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{{#set:Summary=Did you know all problems can be solves solved by the application of fire somewhere? The pyromaniac will prove it to you.
|Length=20
|Minimum Level=0
==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.
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
! rowspan="2" | Special
! rowspan="2" | Ignitions<br/>Known
|-
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
|-
|1st||class="left" | +0 || +0 || +2 || +2
| class="left" | Firebolt[[#Fire Bolt|''Fire Bolt'']], [[#Fire Focus|Fire Focus]], [[#Fire Resistance|Fire Resistance]], [[#Ignitions|Ignitions (Least) ]] || 1
|-
|2nd||class="left" | +1 || +0 || +3 || +3
| class="left" | [[#Elemental Summoning |Elemental Summoning]] || 2
|-
|3rd||class="left" | +2 || +1 || +3 || +3
| class="left" | [[#Fast Movement| Fast Movement +10 ft. ]] || 3
|-
|4th||class="left" | +3 || +1 || +4 || +4
| class="left" | [[#Burning Weapon| Burning Weapon (Flaming) ]] || 3
|-
|5th||class="left" | +3 || +1 || +4 || +4
|-
|15th||class="left" | +11/+6/+1 || +5 || +9 || +9
| class="left" | Fast Movement +50 ft., ''Heat Death '' || 9
|-
|16th||class="left" | +12/+7/+2 || +5 || +10 || +10
|-
|17th||class="left" | +12/+7/+2 || +5 || +10 || +10
| class="left" | ''Burning Haven '' || 10
|-
|18th||class="left" | +13/+8/+3 || +6 || +11 || +11
All of the following are class features of the Pyromaniac.
'''Weapon and Armor Proficiency:''' A pyromaniac is proficient with all [[SRD:Simple Weapon Proficiency|simple weapons]], plus all martial axes, all martial hammers, shurikensshuriken, and whipwhips. Pyromaniacs are proficient with [[SRD:Armor Proficiency (Light)|light armor]] and [[SRD:Shield Proficiency|shields]] (except [[SRD:Tower Shield Proficiency|tower shields]]). Although the pyromaniac uses spell-like abilities, they are effected 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 [[SRD:Multiclass Characters|multiclass]] pyromaniac still incurs the normal [[SRD:Arcane Spell Failure Chance|arcane spell failure chance]] for arcane spells received from other [[SRD:Classes|classes]].
'''{{Anchor|Bonus Languages}}:''' A pyromaniac knows Ignan, the language of various fire-type beings, which he learns upon becoming a 1st-pyromaniac. 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.
'''''{{Anchor|FireboltFire Bolt}}'' {{Sp}}:''' 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 seperatelyseparately. ''Fire Bolt '' counts as ''eldritch blast '' for the purpose of pre-requisitesprerequisites.
'''{{Anchor|Fire Focus}}:''' Levels in pyromaniac are added to the caster level, initiator level, or manifester level of any fire spells, maneuvers, and powers you know. 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.
'''{{Anchor|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 x3×3.
'''{{Anchor|Ignitions}}:''' The pyromaniac receives several spell-like abilities identical in nature to the warlock's<sup>[[Publication:Complete Arcane|CA]]</sup> invocations. 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 [[SRD:Attack of Opportunity|attacks of opportunity]]. Ignitions come in three types: shapes , which alter the shape and spread of his firebolt [[#Fire Bolt|''Fire Bolt'']] class feature; essences, essences which augment his firebolt ''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 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 of how many times you hit. Pyromaniacs choose their ignitions from the following list.
Least—''beguiling influence''<sup>CA</sup>, ''breath of the night''<sup>CA</sup> (as smoke), ''[[Burning Knuckle (3.5e Invocation)|burning knuckle]]'', ''[[Eldritch Flurry (3.5e Invocation)|eldritch flurry]]'', ''eldritch glaive''<sup>DM</sup>, ''eldritch spear''<sup>CA</sup>, ''endure exposure''<sup>DM</sup> (allies immune to firebolt instead), ''entropic warding''<sup>CA</sup>, ''[[Eternal Flame (3.5e Invocation)|eternal flame]]'', ''hammer blast''<sup>CM</sup>, ''hideous blow''<sup>CA</sup>, ''leaps and bounds''<sup>CA</sup>, ''magic insight''<sup>DM</sup>, ''miasmic cloud''<sup>CA</sup> (as smoke), ''scalding gust''<sup>DM</sup>, ''sickening blast''<sup>CA</sup>, ''[[Smoke Blast (3.5e Invocation)|smoke blast]]'', ''[[Thermal Prescience (3.5e Invocation)|thermal prescience]]''
Final—''binding blast''<sup>CM</sup>, ''caster's lament''<sup>CM</sup>, ''dark discorporation''<sup>CA</sup> (as fire motes, deals fire damage), ''eldritch doom''<sup>CA</sup>, ''[[Infernal Cloud (3.5e Invocation)|infernal cloud]]'', ''instill vulnerability''<sup>DM</sup>, ''[[Meteor Fist (3.5e Invocation)|meteor fist]]'', ''[[Meteor Wing (3.5e Invocation)|meteor wing]]'', ''[[Plasma_Disc_(3.5e_Invocation)|plasma disc]]'', ''[[Soul_Scorch_(3.5e_Invocation)|scorch soul]]'', ''[[Summon_Phoenix_(3.5e_Invocation)|summon phoenix]]'', ''[[Wall of Plasma (3.5e Invocation)|wall of plasma]]''
'''{{Anchor|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 1/2 ½ his HD. This behaves like a ''[[SRD:Summon Monster I|summon monster]]'' spell, except the duration is 1 hour/class level. He may use this ability 1/day.
'''{{Anchor|Fast Movement}} {{Ex}}:''' 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.
Mundane flames can be manipulated this way, automatically failing against the spell resistance as they have no caster level.
'''{{Anchor|Fire Immunity}} {{Ex}}:''' At 11th level, a pyromaniac becomes immune to fire. Allies benefiting from his phlogiston aura still gain the pyromaniac's class level x3 ×3 in fire resistance.
'''{{Anchor|Unquenchable Flame}} {{Ex}}:''' 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 ''[[SRD:Quench|quench]]'' spell do nothing to stop the burning. After 1 round/level is up, it may be quenched as any normal fire.
'''''{{Anchor|Burning Haven}}'' {{Sp}}:''' At 17th level, a pyromaniac gains the ability to use ''[[SRD:Genesis|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 ''[[SRD:Plane Shift|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.
'''{{Anchor|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 [[SRD:Fire Elemental#Burn |Burn]] ability of a [[SRD:Fire Elemental|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====
'''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 ''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 fireboltFire Bolt. Unlike the warlock's ''eldritch blast'', 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====
'''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 buildingsunharmed, 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 livelife, pyromaniacs are now not 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.
{| class="zebra d20"
====Pyromaniacs in the Game====
'''Adaptation:''' It's easy to change the pyro- part into another element. Instead of 1d6 fire damage for its various abilities like firebolt''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 1d6-1 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 ''Fire Bolt'' progression to 1d6 per 2 levels and but cut 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!