Pyropsyche (3.5e Class)
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Fire has always enhanced mankind since the beginning of its discovery. The crackle, the sound, the smell and light. It represents safety from danger, a cleanser of impurity, power over the world, and a tool of utter destruction. Some fear it, some admire it, and some love it, dearly. They are the pyropsyches, and fire is their life.
Making a Pyropsyche
Abilities: Strength and Dexterity are important, both for keeping their AC up and providing physical attack prowess. They are good at melee and at range, with a few Charisma based powers to help them out at times. They could use with a good Wisdom to prop up a low Will save, and Constitution is important for anyone. Intelligence is the only one which isn't needed, yet they always enjoy more skills.
Starting Gold: 5d4×10 gp (125 gp).
|Saving Throws||Special|| Power
| Maximum Power|
|1st||+0||+2||+2||+0||Fire Adaptation, Hand Afire||2||1||1st|
|2nd||+1||+3||+3||+0||Detect Heat, Fire Lash||4||2||1st|
|3rd||+2||+3||+3||+1||Bolt of Fire, Torchlight||6||3||1st|
|4th||+3||+4||+4||+1||Lesser Purifying Flame||8||3||1st|
|11th||+8||+7||+7||+3||Fire Mine, Pure Fire||42||9||3rd|
|12th||+9||+8||+8||+4||Greater Weapon Afire||48||9||3rd|
|14th||+10||+9||+9||+4||Greater Purifying Flame||64||11||4th|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Pyropsyche.
Weapon and Armor Proficiency: A pyropsyche is proficient with all simple weapons, plus the bolas, bastard sword, flail, longsword, scimitar, short sword, shuriken, trident, and whip. Pyropsyches are proficient with light armor and shields (except tower shields).
Power Points/Day: A pyropsyche’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: Pyropsyche. In addition, he receives bonus power points per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.
Powers Known: A pyropsyche begins play knowing one pyropsyche power of your choice. Each time he achieves a new level (except for level 4 and every four levels beyond), he unlocks the knowledge of a new power. A pyropsyche can manifest any power that has a power point cost equal to or lower than his manifester level. The total number of powers a pyropsyche can manifest in a day is limited only by his daily power points. A pyropsyche simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points. The Difficulty Class for saving throws against pyropsyche powers is 10 + the power’s level + the pyropsyche's Charisma modifier. Pyropsyches choose their powers from the following list:
1st—astral traveler, avauntHyper, blinding flashUP, boundHyper, burst, call weaponry, circumstance shieldHyper, clotHyper, control flames, control light, detect psionics, elemental stewardCPsi (fire only), energy ray (fire only), ethereal smoke, matter agitation, psionic grease, vigor
2nd—body equilibrium, control air, dispel psionics, energy emanationCPsi (fire only), energy missile (fire only), energy push (fire only), energy stun (fire only), flourishUP, mindfireCPsi, painful strike, physical accelerationUP, specified energy adaptation, sustenance
3rd—biotic inversion, crisis of breath, energy adaptation, energy bolt (fire only), energy burst (fire only), energy cone (fire only), energy retort (fire only), energy wall (fire only), heat drain, hustle, localized windstormUP, solicit psicrystal, touchsight
4th—aura sight, energy ball (fire only), energy flashCPsi (fire only), energy nullification fieldCPsi (cold and fire only), mindwipe, perfect reposteCPsi, psionic freedom of movement, psychic vampire, rage of the remorhazCPsi, weapon of energy (fire only)
5th—adapt body, anhydrous shell, crownfireHyper, ectoplasmic shambler, energy bomb (fire only), energy clawCPsi (fire only), energy manipulationCPsi (fire only), fiery discorporation, psionic revivify, psychic halo, psychofeedback, unleash idbeastHyper
Maximum Power Level Known: This column determines the highest level power he can learn at this level.
To learn or manifest a power, a Pyropsyche must have an Charisma score of at least 10 + the power’s level.
Fire Adaptation (Ex): A pyropsyche is resistant to fire, gaining energy resistance (fire) equal to his class level x2.
Hand Afire (Ps): A pyropsyche can activate this ability as a move-equivalent action. Flames engulf one of the pyropsyche's hands, doing him no harm. His unarmed attacks with that hand are treated as armed. Such attacks deal an extra 2d6 points of fire damage.
Fire Lash (Ps): At 2nd level, a pyropsyche gains the ability to fashion a 15-foot-long whip of fire from unstable ectoplasm as a move-equivalent action. He takes no damage from a fire lash he creates, and if he releases his hold, it immediately dissipates. The lash deals 1d8 points of fire damage to a target within 15 feet on a successful ranged touch attack. A pyropsyche can take Weapon Focus and Weapon Specialization (if he otherwise meets the prerequisites) in conjunction with the fire lash, as well as any feats that apply to the use of a standard whip. The whip remains in existence as long as the pyropsyche holds it.
Bolt of Fire (Ps): At 3rd level a pyropsyche, as a standard action, can launch a bolt of psionically manifested fire at any target in line of sight within 60 feet. This effect is treated as a ranged touch attack and deals 1d6 points of fire damage per two class level the pyropsyche has.
Lesser Purifying Flame (Ps): At 4th level, a pyropsyche can duplicate the effects of lesser restoration by spending 3 power points. Spectral flames burn away the impurities, leaving the target healthier.
Nimbus (Ps): At 5th level, a pyropsyche can activate this ability as a move-equivalent action. Flames that harm neither the pyropsyche nor his equipment engulf his entire body. While he is aflame, the character’s Charisma score increases by 4, he can make a melee touch attack for 2d6 points of fire damage, and he gains damage reduction 5/magic. If he is struck in melee, the attacker takes 2d6 points of fire damage. This ability lasts for up to 1 minute per pyropsyche level. The duration of the nimbus effect need not be consecutive rounds (minimum 1 minute intervals).
Weapon Afire (Ps): At 6th level, a pyropsyche can activate this ability as a move-equivalent action. Flames that harm neither him nor the weapon engulf one weapon he 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 pyropsyche wields it.
Firewalk (Su): At 7th level, a pyropsyche as a free action a pyropsyche can expend his psionic focus to literally walk on air. He moves at his normal speed in all directions, including vertically, but cannot move more than double his speed in a round. A firewalking pyropsyche leaves footprints of flame in the air that disperse in 2 rounds, but his tread does not deal damage. He must pay 1 power point per round spent traveling in this fashion.
Pyro Shield (Ps): At 9th level, a pyropsyche can duplicate the effects of fire shield by spending 9 power points, except the effect is Touch instead of Personal, and may be augmented to 10 minutes/level by spending an additional 4 power points.
Elemental Adaptation (Ex): At 10th level, a pyropsyche becomes more like an elemental creature, with fire in his blood. He gains 50% fortification and no longer needs to eat, sleep, or breathe. He also is considered a native to his home plane and the Elemental Plane of Fire, and takes no damage from the ambient effects of the plane. If the pyropsyche did not already know Ignan by this point, the pyropsyche learns Ignan as a free bonus language. If they already knew Ignan they can choose another language instead.
Fire Mine (Ps): At 11th level, a pyropsyche can create powerful latent explosives known as fire mines. As a standard action he makes a 5 foot square trapped with an invisible psychic sigil which is detectable via detect psionics. If a creature moves into that square, the mine goes off and deals 1d6 points of fire damage per level in a 5 foot cube and they are rendered prone. A successful Reflex save (DC 10 + 1/2 HD + Cha modifier) reduces damage to half and negates the prone condition. This is considered a magic trap, with a disable device DC of 15 + the pyropsyche's class level. The pyropsyche can have up to his Charisma mod in fire mines at once. If he creates more than this, previous fire mines placed down are removed.
Pure Fire (Ex): At 11th level, a pyropsyche can choose to make any fire damage he deals instead deal half fire damage and half untyped damage, born of pure psionic flame.
Greater Weapon Afire (Ps): At 12th level, when a pyropsyche activates his hand afire ability or his weapon afire ability, his unarmed attack or weapon deals an extra 4d6 points of fire damage instead of 2d6. Touch attacks made while he uses the nimbus ability likewise deal 4d6 points of damage instead of 2d6.
Greater Firewalk (Su): At 13th level, a pyropsyche's firewalk ability improves. The pyropsyche is no longer restricted in movement and may run, and his speed doubles when using firewalk.
Blinding Nimbus (Ps): At 15th level, a pyropsyche's nimbus ability improves. The damage of his touch attack and damage dealt if struck in melee rises to 4d6, and the damage reduction rises to DR 15/magic. In addition when manifesting this ability he can choose to make the flames unusually bright, illuminating the area in bright light out to 90 feet and shadowy illumination out to 180 feet. Darkness effects with a caster level less than the pyropsyche's caster level are dispelled, and creatures with eyes attempting to strike the glowing pyropsyche in melee take a -4 penalty to attack rolls from the glare.
Heat Death (Ps): At 16th level, a pyropsyche can expend his psionic focus and take a full attack action to raise the internal temperature of one living creature within 30 feet to lethal levels. The target must succeed on a Fortitude saving throw (DC 10 + 1/2 HD + pyropsyche’s Cha modifier) or die horrifically as its blood (or other internal fluid) boils. Even on a successful save, the target takes 4d8 points of fire damage from the heat. If a creature saves against this ability, it is immune to further attempts for 1 minute.
Timeless Body (Ex): At 17th level, a pyropsyche no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Bonuses still accrue, and the pyropsyche still dies of old age when his time is up.
Conflagration (Ps): At 18th level, a pyropsyche gains the ability to create a massive burst of raging flames around himself, burning everything in the area. Once per day, as a standard action, he can use this ability to deal 2d6 points of fire damage per level in a 30-foot-radius burst emanating from himself. Any creature or object caught in the burst can make a Reflex saving throw (DC 10 + 1/2 HD + pyropsyche’s Cha modifier) for half damage. Anyone failing the Reflex save against the conflagration must also make a Fortitude saving throw (same DC) or die due to extreme shock from the intense heat.
Superior Firewalk (Su): At 19th level, a pyropsyche's firewalk ability improves again. Firewalking no longer costs any power points, and he becomes three times as fast when firewalking. Once per hour as a full-round action the pyropsyche can sprint in a straight line and move up to 10 times their land speed. This movement does not provoke attacks of opportunity.
Phoenix Spirit: At 20th level, a pyropsyche becomes one with fire. Their type changes to Elemental with the Fire subtype, and they gain immunity to fire but do not gain vulnerability to cold. They gain elemental traits, including darkvision 60 ft, immunity to point, sleep, paralysis, stunning, critical hits, and flanking. They do not eat, sleep, or breathe. They count as a member of their original race when beneficial. When a pyropsyche dies, his can be revived if the corpse (or the corpse's remains) are set on fire for 8 hours. Even if reduced to ash, the pyropsyche's body still burns. If the pyropsyche's corpse burns for 8 hours, the pyropsyche returns to life as if resurrection was cast.
4 + Int modifier skill points per level.
Bonus Feats : The epic pyropsyche gains a bonus feat (selected from the list of epic pyropsyche bonus feats) every 2 levels after 21st. He may also choose from the fighter bonus feat list.
Epic Pyropsyche Bonus Feat List: PENDING.
Halfling Pyropsyche Starting Package
Weapons: Scimitar, Sling.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Feat: Improved Initiative.
Gear: Chain Shirt.
Gold: 10 gp.
Playing a Pyropsyche
Religion: Gods are fire and flame are those the pyropsyche focuses his attentions on, when he isn't burning things for the sake of burning things.
Other Classes: Few trust the unstable lunatic who keeps setting fire to everything, but none can deny the usefulness of burning all their enemies to a crisp. They work best with chaotic magical types, and less so with the lawful paladin or superstitious barbarian.
Combat: You are a blaster and gish of sorts. If it burns, you burn it. You're weakest against something immune to your flames, but you have psionic buffs and weapons to fall back on. With medium BAB and a d8 Hit Dice you can still tangle in a fight.
Advancement: Classes which advance manifesting advance the progression of level dependent benefits from the class, such as Bolt of Fire damage, as well as its actual psionic power progression. However, they do not gain any of the other abilities of the class.
Pyropsyches in the World
|“||Do you smell smoke?||”|
|—Last known words of Lord Blackstaff, last seen holed up in a tall, and very wooden, tower.|
Daily Life: You've been blessed with the powers of fire. Some embrace it, some fear it, and some go mad with power. Whatever the case, you often find yourself using fire whenever the situation calls for it (and even when it doesn't).
Notables: Some have said that the spark of fire's power can manifest in the very young... often to terrible effect. Nothing is worse than giving a child matches that never run out.
Organizations: Because pyropsyches tend towards chaos, organizations for them don't really exist. Instead they mingle with kineticist psions, claiming to be a particularly focused sort.
NPC Reactions: Most NPCs would assume the pyropsyche to be a sorcerer. They're pyromania doesn't help the image.
Characters with ranks in Knowledge Psionics can research pyropsyches to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|10||Pyropsyches are master of fire and flame, able to produce flaming punches, whips, and blasts of blazing energy.|
|15||Some pyropsyches can walk through the air on steps of flame, setting themselves on fire and laying explosive traps for their enemies.|
|20||Powerful pyropsyches can cause you to spontaneously combust with a thought. So potent are the flames they have been said to even burn fire elementals to death.|
|30||Those that reach this level of success can research specific pyropsyches, their motives, whereabouts, lore, and other details.|
Pyropsyches in the Game
Adaptation: Why fire, why not ice? The Cryopsyche, Electropsyche, Acetopsyche, and Sonopsyche are easy to convert to. Cold, Electric, and Acid damage should take -1 damage per die, and Sonic damage should be reduced a die size. Cold damage can also use Fortitude saves instead of Reflex saves, when applicable, and Sonic damage ignores the hardness of objects.
Sample Encounter: Someone opened Plushdora's Box, and now all the plushies are loose burning the countryside. Stop them before its too late!
EL 10: PENDING
|Allowed Alignments||Lawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +|
|Article Balance||High +|
|Base Attack Bonus Progression||Moderate +|
|Class Ability||Psionics +|
|Class Ability Progression||Minor +|
|Fortitude Save Progression||Good +|
|Identifier||3.5e Class +|
|Minimum Level||0 +|
|Reflex Save Progression||Good +|
|Skill||Climb +, Concentration +, Craft +, Intimidate +, Jump +, Knowledge +, Perform +, Psicraft +, Profession + and Tumble +|
|Skill Points||4 +|
|Summary||Based on the pyrokineticist class, but as a base class, you are a master of flame and fire. +|
|Will Save Progression||Poor +|