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Pyromaniac - variant (3.5e Class)

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Created page with "{{author |author_name=Eiji-kun |date_created=7-2-11 |adopter=RedRabbit |date_adopted=12/07/19 |status=Complete |editing=Mechanical changes on Talk please. |balance=Wizard |rat..."
{{author
|author_name=Eiji-kun
|date_created=7-2-11
|adopter=RedRabbit
|date_adopted=12/07/19
|status=Complete
|editing=Mechanical changes on Talk please.
|balance=Wizard
|rating=
|raters=
}}
<div class="blank">
{{#set:Summary= A variant of Eiji-kun's fantastic class, the [[Pyromaniac (3.5e Class)|Pyromaniac]]. Most of the work is HIS. I have made a few edits for a slightly different flavor.
|Length=20
|Minimum Level=0
|Base Attack Bonus Progression=Moderate
|Fortitude Save Progression=Poor
|Reflex Save Progression=Good
|Will Save Progression=Good
|Class Ability=Invocations
}}
<!-- Delete any of the following alignments if they are not allowed in the class -->
{{#set:Allowed Alignments=Lawful Good}} {{#set:Allowed Alignments=Lawful Neutral}} {{#set:Allowed Alignments=Lawful Evil}} {{#set:Allowed Alignments=Neutral Good}} {{#set:Allowed Alignments=Neutral}} {{#set:Allowed Alignments=Neutral Evil}} {{#set:Allowed Alignments=Chaotic Good}} {{#set:Allowed Alignments=Chaotic Neutral}} {{#set:Allowed Alignments=Chaotic Evil}}
</div>

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==Pyromaniac (variant)==

<big>This a derivative work, based on [[User:Eiji-kun|Eiji-kun's]] awesome class, the [[Pyromaniac (3.5e Class)|Pyromaniac]]. The vast majority of the work is his. (As is a very large percentage of the work on this site.)</big>

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 Pyromaniac===

'''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&times;10 gp (125 gp).

'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[fighter]].

{| class="zebra d20"
|+
<div>{{Anchor|Table: The Pyromaniac}}</div>
Hit Die: d6
|-
! rowspan="2" | Level
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
! rowspan="2" | Special
! rowspan="2" | [[#Ignitions|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" | [[#Fire Bolt|''Fire Bolt'']], [[#Fire Focus|Fire Focus]], [[#Fire Resistance|Fire Resistance]], [[#Ignitions|Ignitions (Least)]] || 2
|-
|2nd||class="left" | +1 || +0 || +3 || +3
| class="left" | [[#Elemental Summoning|Elemental Summoning]] ||-
|-
|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" | [[#Hands Afire|Hands Afire (2d6)]] || -
|-
|5th||class="left" | +3 || +1 || +4 || +4
| class="left" | [[#Searing Flame|Searing Flame]], [[#Weapon Afire|Weapon Afire (2d6)]] || 4
|-
|6th||class="left" | +4 || +2 || +5 || +5
| class="left" | [[#Ignitions|Ignitions (Lesser)]], [[#Fast Movement|Fast Movement +20 ft.]] || 5
|-
|7th||class="left" | +5 || +2 || +5 || +5
| class="left" | [[#Everything Burns|Everything Burns]] || -
|-
|8th||class="left" | +6/+1 || +2 || +6 || +6
| class="left" | [[#Nimbus|Nimbus]] || 6
|-
|9th||class="left" | +6/+1 || +3 || +6 || +6
| class="left" | [[#Fast Movement|Fast Movement +30 ft.]] || -
|-
|10th||class="left" | +7/+2 || +3 || +7 || +7
| class="left" | [[#Fire Adaptation|Fire Adaptation]], [[#Phlogiston Aura|Phlogiston Aura]], [[#Hands Afire|Hands Afire (4d6)]] || 7
|-
|11th||class="left" | +8/+3 || +3 || +7 || +7
| class="left" | [[#Ignitions|Ignitions (Greater)]], [[#Weapon Afire|Weapon Afire (4d6)]] || 8
|-
|12th||class="left" | +9/+4 || +4 || +8 || +8
| class="left" | [[#Fast Movement|Fast Movement +40 ft.]], [[#Fire Immunity|Fire Immunity]] || -
|-
|13th||class="left" | +9/+4 || +4 || +8 || +8
| class="left" | [[#Unquenchable Flame|Unquenchable Flame]] || 9
|-
|14th||class="left" | +10/+5 || +4 || +9 || +9
| class="left" | [[#Elemental Body|Elemental Body]] || -
|-
|15th||class="left" | +11/+6/+1 || +5 || +9 || +9
| class="left" | [[#Fast Movement|Fast Movement +50 ft.]], [[#Heat Death|''Heat Death'']] || 10
|-
|16th||class="left" | +12/+7/+2 || +5 || +10 || +10
| class="left" | [[#Ignitions|Ignitions (Final)]] || 11
|-
|17th||class="left" | +12/+7/+2 || +5 || +10 || +10
| class="left" | [[#Phoenix Flame|Phoenix Flame]] || -
|-
|18th||class="left" | +13/+8/+3 || +6 || +11 || +11
| class="left" | [[#Fast Movement|Fast Movement +60 ft.]] || 12
|-
|19th||class="left" | +14/+9/+4 || +6 || +11 || +11
| class="left" | [[#Burning Haven|''Burning Haven'']] || -
|-
|20th||class="left" | +15/+10/+5 || +6 || +12 || +12
| class="left" | [[#Born of Fire|Born of Fire]] || 13
|- class="noalt"
| colspan="9" class="skill" |
'''Class Skills ([[Skill Points::4]] + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/>
{{3.5e Skills|
Bluff,
Concentration,
Craft,
Diplomacy,
Decipher Script,
Gather Information,
Intimidate,
Jump,
Knowledge (arcana) (the planes),
Perform,
Profession,
Spellcraft,
Tumble,
Use Magic Device}}
|}

====Class Features====

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, shuriken, and whips. 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 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 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.

'''''{{Anchor|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.

'''{{Anchor|Fire Focus}}:''' Levels in pyromaniac are added to the caster level, initiator level, manifester level, or meldshaper level of any <nowiki>[</nowiki>[[Special:SearchByProperty/Descriptor/Fire|Fire]]<nowiki>]</nowiki> spells, maneuvers, powers, and soulmelds you know. This does not grant additional spells, maneuvers, powers, or soulmelds known. In addition, all <nowiki>[</nowiki>[[Special:SearchByProperty/Descriptor/Fire|Fire]]<nowiki>]</nowiki> spells and powers are considered to be on your class list for the purpose of creating and activating magic items, such as [[SRD:Wands|wands]] and [[SRD:Scrolls|scrolls]].

'''{{Anchor|Fire Resistance}} {{Ex}}:''' A pyromaniac does not survive his mania without being resistant to it. The pyromaniac gains [[SRD:Resistance to Energy|fire resistance]] equal to his class level ×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 relevant gold and experience costs, and they are affected by [[SRD:Arcane Spell Failure Chance|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 [[#Fire Bolt|''Fire Bolt'']] class feature; essences, which augment his [[#Fire Bolt|''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 [[SRD:Round|round]], regardless of how many times you hit. Pyromaniacs choose their ignitions from the following list.

Least &mdash; ''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 ''fire bolt'' 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]]''

Lesser &mdash; ''baneful blast''<sup>CM</sup>, ''beshadowed blast''<sup>CA</sup>, ''[[Cauterizing Blast (3.5e Invocation)|cauterizing blast]]'', ''deteriorating blast''<sup>DM</sup>, ''[[Drain Heat (3.5e Invocation)|drain heat]]'', ''eldritch chain''<sup>CA</sup>, ''fell flight''<sup>CA</sup>, ''[[Fire Flight_(3.5e_Invocation)|fire flight]]'', ''[[Fire Lash (3.5e Invocation)|fire lash]]'', ''[[Flashfire (3.5e Invocation)|flashfire]]'', ''[[Heat Sink (3.5e Invocation)|heat sink]]'', ''[[Heat Wave (3.5e Invocation)|heat wave]]'', ''[[Mind Roast (3.5e Invocation)|mind roast]]'', ''relentless dispelling''<sup>CM</sup>, ''[[Salamander's Cloak (3.5e Invocation)|salamander's cloak]]'', ''voracious dispelling''<sup>CA</sup>

Greater &mdash; ''aura of flame''<sup>DM</sup>, ''[[Blazing Tower (3.5e Invocation)|blazing tower]]'', ''caustic mire''<sup>CM</sup> (deals fire damage), ''chilling fog''<sup>DM</sup> (deals fire damage), ''devour magic''<sup>CA</sup>, ''eldritch cone''<sup>CA</sup>, ''eldritch line''<sup>DM</sup>, ''[[Improved Fire Flight_(3.5e_Invocation)|Improved Fire Flight]]'', ''[[Melt Earth (3.5e Invocation)|melt earth]]'', ''noxious blast''<sup>CA</sup>, ''penetrating blast''<sup>DM</sup>, ''repelling blast''<sup>CA</sup>, ''wall of perilous flame''<sup>CA</sup> (deals hellfire damage)

Final &mdash; ''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>, ''[[Eldritch Riverflow (3.5e Invocation)|eldritch riverflow]]'', ''[[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)|soul scorch]]'', ''[[Summon Phoenix (3.5e Invocation)|summon phoenix]]'', ''[[Wall of Plasma (3.5e Invocation)|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.)

'''{{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 [[Special:SearchByProperty/Subtype/Fire|[Fire]-subtyped]] creature with a CR equal to 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. 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.

'''{{Anchor|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.

'''{{Anchor|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.

'''{{Anchor|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.

'''{{Anchor|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 [[Burning (3.5e Condition)|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.

'''{{Anchor|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.

'''{{Anchor|Fire Adaption}} {{Ex}}:''' At 10th 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 [[SRD:Sleep|sleep]] and [[SRD:Poison|poison]], and no longer needs to sleep or breathe, though he must still eat.

'''{{Anchor|Phlogiston Aura}} {{Su}}:''' At 10th level, a pyromaniac can manipulate flames which aren't even his own. The pyromaniac effectively grants [[SRD:Spell Resistance|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.

'''{{Anchor|Fire Immunity}} {{Ex}}:''' At 12th level, a pyromaniac becomes immune to fire. Allies benefiting from his [[#Phlogiston Aura|phlogiston aura]] still gain the pyromaniac's class level ×3 in fire resistance.

'''{{Anchor|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.

'''{{Anchor|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 [[SRD:Stunned|stunning]] and [[SRD:Paralyzed|paralysis]].

'''''{{Anchor|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 <nowiki>[</nowiki>[[Special:SearchByProperty/Subtype/Fire|Fire]]<nowiki>]</nowiki> 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.

'''{{Anchor|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 Flame|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 [[:Category:Condition|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.

'''''{{Anchor|Burning Haven}}'' {{Su}}:''' At 19th 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.

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.

'''{{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 [[SRD:Elemental Type|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====

{| class="zebra d20"
|+ class="epic" |
<div>{{Anchor|Table: The Epic Pyromaniac}}</div>
Hit Die: d8
|-
! Level !! Special !! Ignitions Known
|-
| 21st || class="left" | [[#Fast Movement|Fast Movement +70 ft.]] || 12
|-
| 22nd || class="left" | || 12
|-
| 23rd || class="left" | || 13
|-
| 24th || class="left" | [[#Fast Movement|Fast Movement +80 ft.]] || 13
|-
| 25th || class="left" | || 14
|-
| 26th || class="left" | || 14
|-
| 27th || class="left" | [[#Fast Movement|Fast Movement +90 ft.]] || 15
|- class
| 28th || class="left" | || 15
|- class
| 29th || class="left" | || 16
|- class=
| 30th || class="left" | [[#Fast Movement|Fast Movement +100 ft.]] || 16
|- class="noalt"
| colspan="42" class="skill" |
4 + [[SRD:Intelligence|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 Package====

'''Weapons:''' Longspear

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

{| class="zebra d20"
|-
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty
|- class=
| class="left" | Bluff || 4 || [[Cha]] || &mdash;
|- class=
| class="left" | Concentration || 4 || [[Con]] || &mdash;
|- class=
| class="left" | Knowledge Arcana || 4 || [[Int]] || &mdash;
|- class=
| class="left" | Spellcraft || 4 || [[Int]] || &mdash;
|- class=
| class="left" | Use Magic Device || 4 || [[Cha]] || &mdash;
|}

'''Feat:''' [[SRD:Improved Initiative|Improved Initiative]]

'''Bonus Feats:''' [[SRD:Dodge|Dodge]]

'''Gear:''' Chain Shirt.

'''Gold:''' 20 gp.

===Campaign Information===

====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 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''<nowiki>'</nowiki>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====

{{quote|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.|orig=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 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"
|+ Knowledge Arcana
! DC || class="left" | Result
|-
| 10 || class="left" | Pyromaniacs are masters of flame, able to shoot out gouts of fire at will and summon forth powerful fire creatures.
|-
| 15 || class="left" | 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 || class="left" | Powerful pyromaniacs are practically fire elementals themselves. They can cross between here and the plane of fire as easily as walking.
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| 30 || class="left" | Those that reach this level of success can research specific pyromaniacs, their whereabouts, motives, and other lore surrounding them.
|}




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{{3.5e Base Classes Breadcrumb}}
[[Category:3.5e]]
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[[Category:Base Class]]

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