+0|Draining Heat|+1 level of existing arcane spellcasting class
3rd|
+3|
+3|
+3|
+1|Flame Blast 5d6, Scalding Air|+1 level of existing arcane spellcasting class
4th|
+4|
+4|
+4|
+1|Flame Blade +1, Burn Everything|
5th|
+5|
+4|
+4|
+1|Flame Blast 6d6, Crippling Flame Blade, Fire Resistance 15|+1 level of existing arcane spellcasting class
6th|
+6/+1|
+5|
+5|
+2|Ignite Foe|+1 level of existing arcane spellcasting class
7th|
+7/+2|
+5|
+6|
+2|Flame Blade +2, Flame Blast 7d6, Swirling Fire|
8th|
+8/+3|
+6|
+6|
+2|Burning Wound|+1 level of existing arcane spellcasting class
9th|
+9/+4|
+6|
+7|
+3|Flame Blast 8d6, Fwacoom|+1 level of existing arcane spellcasting class
10th|
+10/+5|
+7|
+x|
+3|Flame Blade +3, Burn the Masses, Fire Resistance 20|[/table]
Fire Resistance (SU)
At 1st level, you reduce all fire damage you take by 10 points. The resistance increases to 15 at 5th level, and 20 at 10th level.
Flame Blade (SP)
At any time, you can conjure a blade of fire that can only be wielded by you, acts like a scimitar, and deals fire damage on a successful hit. You can dismiss the weapon whenever you like, and can only have one in existence at any time. At 4th level, the blade gains a +1 bonus to attack rolls and damage rolls. The bonus increases to +2 at 7th level, and +3 at 10th level.
Flame Blast (SP)
At 1st level, you gain an ability that allows you to make a ranged touch attack with a 30 foot range. On a hit, the target takes 4d6 fire damage. This power requires a standard action, and can be done as many time per day as you like. You add an extra d6 to the damage roll at every odd-numbered level above first.
Draining Heat (SU)
At 2nd level, whenever you score a critical hit with your flame blast, the target takes 1 point of Strength damage, and 1 point of Constitution damage. They must have taken at least 1 point of damage from the attack for this effect to function.
Scalding Air (SP)
At 3rd level, you gain the ability to push your foes back with superheated air three times per day. It is a ranged touch attack that requires no action and has a range of 10 feet. On a hit, the target is pushed back 15 feet and takes 2d10 fire damage. They can make a saving throw with a DC of 20 + your highest ability modifier to avoid being pushed back.
You can also use this power to deflect missile weapons. After the ranged attack roll is made, you can spend a free action to make a ranged touch attack of your own. If your roll exceeds that of the attacker, the arrow or other projectile is averted.
Burn Everything (SU)
At 4th level, whenever you use a spell that deals fire damage and targets multiple creatures, all creatures damaged by the spell take an amount of fire damage equal to half the damage they took from the spell the next round.
Crippling Flame Blade (SU)
Whenever you roll a natural 20 on an attack with your flame blade, the unlucky target takes 1d4 points of Constitution damage.
Ignite Foe (SU)
Five times per day, after hitting with your flame blade, you can choose to ignite the target. When ignited, a creature takes 2d10 fire damage at the start of your turn for 1d4 rounds.
Swirling Fire (SP)
Once per day, as a full-round action, you can surround yourself in a 10-foot aura of swirling fire that lasts for 2d4 rounds. At the start of your turn, all creatures within the aura takes 6d6 fire damage. This damage can be halved with a successful reflex save.
Burning Wound (SU)
Whenever you are hit be a melee attack, the attacker must make a reflex save to avoid taking 2d6 fire damage. Flaming blood erupts from your injury and scorches your foe.
Fwacoom (SU)
When you cast a spell that deals fire damage, for each creature effected, the spell does an extra 5 damage to each target. This effect can not increase the damage to any target by any more than 15.
Burn the Masses
When you start your turn, each enemy within 15 feet must make a reflex with a DC equal to 20 + your highest ability modifier save to avoid taking 1d12 fore damage.You can suppress this power if you like, and you have to actively perceive a creature before it can by damaged by this effect.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
For those of you who like to skim, I made a list of things the PrC gets that makes it awesome:
D8 hit die.
Full BAB.
A fire-based melee attack that functions as a scimitar and constantly gets better.
An at-will ranged touch attack that deals fire damage and constantly gets better.
Lots of powers that juice up fire attacks.
A couple of all-new fire attacks that are quite nasty, but can only be accessed at higher levels.
Good Fortitude and Reflex saves.
Average skill points.
Decent class skills.
Pretty easy entry requirements.
It was originally designed to be tier 3, but turned out closer to tier 2.