3e SRD:Pyrokineticist

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PYROKINETICIST

Hit Die: d6.

Requirements

To qualify to become a pyrokineticist, a character must fulfill all the following criteria.

  • Alignment: Any chaotic.
  • Skills: Alchemy 1 rank, Knowledge (psionics) 1 rank.
  • Base Power Points/Day: 10+ (not including bonus power points).
  • Powers: Know control flames.
  • Special: Must have set fire to a structure of any size just to watch it burn.

Class Skills

The pyrokineticist’s class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (any) (Int), Knowledge (psionics) (Int), and Psicraft (Int).

Skill Points at Each Level: 2 + Int modifier.

Table: The Pyrokineticist
Level Base
Attack Bonus
Saving Throws Special Power
Pts/Day
Powers Discovered
FortRefWill 0123
1st+0+2+0+0 Touch aflame, fire lash +3
2nd+1+3+0+0 Fire adaptation, hand afire +5
3rd+2+3+1+1 Bolt of fire +5
4th+3+4+1+1 Weapon afire +51
5th+3+4+1+1 Breath of the dragon +72
6th+4+5+2+2 Nimbus +721
7th+5+5+2+2 Firewalk +722
8th+6+6+2+2 Fear no fire +9221
9th+6+6+3+3 Heat death +9222
10th+7+7+3+3 Fire lord +92221

Class Features

All the following are class features of the pyrokineticist prestige class.

Weapon and Armor Proficiency: Pyrokineticists gain no proficiency in any weapon or armor.

Power Points: Pyrokineticists gain power points per day as shown on Table: The Pyrokineticist. These power points are added to the character’s previous total. Pyrokineticists gain bonus power points based on the key ability score for their primary ability. If the character previously could not gain bonus power points for high ability scores (as is the case for psychic warriors), she now chooses a primary discipline and can gain bonus power points based on the related ability score (see Table: Psion Bonus Power Points).

Powers Discovered: Pyrokineticists discover powers as shown on Table: The Pyrokineticist. Powers are chosen from the psion power list. The powers are added to the character’s previous total powers known. Psionic attack and defense modes are discovered as though the character were a psychic warrior of the same level as the prestige class (characters do not forget previously discovered attack and defense modes).

Touch Aflame: The pyrokineticist’s mere touch sets objects or foes on fire on the round following the touch, if the character desires. Unless the character’s unarmed attacks are treated as melee attacks, this touch draws an attack of opportunity. The flame deals 1d6 points of fire damage, then dies out, though flammable materials may begin to burn in their own right, at the DM’s option. It otherwise behaves like alchemist’s fire, but there is nothing to wash off. The pyro can use this supernatural ability at will as long as his or her power point reserve is 1 or more.

Fire Lash: The pyrokineticist fashions a 15-foot-long whip of fire from unstable ectoplasm as a move-equivalent action. This is a spell-like ability. The character takes no damage from a fire lash he or she creates, and if he or she releases her hold, it immediately dissipates. The lash deals 1d4 points of fire damage to the target on a successful ranged touch attack (up to 15 feet). The pyrokineticist may take Weapon Focus, Weapon Specialization (if of the appropriate class), or Weapon Finesse in conjunction with the fire lash, as well as feats for a standard whip. He or she can use the fire lash ability at will as long as his or her power point reserve is 11 or more.

Fire Adaptation: At 2nd level, the pyrokineticist becomes resistant to fire, gaining a +10 bonus on all saving throws against fire and heat damage. In addition, she takes the first 1d6 points of damage from any fire or heat attack, effect, or round’s worth of environmental damage as subdual damage. This extraordinary ability constantly protects the character as long as her power point reserve is 3 or more.

Hand Afire: At 2nd level, the pyrokineticist can activate this spell-like ability as a move-equivalent action. One of the pyrokineticist’s hands is licked by flames that do her no harm, causing her unarmed attacks to be treated as armed. Such attacks deal 1d6 points of fire damage in addition to any other special damage from the unarmed attack. A character can use the hand afire ability at will as long as her power point reserve is 9 or more.

Bolt of Fire: At 3rd level, the pyrokineticist can launch a bolt of psionically manifested fire up to 60 feet at any target in line of sight. This spell-like ability is treated as a ranged touch attack and deals 3d6 points of fire damage. The pyrokineticist can use bolt of fire at will but must pay 3 power points per use.

Weapon Afire: At 4th level, the pyrokineticist can activate this spell-like ability as a move-equivalent action. One weapon he or she holds (including a stone, bullet, arrow, or bolt) is licked by flames that harm neither the pyrokineticist nor the weapon. The weapon deals 1d6 points of fire damage, in addition to its normal damage, and stops flaming the round after the last activation. A character can use the weapon afire ability at will as long as his or her power point reserve is 9 or more.

Breath of the Dragon: On reaching 5th level, the pyrokineticist discovers the breath of the dragon power. Level-dependent effects are determined by adding pyrokineticist levels to all other class levels he or she possesses. A pyrokineticist can manifest this power even if he or she would normally be too low in level to do so, but he or she must pay the full power point cost. This is a spell-like ability.

Nimbus: At 6th level, the pyrokineticist can activate this spell-like ability as a move-equivalent action. The pyrokineticist’s entire body is licked by flames that harm neither the character nor his or her equipment. While aflame, the character’s Charisma modifier (not score) increases by +2, the character can make melee touch attacks as with the hand afire ability, and gains damage reduction 10/+1. The pyrokineticist must pay 9 power points per minute he or she uses the nimbus ability.

Firewalk: Beginning at 7th level, the pyrokineticist can use this spell-like ability to literally walk on air. He or she moves at his or her normal speed in all directions, including vertically, but cannot move more than double his or her speed in a round. A firewalker leaves footprints of flame in the air that disperse in 2 rounds, but his or her tread does not deal damage. He or she must pay 1 power point per 10 feet traveled in this fashion.

Fear No Fire: At 8th level, the pyrokineticist becomes resistant to fire, gaining a +15 bonus on all saving throws against fire and heat damage. The pyrokineticist gains damage reduction 30/+3 specifically against attacks, effects, or environmental conditions that deal heat or fire damage. Even if the character takes fire or heat damage, the first 2d6 points are treated as subdual damage. This supernatural ability constantly protects the character as long as his or her power point reserve is 19 or more.

Heat Death: A pyrokineticist who reaches 9th level can use this spell-like ability to raise the internal temperature of one living creature within 30 feet to lethal levels. The target must succeed at a Fortitude saving throw (DC 17) or die horrifically as its blood (or other internal fluid) boils. Even on a successful save, the target sustains 2d8 points of heat damage. The pyrokineticist must pay 13 power points each time she uses this ability.

Fire Lord: At 10th level, the pyrokineticist gains the supernatural ability to become a fire elemental of her size once per day. He or she gains the elemental’s special abilities when he or she does so. In all other respects, this resembles the power polymorph self as manifested by a 12th-level manifester.



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