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
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
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 and 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.
Beginning at second level, the MDP may take mutations 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.).
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.
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.