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Pyromaniac - variant (3.5e Class)

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Adopter: RedRabbit (talk)
Original Author: Eiji-kun (talk)
Date Created: 7-2-11
Date Adopted: 12/07/19
Status: Complete
Editing: Mechanical changes on Talk please.
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Pyromaniac (variant)Edit

This a derivative work, based on Eiji-kun's awesome class, the Pyromaniac. The vast majority of the work is his. (As is a very large percentage of the work on this site.)

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 still others. it a holy thing, burning away evil. For other pyromaniacs, they have fallen in love with fire, perhaps beyond what is healthy. They've honed their magical or psionic abilities and focused it on one thing and one thing alone: to bring their beautiful flame to all things.

Making a PyromaniacEdit

Abilities: While not spellcasters or psions in the traditional sense, they are still magic or psionic 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: 5d4×10 gp (125 gp).

Starting Age: As fighter.

Table: The Pyromaniac

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Ignitions
Known
Fort Ref Will
1st +0 +0 +2 +2 Fire Bolt, Fire Focus, Fire Resistance, Ignitions (Least) 2
2nd +1 +0 +3 +3 Elemental Summoning -
3rd +2 +1 +3 +3 Fast Movement +10 ft. 3
4th +3 +1 +4 +4 Hands Afire (2d6) -
5th +3 +1 +4 +4 Searing Flame, Weapon Afire (2d6) 4
6th +4 +2 +5 +5 Ignitions (Lesser), Fast Movement +20 ft. 5
7th +5 +2 +5 +5 Everything Burns -
8th +6/+1 +2 +6 +6 Nimbus 6
9th +6/+1 +3 +6 +6 Fire Adaptation, Fast Movement +30 ft. -
10th +7/+2 +3 +7 +7 Phlogiston Aura, Hands Afire (4d6) 7
11th +8/+3 +3 +7 +7 Ignitions (Greater), Weapon Afire (4d6) 8
12th +9/+4 +4 +8 +8 Fast Movement +40 ft., Fire Immunity -
13th +9/+4 +4 +8 +8 Unquenchable Flame 9
14th +10/+5 +4 +9 +9 Elemental Body -
15th +11/+6/+1 +5 +9 +9 Fast Movement +50 ft., Heat Death 10
16th +12/+7/+2 +5 +10 +10 Ignitions (Final) 11
17th +12/+7/+2 +5 +10 +10 Phoenix Flame -
18th +13/+8/+3 +6 +11 +11 Fast Movement +60 ft. 12
19th +14/+9/+4 +6 +11 +11 Burning Haven -
20th +15/+10/+5 +6 +12 +12 Born of Fire 13

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Decipher Script (Int), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana) (the planes) (Int), Perform (Cha), Profession (Wis), Spellcraft (Int), Tumble (Dex), Use Magic Device (Cha).

Class FeaturesEdit

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, shuriken, and whips. Pyromaniacs are proficient with light armor and shields (except tower shields). Although the pyromaniac uses spell-like abilities, they are affected 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.

Bonus Languages: A pyromaniac gets no free languages, although they are HIGHLY encouraged to learn Ignan, since their Elemental Summons does not automatically speak Common. For the purposes of learning Ignan, Linguistics is a class skill for them.

Fire Bolt (Su): As a standard action, the pyromaniac can launch a bolt of flame which deals 1d8 points of fire damage per 2 class levels as a ranged touch attack. The bolts have a range increment of 100 feet. Fire Bolt counts as eldritch blast for the purpose of prerequisites.

Fire Focus: Levels in pyromaniac are added to the caster level, initiator level, manifester level, or meldshaper level of any [Fire] spells, maneuvers, powers, and soulmelds you know. This does not grant additional spells, maneuvers, powers, or soulmelds known. In addition, all [Fire] spells and powers are considered to be on your class list for the purpose of creating and activating magic items, such as wands and scrolls.

Fire Resistance (Ex): A pyromaniac does not survive his mania without being resistant to it. The pyromaniac gains fire resistance equal to his class level ×3.

Ignitions: The pyromaniac receives several spell-like abilities identical in nature to the warlock'sCA invocations. He may use these ignitions at will, though he must still pay any relevant 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 Fire Bolt class feature; essences, which augment his fire bolt 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 each of the levels shown. At first, he may only select from least ignitions. At level 6, you may select from least or lesser ignitions. At level 11, you may select from least, lesser, or greater ignitions. Finally, at level 16th 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 of how many times you hit. Pyromaniacs choose their ignitions from the following list.

Least — baleful utteranceCA, beguiling influenceCA, breath of the nightCA (as smoke), burning knuckle, eldritch flurry, eldritch glaiveDM, eldritch spearCA, endure exposureDM (allies immune to fire bolt instead), entropic wardingCA, eternal flame, hammer blastCM, hideous blowCA, leaps and boundsCA, magic insightDM, miasmic cloudCA (as smoke), scalding gustDM, see the unseenCA (Can see through smoke as well), sickening blastCA, smoke blast, thermal prescience

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

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

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

A pyromaniac can chose any appropriate Warlock or Dragonfire Adept invocations, subject to GM approval, but all must have a basis in fire. (example: Chilling Tentacles would become Lava Tentacles, doing fire damage.)

Elemental Summoning: At 2nd level, a pyromaniac can take a full-round action to call on the Elemental Plane of Fire and summon any [Fire]-subtyped creature with a CR equal to ½ his HD. This behaves like a summon monster spell, except the duration is 1 hour/class level. He may use this ability 1/day.

Fast Movement (Ex): At 3rd level, a pyromaniac gains the furious speed and rush of a fire elemental. Each of his movement speeds increase by +10 feet, and he can choose to leave a trail (footprints) of harmless flame in his wake, which goes out 1 round later.

At 6th level and every three levels beyond, he gains another +10 bonus to each of his movement speeds.

Hands Afire (Su): A pyromaniac of 4th level or higher can activate this ability as a move-equivalent action. Flames engulf one of the pyromaniac's hands (but do her no harm). Her unarmed attacks with that hand are treated as armed. Such attacks deal an extra 2d6 points of fire damage. This extra damage increases to 4d6 at 10th level.

Weapon Afire (Su): At 5th level and higher, a pyromaniac can activate this ability as a move-equivalent action. Flames that harm neither her nor the weapon engulf one weapon she holds (which can be a projectile such as a stone, bullet, arrow, or bolt). The weapon deals an extra 2d6 points of fire damage on a successful hit. The weapon retains this effect for as long as the pyromaniac wields it. This extra damage increases to 4d6 at 11th level.

Searing Flame (Su): 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.

Everything Burns (Su): At 7th 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 of how many times they have been hit in a round, a creature only needs to 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.

Nimbus (Su): At 8th 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 the pyromaniac will take 2d6 points of fire damage each time. Toggling this ability on and off is a swift action.

Fire Adaption (Ex): At 9th level, a pyromaniac starts gaining partial traits of a fire elemental. He gains 25% fortification as his vitals are transformed into flame, and he becomes immune to sleep and poison, and no longer needs to sleep or breathe, though he must still eat.

Phlogiston Aura (Su): At 10th level, a pyromaniac can manipulate flames which aren't even his own. The pyromaniac effectively grants spell resistance equal to 10 + this HD to himself 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 he sees fit, placing holes, channels, and other parts of safety and suppressing flames completely while in the aura. Flames so suppressed return once out 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.

Fire Immunity (Ex): At 12th level, a pyromaniac becomes immune to fire. Allies benefiting from his phlogiston aura still gain the pyromaniac's class level ×3 in fire resistance.

Unquenchable Flame (Ex): At 13th 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 + ½ HD + Charisma. In addition, the fires now deal 2d6 damage a round, and they cannot be quenched for at least 1 round/level, even by methods and spells which normally stop burning. After 1 round/level is up, it may be quenched as any normal fire.

Elemental Body (Su): At 14th level, a pyromaniac gains stronger elemental traits. He gains 50% fortification, does not need to eat, and becomes immune to stunning and paralysis.

Heat Death (Sp): At 15th level, a pyromaniac may boil someone from the inside, causing spontaneous combustion. As a full-round action, the pyromaniac may select a target within 60 ft and begin to boil them, forcing them to make a Fortitude save DC 10 + ½ 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 conflagration. 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.

Phoenix Flame (Su): At 17th 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 + ½ 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 of any positive or negative status effects, and with all of his gear as it was at the time of the explosion. The pyromaniac may trigger this as a result of a blow or attack which would otherwise kill him. He may perform this 1/week.

Burning Haven (Su): At 19th 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.

The pyromaniac may use this ability at will, however he only gets the first casting of it each 3 months for free. After that, he must pay all the associated costs for the Genesis ability each time he uses it.

Born of Fire: At 20th level, a pyromaniac becomes one with the flame, effectively a fire elemental in a shell of mortal skin. 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 PyromaniacEdit

Table: The Epic Pyromaniac

Hit Die: d8

Level Special Ignitions Known
21st Fast Movement +70 ft. 12
22nd 12
23rd 13
24th Fast Movement +80 ft. 13
25th 14
26th 14
27th Fast Movement +90 ft. 15
28th 15
29th 16
30th Fast Movement +100 ft. 16

4 + Int modifier skill points per level.

Fast Movement: The epic pyromaniac continues to gain 10 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 PackageEdit

Weapons: Longspear

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

Skill Ranks Ability Armor
Check
Penalty
Bluff 4 Cha
Concentration 4 Con
Knowledge Arcana 4 Int
Spellcraft 4 Int
Use Magic Device 4 Cha

Feat: Improved Initiative

Bonus Feats: Dodge

Gear: Chain Shirt.

Gold: 20 gp.

Campaign InformationEdit

Playing a PyromaniacEdit

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 things 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 fire bolt, or giving them various other powers.

Advancement: The pyromaniac ignitions and fire bolt 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 fire bolt. Unlike the warlock's eldritch blast, fire bolt'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 WorldEdit

Fire is 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.
—Fheon Ashford, Human Pyromaniac

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 unharmed, 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 life, pyromaniacs are not well-received by others. It is best if the knowledge of their trade is kept under wraps.

Pyromaniac LoreEdit

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.

Knowledge Arcana
DC Result
10 Pyromaniacs are masters of flame, able to shoot out gouts of fire at will and summon forth powerful fire creatures.
15 Pyromaniacs are highly resistant, if not outright immune, to fire. Their fires are so hot that they can even set fire to a fire elemental!
20 Powerful pyromaniacs are practically fire elementals themselves. They can cross between here and the plane of fire as easily as walking.
30 Those that reach this level of success can research specific pyromaniacs, their whereabouts, motives, and other lore surrounding them.

Pyromaniacs in the GameEdit

Adaptation: It's easy to change the pyro- part into another element. Instead of 1d8 fire damage for its various abilities like fire bolt, cold damage deals the same but involves Fortitude saves instead of Reflex saves where appropriate. The elements of electric and acid should deal 1d8−1 damage, and sonic damage should deal 1d6 damage.

A pyromaniac could choose to give up the Fast Movement, in part or in whole, and for every step of increased movement given up, the pyromaniac would receive another ignition of the level appropriate to that level.

One of the two ignitions gained at 1st level can be sacrificed to change the damage of the Fire Bolt from d8's to d10's.


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