Pyromaniac (3.5e Class)

Pyromaniac
Fire, the most primal of elements, both there and not, energy and source of heat, life, and death alike, fire is a complex thing. For some fire is a fearful thing, for others it is useful and a symbol of progress. For pyromaniacs, they have fallen in love with fire, perhaps beyond what is healthy. They've honed their magical abilities and focused it on one thing and one thing alone: to bring their beautiful flame to all things.

Making a Pyromaniac
Abilities: While not spellcasters in the traditional sense, they are still magic users who use their strong, and often fiery personalities to control their element of choice. Charisma controls their supernatural powers spell DCs, while Dexterity helps them aim their burning blasts and survive with little more than light armor. Constitution is important for any build and Intelligence will help with their selection of skills. Strength helps those who wish to take advantage of their medium BAB. Wisdom is least important, though many would argue that they'd wish pyromaniacs were wiser in what they decide to set aflame.

Races: Any.

Alignment: Any, though most strongly favor chaotic alignments.

Starting Gold: 5d4&times;10 gp (125 gp).

Starting Age: As fighter.

Class Features
All of the following are class features of the Pyromaniac.

Weapon and Armor Proficiency: A pyromaniac is proficient with all simple weapons, plus all martial axes, all martial hammers, shurikens, and whip. Pyromaniacs are proficient with light armor and shields (except tower shields). Although the pyromaniac uses spell-like abilities, they are effected with arcane spell failure if wearing anything more than light armor. A pyromaniac wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure. A multiclass pyromaniac still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Ignan is a free language for a pyromaniac; that is, he knows it in addition to his regular allotment of languages and it doesn’t take up a language slot.

' :''' As a standard action the pyromaniac can launch a bolt of flame which deals 1d6 points of fire damage per class level as a ranged touch attack. The bolts have a range increment of 60 feet. Spell resistance applies to each bolt seperately. Fire Bolt counts as eldritch blast for the purpose of pre-requisites.

This does not grant additional spells, maneuvers, or powers known. In addition all fire spells and powers are considered to be on your your class list for the purpose of activating magic items such as wands.

 : A pyromaniac does not survive his mania without being resistant to it. The pyromaniac gains fire resistance equal to his class level x3.

He may use these ignitions at will, though he must still pay any relavent gold and experience costs and they are affected by arcane spell failure in medium and heavy armor and with shields. Ignitions do not provoke attacks of opportunity. Ignitions come in three types: shapes which alter the shape and spread of his firebolt class feature, essences which augment his firebolt feature with a rider effect, and ignitions which duplicate spells or have other, sometimes longstanding effects.

At 1st level, he can select one ignition known, and an additional ignition at 2nd and every odd level. At first he may only select from least ignitions. At level 7 you may select from least or lesser ignitions. At level 13 you may select from least, lesser, or greater ignitions. Finally at level 19th and beyond, you may select from least, lesser, greater, or final ignitions. At every even level, you may choose to switch out one of your ignitions known for another, so long as the ignition swapped is the same or lower level ignition as the original. You may only swap out one ignition at each even level. Any saving throws are Charisma based. Essences which force a save against an effect only need one save each round, regardless how many times you hit. Pyromaniacs choose their ignitions from the following list.

Least&mdash;beguiling influenceCA, breath of the nightCA (as smoke), burning knuckle, eldritch flurry, eldritch glaiveDM, eldritch spearCA, endure exposureDM (allies immune to firebolt instead), entropic wardingCA, eternal flame, hammer blastCM, hideous blowCA, leaps and boundsCA, magic insightDM, miasmic cloudCA (as smoke), scalding gustDM, sickening blastCA, smoke blast, thermal prescience

Lesser&mdash;baneful blastCM, beshadowed blastCA, cauterizing blast, deteriorating blastDM, drain heat, eldritch chainCA, fell flightCA, fire lash, flashfire, heat sink, heat wave, mind roast, relentless dispellingCM, salamander's cloak, voracious dispellingCA

Greater&mdash;aura of flameDM, blazing tower, caustic mireCM (deals fire damage), chilling fogDM (deals fire damage), devour magicCA, eldritch coneCA, eldritch lineDM, melt earth, noxious blastCA, penetrating blastDM, repelling blastCA, wall of perilous flameCA (deals hellfire damage)

Final&mdash;binding blastCM, caster's lamentCM, dark discorporationCA (as fire motes, deals fire damage), eldritch doomCA, infernal cloud, instill vulnerabilityDM, meteor fist, meteor wing, plasma disc, scorch soul, summon phoenix, wall of plasma

This behaves like a summon monster spell, except the duration is 1 hour/class level. He may use this ability 1/day.

 : At 3rd level, a pyromaniac gains the furious speed and rush of a fire elemental. His base land speed increases by +10 feet, and he can choose to leave footprints of harmless flame in his wake, which go out 1 round later.

At 6th level and every three levels beyond, he gains another +10 bonus to his base land speed.

 : At 4th level, a pyromaniac can channel the power of fire into the weapons he wields (including the firebolt and eldritch/fire glaive, and any other effect which requires an attack roll). The weapon gains the flaming enhancement, dealing an additional 1d6 points of fire damage on impact. This stacks with the actual flaming enhancement.

At 8th level, this ability duplicates flaming burst, dealing additional damage on a critical hit.

 : At 5th level, a pyromaniac's flames are so hot that they can even set fire... to fire. Any fire damage a pyromaniac deals, both from class features and other things such as spells or items, ignore the effect of fire resistance. Creatures which are normally immune to fire now take half damage from the pyromaniac's fire attacks.

 : At 6th level, a pyromaniac can set anything on fire, even water. This has two effects, the first being that any fire damage a pyromaniac deals has a chance to set an opponent on fire if they fail a DC 15 Reflex save. Regardless how many times they have been hit in a round, a creature only need save once per round. If they fail the save, they catch on fire and take 1d6 fire damage a round until they extinguish themselves.

Secondly, a pyromaniac may choose to set fire to something not normally flammable, such as water. It will ignite with the same vigor and energy as if igniting a piece of wood. However, such fires only last for 1 round/level and eventually go out on their own. Removing oxygen from the fire, removing the fuel source, and other methods to quench the flame function normally.

 : At 9th level, a pyromaniac can use a swift action to set himself aflame. These flames do not harm the pyromaniac or damage his gear. Any creature making a melee attack, using a natural weapon, or grappling will take 2d6 points of fire damage each time. Toggling this ability on and off is a swift action.

 : At 10th level, a pyromaniac starts gaining partial traits of a fire elemental. They gain 25% fortification as their vitals are transformed into flame, and they become immune to sleep and poison, and no longer need to sleep or breathe, thought they must still eat.

 : At 10th level, a pyromaniac's can manipulate flames which aren't even his own. The pyromaniac effectively grants spell resistance equal to 10 + their HD to themselves and all allies within 30 feet, but only against effects which deal fire damage. If an opponent fails to breach this spell resistance, the pryomaniac takes control and can shape the fire as they see fit, placing holes, channels, and other parts of safety and suppressing flames completely while in the aura. Flames so suppressed return once our of range of your aura if their duration has not expired. It can suppress unquenchable flames, but cannot dispel them.

Mundane flames can be manipulated this way, automatically failing against the spell resistance as they have no caster level.

 : At 11th level, a pyromaniac becomes immune to fire. Allies benefiting from his phlogiston aura still gain the pyromaniac's class level x3 in fire resistance.

 : At 12th level, a pyromaniac's fires are very hard to put out. The save to avoid catching on fire from the pyromaniac's attacks becomes 10 + 1/2 HD + Charisma. In addition, the fires now deal 2d6 damage a round, and they cannot be quenched for at least 1 round/level. Removing the oxygen, spraying it with water, and using the quench spell do nothing to stop the burning. After 1 round/level is up, it may be quenched as any normal fire.

 : At 14th level, a pyromaniac gains stronger elemental traits. They gain 50% fortification, no not need to eat, and become immune to stunning and paralysis.

' :''' At 15th level, a pyromaniac may boil someone from the inside, causing spontaneous combustion. As a full-round action the pyromaniac may force a Fortitude save DC 10 + 1/2 HD + Charisma, or die as they burst into flames and turn completely to ash. Creatures which make their saving throw, and creatures with the [Fire] subtype do not die, but still take 5d6 fire damage from the conflageration. This ability may be used at will, but if the creature saves they are immune to this effect for 24 hours. This counts as an 8th level spell.

 : At 16th level, a pyromaniac may choose to self destruct dramatically and take the enemy down with him. As an immediate action he explodes, dealing 1d10 points of fire damage per HD in a 20 ft. radius burst with himself as center, Reflex save for half DC 10 + 1/2 HD + Charisma. This destroys the pyromaniac utterly and ignites the surrounding area in unquenchable flames that deal 2d6 fire damage for those standing in the area. However 1 minute after detonating, the pyromaniac re-appears at half health and otherwise unharmed, purged on any positive or negative status effects and with all their gear as it was on time of explosion. The pyromaniac may trigger this as a result of a blow or attack which would otherwise kill them. He may perform this 1/week.

' :' At 17th level, a pyromaniac gains the ability to use genesis'' as a spell-like ability which does not have a material or xp cost. However he may only perform it on the Elemental Plane of Fire, and the created demiplane is subject to limitations. It may only have properties either found on the Elemental Plane of Fire, the Material Plane, or the Astral Plane. Its temperature can never drop below 50 degrees naturally, always feeling unusually warm. It technically exists as part of the Elemental Plane of fire and will always have at least one active portal there, though it may be guarded or sealed. The caster also gains another portal as usual, typically to his home plane.

As a standard action the pyromaniac may use plane shift to transport himself and willing allies to his demiplane or the Elemental Plane of Fire, and back to the last location he used this ability from. He may use this at will, and cannot send the unwilling.

He becomes immune to critical hits and sneak attacks, his type changes to Elemental with the augmented subtype, and he gains the Burn ability of a fire elemental. He may count as his original type when beneficial, and may be raised and revived as normal. Finally, his flames become so hot they act more like hellfire. No amount of resistance or immunity can reduce the damage of his fire attacks.

Epic Pyromaniac
Fast Movement: The epic pyromaniac continues to gain 5 feet of speed at 21st and every three levels beyond.

Ignition: The epic pyromaniac continues to gain ignitions at 21st and every odd level after. They may choose from the least, lesser, greater, or final lists.

Human Pyromaniac Starting Package
Weapons: Longspear

Skill Selection: Pick a number of skills equal to 5 + Int modifier.

Feat: Improved Initiative

Bonus Feats: Dodge

Gear: Chain Shirt.

Gold: 20 gp.

Playing a Pyromaniac
Religion: Gods of fire, gods of chaos, and primal elemental forces are the favored gods of pyromaniacs. After all, they've seen the good things fire has to offer.

Other Classes: With their often unhealthy love for flame and the desire to set all thing ablaze, they bother others who are focused on protecting or doing things subtly, especially paladins and rogues. Barbarians can appreciate that they are strong and up front, even if they use magic instead of muscle. Sorcerers also find kindred in them, though wizards find them to be mindless evokers, all flash and no tactics.

Combat: Pyromaniacs are a sort of specialized blaster mage. The typical weaknesses of fire soon do not apply to them, allowing them to rain burning death on their enemies with various ignitions, either augmenting their firebolt, or giving them various other powers.

Advancement: The pyromaniac ignitions and firebolt abilities much resemble the warlock. Like the warlock, the pyromaniac can use classes which advance arcane spellcasting to advance its acquisition of new ignitions and the caster level for all its class features, including the firebolt. Unlike warlock, firebolt's damage is based on your caster level, so multiclassing is more of a valid option if you wish to keep your main gun.

Pyromaniacs in the World
"Fire is a a woman you know. She's beautiful, enchanting, playful... and dangerous, burning you if you get too close, quick with her emotions. Ah, but if you know how to please her, then my peche, you will learn why my heart belongs to fire."

Daily Life: Every day is a challenge... a challenge not to set something or someone important on fire. Some of them even succeed at it!

Notables: Fheon Ashford has taken up the unusual role of fireman, using his resistances to walk into burning buildings, and preventing fire from spreading by igniting the fuel in controlled conditions.

Organizations: While rarely organized, pyromaniacs do show up with other spellcasters. They consider what they do and what they are to be a highly specialized form of sorcery.

NPC Reactions: Due to the potential for high property damage and loss of live, pyromaniacs are now well received by others. It is best if the knowledge of their trade is kept under wraps.

Pyromaniac Lore
Characters with ranks in Knowledge Arcana can research pyromaniacs to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Pyromaniacs in the Game
Adaptation: It's easy to change the pyro- part into another element. Instead of 1d6 damage for its various abilities like firebolt, cold damage deals the same but involves Fortitude saves instead of Reflex saves where appropriate. The elements of electric and acid should deal 1d6-1 damage, and sonic damage should deal 1d4 damage.

In addition, ignitions are, in effect, warlock invocations. Consider allowing warlock invocations which fit the fire theme of the class, changing elemental damage to fire as appropriate.

To convert Pyromaniac into a High balance level class: Drop Firebolt progression to 1d6 per 2 levels and but fast movement bonuses in half.

Sample Encounter: The city is on fire! Evil pryomaniacs are on the loose, preparing to open a gate to the Elemental Plane of Fire right in the city! Stop them!

EL 10: PENDING