Combustion Master (3.5e Class)

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Combustion Master

Combustion Masters are beings who have been given the ability to curse anything they desire with a simple touch. Rigging their targets with an explosive compound that can be ignited at any moment the Combustion master wishes. Following the wishes of the great creator, the one who handed down this rather new age ability. A Combustion Masters goal in life is to create infinite turmoil for everyone around him, and everything in sight. While a Combustion Master can be rather sane if she chooses, this ability will always lead with an impulse to cause destruction. Sometimes, denying this fact will only make the Combustion Master that much more insane.

Making A Combustion Master

A Combustion Master is a very strong, fast, and agile individual who can make his terrain his own ,as well as his enemies. There is ABSOLUTELY no limit to what a Combustion master can curse with enough training. When a Combustion Master is in a group, he can use his team mates to form battle strategies that would work with his explosions. Though alone he can fight his enemies from far or close, mixing weapons with his curses, or when high enough he can even harm someone directly, making him a great mix for Rouge Variants to work with her amazing speed and Certain mage classes that can help with sync with intelligence.

Abilities: The most important ability score to a Combustion Master is Dexterity, this being the most important way that they can keep fast on there feet, as well as quick hitters, allowing them to curse anything around them in fast strategic combat. Intelligence, for greater curses with more effective explosions as well as how wide you can make the explosions in a certain amount of time. Constitution, should be used to make your Combustion Master more of a tank to her own explosions. While she takes extremely reduced damage, it still damages her none the less. Strength, is important for using weapons protected and laced by the weapons you use. However it isn't your best stat to invest in.

Races: Any.

Alignment: Any Evil.

Starting Gold: 4d8×10 gp.

Starting Age: Complex

Table: Combustion Master

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Deadly Arts Known
Fort Ref Will 1st2nd
1st+1+2+2+2Cursed Touch 1, Explosion Sponge,Pyro Palms
2nd+2+2+3+2, Smoke Screen Smoke Vision
3rd+3+3+3+3Poison Smoke,
4th+4+3+4+3Smoke Regeneration, Smoke Step
5th+5+3+4+3Fading Gas, Solid Skin
6th+6+4+5+4Cursed Touch 2, Solid Smoke Sword, Mending
7th+7+4+5+4Napalm Missle, Explosive UpgradePyro Upgrade
8th+7/+2+4+6+4Devil Dash1
9th+8/+3+5+6+5Combustion Dagger,1
10th+9/+4+5+7+5The Third Eye,1
11th+10/+5+5+7+5Cursed touch 3,
12th+11/+6+6+8+6Inner Rot,11
13th+12/+7+6+8+6Ancient Roar, Critical Explosion11
14th+13/+8+6+9+6Enhanced Smoke Step, Greater Napalm Missle21
15th+14/+9/+4+6+9+6Smoke Vortex, critical attack21
16th+15/+10/+5+7+10+7Double Smoke Strike21
17th+15/+10/+5+7+10+7Dust Touch, Quick Touch22
18th+16/+11/+6+8+11+8Smoke Shadow32
19th+17/+12/+7+8+11+8Masters Bomb33
20th+18/+13/+8/+3+8+12+8Ultimate Kamekaze, Explosion Immunity33

Class Skills (4 + Int modifier per level; ×4 at 1st level)
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Disguise (Cha), Hide (Dex), Jump (Str), Knowledge (Arcana) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), Use Rope (Dex).

Class Features


Cursed Touch 1(Ex): This ability will allow the Combustion Master to use the source of their seal. A Combustion Master can use this ability on any non living think to create an explosive link that the Combustion Master can use in order to detonate for 4d6 damage. On top of that, if the object used, created any sort major tear in the targets body then the target must make a Fort Save, DC 10 + level + int mod, or suffer 3 rounds of 2d4 bleed damage. This debuff can be stacked 3 times. This ability is a free action to all non living objects and cannot be used on living objects with just the first rank.


Explosion Sponge(Ex): An explosion has side effects. It will end up firing back on the one who used it when casted. Luckily a Combustion Master has the ability to take his "Own" explosive damage. Up to 50% at level 1 and another 50% at level 20. He will be untouched by all of his explosive abilities (except Ultimate Kamikaze).


Pyro Palms: Creates a small burst of fire from the Combustion Master's hands that cause 3d6 fire damage and has a 50% chance to cause Burn damage. Must roll a d20 and get a 11 to 20 in order for the burn damage to stick for 2 turns for 1d4 damage. This effect can stack to 4 times and can be upgraded by Pyro Upgrade.


Smoke Screen(Ex): At the 2nd level of Combustion Master, a Combustion Master can summon a thick fog, emminating from her hands and more, casting a spell very similar to Darkness. This spell however can not be seen through by normal dark vision spells. The fog is blinding and can even create different properties of itself to make the battle more difficult. At level 2 the smoke is a 40 foot radius, and increases 10 ft every level. Smoke screen does have a weakness, this being the ability to blow the smoke away unlike darkness. This is a full action until reaching level 10.


Smoke Vision(Ex): This ability is what gives you and your chosen allies, a big advantage under the smokescreen. The Combustion Master is able to see as though it were normal daytime inside any smoke, and she can see the beginning and end of any smoke screen. Staying inside is just as easy as leaving. However this ability can only be given to an ally by choice. If the Combustion master chooses to only give it to herself then that is her choice and she is the only one who gets that advantage. only 10 people can see in the smokescreen. Anymore would cause the Combustion Master to lose her grip on her own vision as well as everyone else.


Poison Smoke(Ex): Causes the smokescreen to become much thicker and extremely toxic. This like Smoke vision can be Focused to protect certain people in the smoke. The people take the damage will suffer, 2d4 damage every round they are in the smoke before they take their action. Poison smoke will double when Explosion Upgrade is obtained.


Smoke Regeneration(Ex): Another form of magic that the smoke can take in place of poison. This form will heal all allies at the start of the Combustion Masters action. The heal is 1 point of Hp regained for every person, friend or foe or indifferent in the smoke screen. This causes the Combustion Master complete concentration and prevents her from doing anything else with further actions from this point till Smoke Regeneration is ceased. This must be casted as a full action and will not take effect till the next turn.


Smoke Step(Ex): Much like a shadow rouges shadow step, Smoke Step allows the Combustion Master to teleport anywhere within the smokescreen as a move action for her action. This ability does not provoke attacks of opportunity and does not give away there position to the target.


Fading Gas(Ex): Once per day, a Combustion Master can turn herself into pure Smoke in order to evade any and all types of damage, all of it passing through the smoke as it forms into whatever hole or gash it needs to evade the attack for 1 whole action. This ability can only be used during the Combustion Masters Action and must use a full action in order to use it. Any damage that would have been taken, half the damage is turned into a heal, the other half ignored.


Solid Skin(Ex): This is a completely new form that the Combustion Master can take on. When the Combustion Master chooses, once per day the Combustion master can take on a new form allowing her to change into a solid black armored beast that can take 50% of all incoming damage for the next 3 turns. This form stops her from using any of her abilities but gives her a powerful, fast, and nimble punch that does 5d6 damage.


Cursed Touch 2:(Ex) The new and improved Cursed Touch Seal. This cursed touch allows you to use your touch spells on living creatures of any kind. Forcing small seals onto their bodies that can be detonated for a good portion of damage. However this curse can be beaten with a Will Save of DC 10 + level + Int. If beaten, the seal fades, if failed then the explosion will take a chunk out of the body part the seal was put on for 8d9 damage. With an automatic 3 turns of 4d6 bleed damage.


Solid Smoke Sword(Ex): The first of few true weapons a Combustion Master can form with his seal. This weapon is made solid out of pure smoke that he can create as a free action. The sword does 6d6 damage and can be duel weilded as two for 8d6 damage with a neg 2 for attack rolls. For every successful hit with a shadow sword. A stack of Cursed Blight is applied and allows the user to infect the target with a short acting poison. This poison has a will save of DC 10+ int mod.


Mending: This is the only other healing ability that a Combustion Master can use. By taking a break from battle for an action or otherwise just taking a knee, the Combustion Master must breathe deeply and focus to regain half of the total hp lost. This can be used twice a day. This can be stopped with any anti mage or nullmage ability.

Napalm Missle(Ex): A very powerful blast that can take up the entire width of the Combustion Masters current smokescreen. The entire area is forced under siege by a big blast of melting hot fire, dealing 8d10 Damage X curse level. SO at Cursed Touch 2 the damage would be 16d10 and 3 would be 24d10 and finally 32d10 at 4th. This ability can only be used once a week when Combustion Master has less then a 4th of her full hp.


Explosive Upgrade: All explosive attacks gain an extra 2d8 to hits.


Pyro Upgrade: All Pyro or fire type abilities gain an additional 2d8 to hits.


Devil Dash: Allows the Combustion Master to move at twice the running speed for 5 minutes. While in the Devil Dash Mode the Combustion Master takes twice the normal amount of damage from physical attacks and weapon attacks.


Combustion Dagger: This Dagger is melded from the most carefully concentrated amounts of gunpower and several other compounds to make an explosive dagger. Capable of blowing holes in a target when in the hands of a master. At the start the weapon does a good 8d6 damage. But soon for every 2 levels on it gets an additional 2d6 to each hit. however if the user is not a combustion master, the daggers damage will only hurt the user. However if the combustion master is not cursed level 3, for every 5 turns the Combustion master will need to make a will save of DC 15 + level in order to not take the cumulative damage from the past 5 turns.


The Third Eye: The First step into accepting her fate as a Master of Detonation. This is more then just an ability as it changes so much of what the Combustion Master sees. The Combustion Master will grow her third eye. Allowing her to see things in a way she had never seen them before. This eyes can 1, sense the aura of a persons Alignment. 2 the Combustion Master can use his third eye to create a small wave of energy that when hits, will connect with any surface and implode for 8d10 while a direct hit will damage for 12d10. The Damage can be amplified by 1d10 for every 3 Int Mods. If the Combustion Master has Curse touch 3 he may blow up his shot in mid air as well instead of waiting for it to hit a target.

Class Features


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gollark: It isn't really, though; it seems like it would be more like whoever runs "production" just deciding who gets things.
gollark: If we just throw in assumptions like "and also we can make everything everyone needs with basically no human labour" then you can get away with doing different things, but this is not actually the case.
gollark: Would be nice, but isn't there yet.
gollark: And "negotiates resources" how?
gollark: What? That makes even less sense. So some unlucky people are in "production", and everyone else does ???.
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