PDA

View Full Version : GITP Creates a class! [BASE]



spikeof2010
2014-03-08, 07:39 PM
So, hey there GitP! I just got the greatest idea ever.

Let's all collaborate to make a class.

This is going to be a mess, isn't it?

First of all, first one to post gets to decide the BAB and Save table we use.

Mutant Dragon Pyromaniac

The class skills of the class are balance, climb, craft, heal, hide, intimidate, jump, knowledge (architecture and engineering), knowledge (dungeoneering), perform, sleight of hand, survival and use magic device.

Hit Die:D12
Skill Points: 6 + Int skill, ((6+int)x4 at first level)
Alignment: Any Non lawful.
The Mutant Dragon Pyromaniac falls upon failing to burn any lawful creatures upon discovering their alignment. However, this burning does not have to be in any way fatal or even cause significant injuries.


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+1

+0

+2

+2
Ninjas Can't Catch You If You're On Fire!, Claw Me Maybe


2nd

+2

+0

+3

+3
Mutations


3rd

+3

+1

+3

+3
Nuclear Cleric, Myozo's Revenge


4th

+4

+1

+4

+4
Draconian Scales


5th

+5

+1

+4

+4
Ninjas Can't Catch You If You're On Fire!, Nuclear Cleric, Full of Yourself


6th

+6/1

+2

+5

+5
Melting Gaze


7th

+7/2

+2

+5

+5
Nuclear Cleric


8th

+8/3

+2

+6

+6
Fire Rains from the Heavens


9th

+9/4

+3

+6

+6
Ninjas Can't Catch You If You're On Fire!,Everything Burns, Nuclear Cleric


10th

+10/5

+3

+7

+7
Full of Yourself


11th

+11/6/1

+3

+7

+7
Nuclear Cleric


12th

+12/7/2

+3

+8

+8
Melting Gaze,Fire Rains from the Heavens


13th

+13/8/3

+4

+8

+8
Ninjas Can't Catch You If You're On Fire!, Nuclear Cleric


14th

+14/9/4

+4

+9

+9



15th

+15/10/5

+4

+9

+9
Full of Yourself, Nuclear Cleric


16th

+16/11/6/1

+5

+10

+10
Fire Rains from the Heavens


17th

+17/12/7/2

+5

+10

+10
Ninjas Can't Catch You If You're On Fire!, Nuclear Cleric


18th

+18/13/8/3

+6

+11

+11
Melting Gaze


19th

+19/14/9/4

+6

+11

+11
Everything Burns, Nuclear Cleric


20th

+20/15/10/5

+6

+12

+12
Full of Yourself,Melting Gaze, Fire Rains from the Heavens



Claw Me Maybe A Mutant Dragon Pyromaniac gains claws. They do 1d6 damage, no matter what. They do an extra 1d6 of fire damage when on fire.

Ninjas Can't Catch You If You're On Fire! (Ex): It is the truth!

At 1st level, a <Class> may, as a Swift action, light themselves on fire. As long as they are lit on fire, they gain a +3 morale bonus to Dexterity checks and skill checks, as well as a +10' morale bonus to their base land speed. Finally, they gain Controlled Immolation as a bonus feat.

At 5th level, and every 4 levels, the fire damage inflicted by Controlled Immolation increases by 1d6, the bonus to Dexterity checks and skill checks increases by 3, and the bonus to base land speed increases by 10'.


Everything Burns (Su): Well... it does!

At 9th level, whenever a <Class> is on fire, any flammable object that touches them is lit on fire; if such an item is a magic item, it receives a Reflex save against a DC of 10 + 1/2 level to avoid combusting.

At 19th level, a <Class> may considers any object that has a hardness of 0 as being flammable.

Full of Yourself(Ex): At 5th level, and every 5 levels after, you are considered one size category larger.

Nuclear Cleric (Sp/Su):
The Mutant Dragon Pyromaniac may also use the Fire Domain and Radiation Subdomain (ported over from PF) spells as spell-like abilities 1/day when the cleric could use them, and may also use the domain powers. At every other level, his most powerful spells to be cast increase by one level.

Melting Gaze: Beginning at 6th level a Mutant Dragon Pyromancer may, as a standard action up to Charisma modifier times per day, gaze at one medium or smaller object and cause it to melt. Attended or magical objects are allowed a Fort save (DC 10 +1/2 MDP level + Cha modifier) to avoid melting. A creature wearing armor melted this way takes 2d6 fire damage per MDP level. Beginning at 12th level a MDP can use this ability on large objects, and at 18th level huge ones, and at 20th level gargantuan items.


Myozo's Revenge: Beginning at 3th level, a Mutant Dragon Pyromaniac explodes upon being reduced to -10 hit points or below. Every creature within 30ft of the place of death must face the the blast of rainbows and energy and kittens that blast forth from the Mutant Dragon Pyromaniac. They take 1d6 damage per damage type of every damage type in existence. Furthermore, the Mutant Dragon Pyromaniac can no longer be resurrected with anything less than True Resurrection, Wish or Miracle.

Draconian Scales: Once per day as a standard action your skin turns into Dragon Scales giving you a +4 to natural armor for the duration of an encounter.

Fire Rains from the Heavens: Once per day as an action which takes 1 round and requires concentration (treat as an 8th level spell for concentration DCs) a MDP can call down fire from the skies. This creates a rain of fire within an area up to 1 mile per MDP level in radius. This fiery rain deals 1d6 fire damage per round to anything open to the sky in the area, and anything which remains in the area for a full minute takes 1d6 fire damage which ignores energy resistance or hardness (not immunity). This rain of fire lasts for 1 hour per MDP level. Alternatively an MDP can use all their uses for 1 week to create a larger and longer lasting fire storm which deals double the damage in an area of up to 3 miles per 2 MDP levels, and lasts 1 day per 4 MDP levels.

Mutations: Beginning at second level, the MDP may take mutations (http://www.reocities.com/Area51/neptune/5963/mutations/mutationlist.htm) worth a total number of MP equal to half his MDP level, rounded down. He may also take drawbacks to increase this number up to double the normal, though he may not take the chem dependency, poisonous blood or cybernetic dependency drawbacks. The GM may rule that he cannot take Chaos Gifts.

The MDP may re-select his mutations and drawbacks by taking ten consecutive full round actions which provoke attacks of opportunity.

Zaydos
2014-03-08, 07:43 PM
All good saves and good BAB.

Jormengand
2014-03-08, 08:02 PM
Let's nab a d12 hit die while we're at it, shall we? Dragon chassis, to the fore!

Zelkon
2014-03-08, 08:19 PM
Class abilities include setting oneself on fire.

Amechra
2014-03-08, 08:43 PM
It must eventually be 12 stories tall and made of radiation.

Starting at level 12.

Oh, and:

Ninjas Can't Catch You If You're On Fire! (Ex): It is the truth!

At 1st level, a <Class> may, as a Swift action, light themselves on fire. As long as they are lit on fire, they gain a +3 morale bonus to Dexterity checks and skill checks, as well as a +10' morale bonus to their base land speed. Finally, they gain Controlled Immolation (http://dndtools.eu/feats/unearthed-arcana--90/controlled-immolation--423/) as a bonus feat.

At 5th level, and every 4 levels, the fire damage inflicted by Controlled Immolation increases by 1d6, the bonus to Dexterity checks and skill checks increases by 3, and the bonus to base land speed increases by 10'.

Erberor
2014-03-08, 08:46 PM
I say that there should be claws, except they can be used for two-weapon fighting and the damage dice scale.

Jormengand
2014-03-08, 08:49 PM
The class skills of the class are balance, climb, craft, heal, hide, intimidate, jump, knowledge (architecture and engineering), knowledge (dungeoneering), perform, sleight of hand, survival and use magic device.

Seerow
2014-03-08, 08:59 PM
I say that there should be claws, except they can be used for two-weapon fighting and the damage dice scale.


The class skills of the class are balance, climb, craft, heal, hide, intimidate, jump, knowledge (architecture and engineering), knowledge (dungeoneering), perform, sleight of hand, survival and use magic device.

This class uses their flaming claws to melt their way through dungeons. They ignore all hardness when attacking solid objects, and their claws deal double damage against walls/doors when they are on fire. Yes, even stone/metal/adamantine doors/walls.

Amechra
2014-03-08, 09:07 PM
Idea:

Everything Burns (Su): Well... it does!

At Xth level, whenever a <Class> is on fire, any flammable object that touches them is lit on fire; if such an item is a magic item, it receives a Reflex save against a DC of 10 + 1/2 level + ??? to avoid combusting.

At Yth level, a <Class> may considers any object that has a hardness of 0 as being flammable.

Hot Knife Through Stone (Ex): As long as they are on fire, a <Class> of Zth level reduces the Hardness of all objects by 5 for the purposes of their natural attacks and class features. At (Z + ?)th level, and every ? levels thereafter, this reduction is doubled.

Pyromancer999
2014-03-08, 09:22 PM
It must be able to eat people. And spells. With its claws.

Also should be able to jump 4000 feet and hypnotize people.

spikeof2010
2014-03-08, 09:23 PM
Updated OP. So we have a pyromaniac who ends up having an ability to grow to mega-sizes

Amechra
2014-03-08, 09:26 PM
They should have Good Fort (as was originally specified) and I think Everything Burns should come in at lower levels (everything is clustering at every-other odd level.)

Also, where's Hot Knife Through Stone?

Jormengand
2014-03-08, 09:27 PM
You are proficient in the fire poi and the torch, and nothing else.

Zaydos
2014-03-08, 09:27 PM
Keeping with the dragon chassis they should have 6 + Int skill points per level.

Jormengand
2014-03-08, 09:30 PM
The class is henceforth known as the Mutant Dragon Pyromaniac.

spikeof2010
2014-03-08, 09:33 PM
Fixed the FORT save and what should starting skill points be?

Seerow
2014-03-08, 09:34 PM
Fixed the FORT save and what should starting skill points be?

(6+int)x4




Also I think we're still missing the class features granting claw attacks and increased size.

Jormengand
2014-03-08, 09:36 PM
Fixed the FORT save and what should starting skill points be?
Keeping with the dragon chassis they should have 6 + Int skill points per level.
I'd say 24+4*INT would be a good number.

Also:
Nuclear Cleric (Sp/Su):
The Mutant Dragon Pyromaniac may also use the Fire Domain and Radiation Subdomain (ported over from PF) spells as spell-like abilities 1/day when the cleric could use them, and may also use the domain powers.

spikeof2010
2014-03-08, 09:38 PM
I'd say 24+4*INT would be a good number.

Also:
Nuclear Cleric (Sp/Su):
The Mutant Dragon Pyromaniac may also use the Fire Domain and Radiation Subdomain (ported over from PF) spells as spell-like abilities 1/day when the cleric could use them, and may also use the domain powers.

Christ, what level should this be?
EDIT: Any alignment restrictions?

Zaydos
2014-03-08, 09:41 PM
Christ, what level should this be?
EDIT: Any alignment restrictions?

1st, with 2nd level spells at 3rd, 3rd at 5th, 4th at 7th, 5th at 9th, 6th at 11th, 7th at 13th, 8th at 15th, and 9th at 17th.

Jormengand
2014-03-08, 09:44 PM
The Mutant Dragon Pyromaniac can be any nonlawful, and falls upon failing to burn any lawful creatures upon discovering their alignment. However, this burning does not have to be in any way fatal or even cause significant injuries.

spikeof2010
2014-03-08, 09:47 PM
I hope someone actually considers this to be a plausible class to play as one day. :U

Just to Browse
2014-03-08, 10:53 PM
Blessing of Bahamut (Ex): At level 2, a mutant dragon pyromaniac can roll a d20. If he rolls a 20, everyone at the table must be impressed. He can do this once per day, and gains an additional use per day every 4 levels thereafter (6, 10, 14, 18).

spikeof2010
2014-03-08, 11:22 PM
Blessing of Bahamut (Ex): At level 2, a mutant dragon pyromaniac can roll a d20. If he rolls a 20, everyone at the table must be impressed. He can do this once per day, and gains an additional use per day every 4 levels thereafter (6, 10, 14, 18).

What is the use of this.

Just to Browse
2014-03-08, 11:26 PM
There isn't one.

Erberor
2014-03-08, 11:44 PM
There isn't one.

An excellent reason!

needs to be able to breathe fire.

spikeof2010
2014-03-08, 11:49 PM
There isn't one.

Print it, sell it. Sold. Complete gold.

Zaydos
2014-03-08, 11:54 PM
Melting Gaze: Beginning at Xth level a Mutant Dragon Pyromancer may, as a standard action up to Charisma modifier times per day, gaze at one medium or smaller object and cause it to melt. Attended or magical objects are allowed a Fort save (DC 10 +1/2 MDP level + Cha modifier) to avoid melting. A creature wearing armor melted this way takes 2d6 fire damage per MDP level. Beginning at Yth level a MDP can use this ability on large objects, and at Zth level huge ones, and at 20th level gargantuan items.

spikeof2010
2014-03-09, 12:03 AM
Melting Gaze: Beginning at Xth level a Mutant Dragon Pyromancer may, as a standard action up to Charisma modifier times per day, gaze at one medium or smaller object and cause it to melt. Attended or magical objects are allowed a Fort save (DC 10 +1/2 MDP level + Cha modifier) to avoid melting. A creature wearing armor melted this way takes 2d6 fire damage per MDP level. Beginning at Yth level a MDP can use this ability on large objects, and at Zth level huge ones, and at 20th level gargantuan items.
Added.

Any idea where to add the Mutant part in?

Passive Pete
2014-03-09, 12:27 AM
*rubs hands together, cackles like a maniac*

Myozo's Revenge: Beginning at Xth level, a Mutant Dragon Pyromaniac explodes upon being reduced to -10 hit points or below. Every creature within 30ft of the place of death must face the the blast of rainbows and energy and kittens that blast forth from the Mutant Dragon Pyromaniac. They take 1d6 damage per damage type of every damage type in existence. Furthermore, the Mutant Dragon Pyromaniac can no longer be resurrected.

In addition, change the class name to Combustable Mutant Dragon Pyromaniac.

spikeof2010
2014-03-09, 01:19 AM
*rubs hands together, cackles like a maniac*

Myozo's Revenge: Beginning at Xth level, a Mutant Dragon Pyromaniac explodes upon being reduced to -10 hit points or below. Every creature within 30ft of the place of death must face the the blast of rainbows and energy and kittens that blast forth from the Mutant Dragon Pyromaniac. They take 1d6 damage per damage type of every damage type in existence. Furthermore, the Mutant Dragon Pyromaniac can no longer be resurrected.

In addition, change the class name to Combustable Mutant Dragon Pyromaniac.

Tweaked a bit, and I think the Combustable part is a bit too much. MDP seems fine at the moment.

Fyermind
2014-03-09, 03:44 AM
I may have two abilities to fill up a few dead levels, but I'm not quite sure what the second one should do...

One Hot Body: At level 2, any non-reach melee attack against the MDP results in the attacker taking 1d6 points of fire damage. Every four levels thereafter, this damage increases by 1d6 (2d6 at 6th, 3d6 at 10th, 4d6 at 14th, etc.).

Radiant Smile: Starting at 8th level, whenever a MDP shows it's teeth, all creatures within a 5' cone in the direction the MDP is facing are exposed to radiation.

What should radiation do?

spikeof2010
2014-03-09, 04:15 AM
I may have two abilities to fill up a few dead levels, but I'm not quite sure what the second one should do...

One Hot Body: At level 2, any non-reach melee attack against the MDP results in the attacker taking 1d6 points of fire damage. Every four levels thereafter, this damage increases by 1d6 (2d6 at 6th, 3d6 at 10th, 4d6 at 14th, etc.).

Radiant Smile: Starting at 8th level, whenever a MDP shows it's teeth, all creatures within a 5' cone in the direction the MDP is facing are exposed to radiation.

What should radiation do?

Quick, someone write a subsystem similar to the taint system

Jormengand
2014-03-09, 07:21 AM
Quick, someone write a subsystem similar to the taint system

Nah, just nab the PF rules for it:

Any creature that passes within 5 feet of you must succeed at a Will save (DC equal to 10 + 1/2 your MDP level + your Charisma modifier) or become sickened. You're immune to this object's effect.

I should point out that the saves from Nuclear Cleric should also be CHA-based, just because the class's only other feature with a save DC is.

Zelkon
2014-03-09, 12:11 PM
Rebirth of the Mutant Dragon Phoenix: Whenever a Mutant Dragon Pyromaniac activates his Myozo's Revenge ability, he is reborn as a phoenix for 24 hours. If he is not resurrected in this time, he dies permanently, his soul immolated.

Zaydos
2014-03-09, 12:28 PM
Fire Rains from the Heavens: Once per day as an action which takes 1 round and requires concentration (treat as an 8th level spell for concentration DCs) a MDP can call down fire from the skies. This creates a rain of fire within an area up to 1 mile per MDP level in radius. This fiery rain deals 1d6 fire damage per round to anything open to the sky in the area, and anything which remains in the area for a full minute takes 1d6 fire damage which ignores energy resistance or hardness (not immunity). This rain of fire lasts for 1 hour per MDP level. Alternatively an MDP can use all their uses for 1 week to create a larger and longer lasting fire storm which deals double the damage in an area of up to 3 miles per 2 MDP levels, and lasts 1 day per 4 MDP levels.

Hellbred_Bard
2014-03-09, 03:15 PM
Counter Song at level 1.... Because

Ra_Va
2014-03-09, 03:24 PM
Draconian Scales: Once per day as a standard action your skin turns into Dragon Scales giving you a +4 to natural armor for the duration of an encounter.

(4th Level?)

Jormengand
2014-03-09, 03:49 PM
Mutations: Beginning at second level, the MDP may take mutations (http://www.reocities.com/Area51/neptune/5963/mutations/mutationlist.htm) worth a total number of MP equal to half his MDP level, rounded down. He may also take drawbacks to increase this number up to double the normal, though he may not take the chem dependency, poisonous blood or cybernetic dependency drawbacks. The GM may rule that he cannot take Chaos Gifts.

The MDP may re-select his mutations and drawbacks by taking ten consecutive full round actions which provoke attacks of opportunity.

XionUnborn01
2014-03-10, 11:08 AM
Mutation! (ex): MDP grows a tail that gives them a +4 bonus on balance checks.

Tail Slap: Attack with your tail doing 1d12+1-1/2 str damage as a secondary natural attack.

Mavakith
2014-03-10, 11:53 AM
Mutant Dragon Pyromaniac..

Sounds like a flaming Godzilla to me..

XD

spikeof2010
2014-03-13, 07:25 PM
Thread Bump, I summon thee.

Zaydos
2014-03-13, 07:28 PM
For Level 14:
Melt Ninjas (Su): As a standard action a MDP may radiate a wave of heat in all directions. All creatures within 10-ft of the MDP take 1d4 damage per MDP level, Fortitude save halves. Because Ninjas have Evasion but not Mettle.

Also wasn't their Fort save supposed to be Good instead of Bad?

1pwny
2014-04-19, 05:35 PM
This (Eren) is on Fire! For a number of rounds equal to his Constitution modifier per day, an MDP may go into Heat Mode. While in Heat Mode, running is at 6x Base Land Speed. Also, all attacks do 2d8 Heat damage. Not Fire damage, Heat damage.

(reference to this (https://www.youtube.com/watch?v=CQa0tOCmHWE), which is a parody of Attack on Titan)

Weikel
2014-04-28, 05:03 PM
It seems like this needs some sort of fire resistance or immunity.

Durazno
2014-04-28, 08:12 PM
I propose that Melt Ninjas do bonus damage to creatures that are trying to grapple you. Say... +1 per MDP level?

Jormengand
2014-04-30, 02:04 PM
Let's clean this up a bit, and add a few suggested things. And a proper capstone. We need a proper capstone.

Mutant Dragon Pyromaniac
Alignment
Any nonlawful
Hit Die
d12
Class Skills
The Mutant Dragon Pyromaniac's class skills (and the key ability score for each skill) are balance (Dex), climb (Str), craft (Int), heal (Wis), hide (Dex), intimidate (Cha), jump (Str), knowledge (architecture and engineering) (Int), knowledge (dungeoneering) (Int), perform (Cha), sleight of hand (Dex), survival (Wis) and use magic device (Cha).
Skill Points at 1st level
(6+Int modifier) x4
Skill Points at Each Additional Level
6 + Int modifier.


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+1

+2

+2

+2
Ninjas Can't Catch You If You're On Fire!, Claw Me Maybe, Weikel's Legacy


2nd

+2

+3

+3

+3
Mutations, This Mutant Dragon Pyromaniac is On Fire!, One Hot Body


3rd

+3

+3

+3

+3
Nuclear Cleric, Myozo's Revenge


4th

+4

+4

+4

+4
Draconian Scales


5th

+5

+4

+4

+4
Ninjas Can't Catch You If You're On Fire!, Nuclear Cleric, Full of Yourself


6th

+6/1

+5

+5

+5
Melting Gaze


7th

+7/2

+5

+5

+5
Nuclear Cleric


8th

+8/3

+6

+6

+6
Fire Rains from the Heavens


9th

+9/4

+6

+6

+6
Ninjas Can't Catch You If You're On Fire!,Everything Burns, Nuclear Cleric


10th

+10/5

+7

+7

+7
Full of Yourself


11th

+11/6/1

+7

+7

+7
Nuclear Cleric


12th

+12/7/2

+8

+8

+8
Melting Gaze,Fire Rains from the Heavens


13th

+13/8/3

+8

+8

+8
Ninjas Can't Catch You If You're On Fire!, Nuclear Cleric


14th

+14/9/4

+9

+9

+9
Melt Ninjas, One Hot Body


15th

+15/10/5

+9

+9

+9
Full of Yourself, Nuclear Cleric, Weikel's Mastery


16th

+16/11/6/1

+10

+10

+10
Fire Rains from the Heavens


17th

+17/12/7/2

+10

+10

+10
Ninjas Can't Catch You If You're On Fire!, Nuclear Cleric


18th

+18/13/8/3

+11

+11

+11
Melting Gaze, One Hot Body


19th

+19/14/9/4

+11

+11

+11
Everything Burns, Nuclear Cleric


20th

+20/15/10/5

+12

+12

+12
Full of Yourself,Melting Gaze, Fire Rains from the Heavens, ICBMDP



Class Features

All the following are class features of the Mutant Dragon Pyromaniac.

Weapon and Armour Proficiency

The Mutant Dragon Pyromaniac is proficient with the Fire Poi and the Torch. He is not proficient with any type of armour or shield.

Claw Me Maybe

A Mutant Dragon Pyromaniac gains claws at first level. They do 1d6 damage, regardless of size category. They do an extra 1d6 of fire damage when on fire.

Weikel's Legacy (Ex)

A Mutant Dragon Pyromaniac gains fire resistance equal to five times his Mutant Dragon Pyromaniac level.

Ninjas Can't Catch You If You're On Fire! (Ex)

It's the truth!

At 1st level, a Mutant Dragon Pyromaniac may, as a Swift action, light himself on fire. As long as he is lit on fire, he gains a +3 morale bonus to Dexterity checks and skill checks, as well as a +10' morale bonus to his base land speed. Finally, he gains Controlled Immolation as a bonus feat.

At 5th level, and every 4 levels, the fire damage inflicted by Controlled Immolation increases by 1d6, the bonus to Dexterity checks and skill checks increases by 3, and the bonus to base land speed increases by 10'.

Nuclear Cleric (Sp/Su)

The Mutant Dragon Pyromaniac may use the Fire Domain (http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/fire-domain) and Radiation Subdomain (http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/earth-domain/radiation-subdomain) spells as spell-like abilities 1/day when the cleric could use them, and may also use the domain powers. The save DCs are altered so as to be charisma-based. At every other level, his most powerful spells to be cast increase by one level.

Mutations (Ex)

Beginning at second level, the MDP may take mutations (http://www.reocities.com/Area51/neptune/5963/mutations/mutationlist.htm) worth a total number of MP equal to half his MDP level, rounded down. He may also take drawbacks to increase this number up to double the normal, though he may not take the chem dependency, poisonous blood or cybernetic dependency drawbacks. The GM may rule that he cannot take Chaos Gifts.

The MDP may re-select his mutations and drawbacks by taking ten consecutive full round actions which provoke attacks of opportunity.

This Mutant Dragon Pyromaniac is On Fire! (Ex)

From second level, a Mutant Dragon Pyromaniac may go into Heat Mode for a number of rounds per day equal to his Constitution modifier. While in Heat Mode, the Mutant Dragon Pyromaniac runs at six times his Base Land Speed instead of four. All attacks made by the Mutant Dragon Pyromaniac in Heat Mode do 2d8 Heat damage. Nothing is resistant to Heat damage. Don't even try it.

One Hot Body (Ex)

From second level, any melee attack (Except those made with Reach weapons) made against the Mutant Dragon Pyromaniac results in the attacker taking 1d6 points of fire damage. Every four levels thereafter, this damage increases by 1d6 (2d6 at 6th, 3d6 at 10th, 4d6 at 14th, etc.).

Myozo's Revenge

Beginning at 3th level, a Mutant Dragon Pyromaniac may choose to explode upon death. Every creature within 30ft of the place of death must face the the blast of rainbows and energy and kittens that blast forth from the Mutant Dragon Pyromaniac. They take 1d6 damage of each of bludgeoning, slashing, piercing fire, electricity, acid, cold and sonic, plus 1d6 more for each 8 Mutant Dragon Pyromaniac levels after third. However, if he does so the Mutant Dragon Pyromaniac cannot be resurrected with anything less than True Resurrection, Wish or Miracle.

Draconian Scales (Su)

From fourth level, once per day as a standard action the Mutant Dragon Pyromaniac can turn his skin into dragon scales, giving him a +4 to natural armor for the duration of an encounter.

Full of Yourself (Ex)

At 5th level, and every 5 levels after, the Mutant Dragon Pyromaniac is considered one size category larger for all purposes.

Melting Gaze (Su)

Beginning at 6th level a Mutant Dragon Pyromaniac may, as a standard action up to Charisma modifier times per day, gaze at one medium or smaller object and cause it to melt. Attended or magical objects are allowed a Fortitude save (DC 10 +1/2 the Mutant Dragon Pyromaniac's class levels + the Mutant Dragon Pyromaniac's Charisma modifier) to avoid melting. A creature wearing armor melted this way takes 2d6 fire damage per Mutant Dragon Pyromaniac level. Beginning at 12th level a Mutant Dragon Pyromaniac can use this ability on large objects, and at 18th level huge ones, and at 20th level gargantuan items.

Fire Rains from the Heavens: Once per day as a full-round action, until the Mutant Dragon Pyromaniac stops concentration (treat as an 8th level spell for concentration DCs) a Mutant Dragon Pyromaniac can call down fire from the skies. This creates a rain of fire within an area up to 1 mile per Mutant Dragon Pyromaniac level in radius. This fiery rain deals 1d6 fire damage per round to anything open to the sky in the area, and anything which remains in the area for a full minute takes 1d6 fire damage which ignores energy resistance (but not immunity) or hardness. This rain of fire lasts for up to 1 hour per Mutant Dragon Pyromaniac level. Alternatively, a Mutant Dragon Pyromaniac can use all his uses for 1 week to create a larger and longer lasting fire storm which deals double the damage in an area of up to 3 miles per 2 Mutant Dragon Pyromaniac levels, and lasts up to 1 day per 4 Mutant Dragon Pyromaniac levels.

Everything Burns (Su)

Well... it does!

At 9th level, whenever a Mutant Dragon Pyromaniac is on fire, any flammable object that touches him is lit on fire; if such an item is a magic item, it receives a Reflex save (DC 10 +1/2 the Mutant Dragon Pyromaniac's class levels + the Mutant Dragon Pyromaniac's Charisma modifier) to avoid combustion.

At 19th level, a Mutant Dragon Pyromaniac may consider any object that has a hardness of 0 as being flammable.

Melt Ninjas (Su)

From 14th level, as a standard action a Mutant Dragon Pyromaniac may radiate a wave of heat in all directions. All creatures within 10-ft of the Mutant Dragon Pyromaniac take 1d4 damage per Mutant Dragon Pyromaniac level, plus one additional point of damage Mutant Dragon Pyromaniac level if they are grappling the Mutant Dragon Pyromaniac. They may take a Fortitude save (DC 10 +1/2 the Mutant Dragon Pyromaniac's class levels + the Mutant Dragon Pyromaniac's Charisma modifier) for half damage (Because Ninjas have Evasion, but not Mettle.)

Weikel's Mastery (Ex)

From fifteenth level, a Mutant Dragon Pyromaniac is immune to fire.

ICBMDP (Su)

At 20th level, the Mutant Dragon Pyromaniac may nuke something using his own body once per day as a full-round action. This functions as follows:

The Mutant Dragon Pyromaniac launches himself into the air, and smashes into his intended target (Which needn't even be on the same plane) 1d3 rounds later. Then, everything within 20 miles takes 20d6 fire damage and 12d6 force damage. Anything in a distance of 20-40 miles takes 15d6 fire and 9d6 force, everything within 60 miles but not within 40 takes 10d6 fire and 6d6 force, and anything from 60-80 miles away takes 5d6 fire and 3d6 force.

All creatures within 50 miles contract radiation sickness (Onset 3d6 minutes, Frequency 1/minute, save fortitude DC 24, causes 1d3 Str and Con damage, cure 6 consecutive saves), while those further than 50 miles away but within 200 miles contract a weaker version (Onset 1d3 days, Frequency 1/day, save fortitude DC 15, causes 1d3 Str and Con damage, cure 3 consecutive saves). The Mutant Dragon Pyromaniac takes no damage himself, and does not contract radiation sickness.

Code of Conduct
The Mutant Dragon Pyromaniac falls upon failing to burn any lawful creatures upon discovering their alignment. However, this burning does not have to be in any way fatal, or even cause significant injuries. He also falls if his own alignment ever becomes lawful.

Fallen Mutant Dragon Pyromaniacs lose all class features except for their weapon proficiencies. They must atone by burning at least three different lawful creatures, after regaining their nonlawful status if necessary.

sengmeng
2014-04-30, 02:53 PM
I propose the class ability for raining fire be renamed "I Set Fire to the Rain"

And it has to have favored enemy (Darkness)

Mousedigits
2014-05-01, 07:39 PM
Fluff suggestion: The MDP sees everything as if it were a fun, happy sugar land of joy. For instance, if he, say, lit a person on fire and they burned to death, he sees himself throwing confetti on people and they are rolling on the floor in laughter.
Also, no-one may know the MDP's gender.