As promised, the pyrokineticist as a base class [Archive] - Wizards Community

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Doomed_Penguin

03-08-07, 09:17 PM
Pyrokineticist

A pyrokineticist has an uncontrollable passion for fire, so much that they are able to use fire simply through sheer willpower. Often referred to as “Pyros”, these individuals are generally hermits and outsiders of society, as they are frowned upon for their intense interest in something so uncontrollable.
Adventures: Pyrokineticist's are generally only found as adventurers, as other adventurers are the only people who generally accept pyrokineticists, despite the fear of waking up on fire. Pyros can also be found in some mercenary units as specialized artillery, though even this is rare, as pyros don't often have much self-control.
Characteristics: Pyrokineticist's are aggressive and temperamental, generally lacking in self-control. They are often unbridled when expressing themselves and don't take others feelings (or flammability) into consideration.
Alignment: Pyrokineticist's are always chaotic in alignment, and though there are a fair amount of chaotic good and chaotic evil pyros, chaotic neutral is by far the most common alignment. It's rare for pyros to put up with lawful characters, and even rarer for lawful characters to put up with them, even when they are both working towards the same goal.
Religion: Pyrokineticist's rarely turn to religion, but some choose to worship gods with fire among their portfolios. Many pyrokineticist's worship fire itself.
Background: Pyrokineticist's generally begin nurturing their obsession and gift for fire at a young age, and many would never choose any other class.
Races: Pyros are the most common psionic class among the brutal humanoids; and many humans, half-orcs, and a surprising amount of gnomes also find the class appealing.
Other Classes: Pyrokineticist's are most comfortable with classes that have a similar spontaneous bent, such as wilders, barbarians, sorcerers, and most warlocks. They feel uncomfortable around disciplined classes, and rarely even put up with them, let alone get along with them.

Game Rule Information
Pyrokineticist's have the following game statistics.
Abilities: Charisma plays a part in many of the pyrokineticist's abilities. Dexterity is important, as it increases a pyrokineticist's typically low armor class, and improves his ranged attacks.
Alignment: Any Chaotic.
Hit Die: d8.

Class Skills
The pyrokineticist's class skills (and the key ability for each skill) are Autohypnosis (Wis), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), and Psicraft (Int).
Skill Points at 1st Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier.
Good Saves: Fort and Ref
BAB: As Cleric

Special Abilities
1) Bolt of Fire +1d6, Pyrokinesis, Wild Talent
2) Fire Lash
3) Bolt of Fire +2d6
4) Superheated
5) Bolt of Fire +3d6, Fire Adaption +5
6) Psionic Meditation
7) Bolt of Fire +4d6, Shape Bolt of Fire
8) Nimbus
9) Bolt of Fire +5d6, Fiery Discorporation
10) Fire Adaption +10, Fire Walk
11) Bolt of Fire +6d6
12) Superheated (Overcome Fire Immunity)
13) Bolt of Fire +7d6
14) Innate Pyrokinesis
15) Bolt of Fire +8d6 Fire Adaption +15
16) Heat Death
17) Bolt of Fire +9d6
18) Conflagration, Heat Death (2/day)
19) Bolt of Fire +10d6
20) Fire Incarnate, Heat Death (3/day)

Class Features
All the following are class features of the pyrokineticist.
Weapon and Armor Proficiency: Pyrokineticist's are proficient with all simple weapons and with light armor.
Bolt of Fire: As a standard action, a pyrokineticist 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, plus 1d6 points of fire damage for every other pyrokineticist level after the first.
Pyrokinesis: A pyrokineticist gains Control Flames and Matter Agitation as constant psi-like abilities, with a manifester level equal to his pyrokineticist level, and saves based on his charisma modifier. He must still concentrate on these abilities while using them, and must also be psionically focused in order to use them. Concentrating on either of these abilities is a standard action.
Wild Talent: A pyrokineticist gains Wild Talent as a bonus feat at first level.
Fire Lash: At second level, a pyrokineticist 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 pyrokineticist can take Weapon Focus (Whip) and Weapon Specialization (Whip) (assuming he otherwise meets the prerequisites) and apply the feats to the fire lash, as well as any other feats that apply to the use of a standard whip. The whip remains in existence as long as the pyrokineticist holds it.
Superheated: At fourth level, pyrokineticist's abilities can overcome an amount of fire resistance in other creatures equal to the number of levels he has of pyrokineticist, except at twelfth level, where he becomes able to overcome any amount of fire resistance and even fire immunity in other creatures.
Fire Adaption: At fifth level, a pyrokineticist gains a greater resilience against fire. He gains fire resistance 5, and a bonus to any save versus a fire effect equal to his charisma modifier. The fire resistance increases to 10 at tenth level, and 15 at fifteenth level.
Psionic Meditation: At sixth level, a pyrokineticist gains Psionic Meditation as a bonus feat, even if he does not meet the prerequisites. If he already has Psionic Meditation, he may choose a different bonus feat for which he meets the prerequisites instead.
Shape Bolt of Fire: At seventh level, as part of a full round action, a pyrokineticist may use his Bolt of Fire ability in conjunction with expending his psionic focus. When he does this, he may alter his Bolt of Fire in one of the following ways:
Cone of Fire: A pyrokineticist's Bolt of Fire changes to a 60ft. cone emanating from himself and dealing damage equal to his standard Bolt of Fire to all creatures caught in it. Creatures caught may make a Reflex saving throw (DC equal to the pyrokineticist's level + his charisma modifier) in order to take half damage.
Exploding Bolt: When a pyrokineticist's Bolt of Fire strikes it's target, it explodes in a 20ft. radius centered on the target, dealing one half it's normal damage (rounded down to the nearest d6) to all creatures caught in the blast. Creatures caught may make a Reflex saving throw (DC equal to the pyrokineticist's level + his charisma modifier) in order to take half damage. The original target still takes the normal damage from the Bolt of Fire, and does not receive a Reflex save (just as though a standard Bolt of Fire had been used upon him).
Weapon Aflame: A pyrokineticist can envelope any weapon he holds in flame, having it deal additional fire damage equal to the amount his Bolt of Fire would normally do. The flames harm neither the weapon, nor the pyrokineticist, and last for a number of rounds equal to one half the pyrokineticist's level plus his charisma modifier (if positive). These flames immediately disappear if the pyrokineticist loses contact with the weapon, unless he throws it. Ranged weapons apply this damage to their ammunition.
Incinerate: A pyrokineticist can deal full damage to objects using his Bolt of Fire, dealing the full fire damage and ignoring the hardness of those objects. Objects held by creatures gain a Reflex saving throw (DC equal to the pyrokineticist's level + his charisma modifier) against this ability.
Nimbus: At eighth level, a pyrokineticist also gains the ability to envelope himself in flames as a standard action, granting himself damage reduction x/magic and cold, where x is the number of pyrokineticist levels the pyrokineticist has. This ability also deals an amount of fire damage equal to half the amount of fire damage his Bolt of Fire would deal (rounded down to the nearest d6) to any creature that touches him while he is so enveloped. These flames do not harm the pyrokineticist, or his equipment. He can use this ability a number of times per day equal to his charisma modifier (minimum 1), with each use lasting up to one minute. A pyrokineticist must expend his psionic focus when activating this ability.
Fiery Discorporation: At ninth level, a pyrokineticist gains Fiery Discorporation as a psi-like ability usable once per week. His manifester level equals his pyrokineticist level.
Fire Walk: As a free action, a pyrokineticist can expend his psionic focus to walk on air. He moves at his normal speed in all directions, but can't move more than double his speed in one round. He can move in such a fashion for a number of rounds equal to his charisma modifier, but can only activate this ability once per hour. A pyrokineticist leaves flaming footprints in the air that remain for 2 rounds after using this ability; however, they deal no damage.
Heat Death: At sixteenth level, a pyrokineticist may expend his psionic focus to target a creature within 30 feat. If he does so, he may then spend a full round action raising the creature's internal temperature to lethal levels. The creature must make a Fortitude saving throw (DC equal to the pyrokineticist's level plus his charisma modifier) or die as it's internal fluids boil. A creature that makes it's save still takes an amount of fire damage equal to the pyrokineticist's class level multiplied by his charisma modifier. A pyrokineticist can use this ability once per day at sixteenth level, and one more time per day for every other level after sixteenth.
Innate Pyrokinesis: At fourteenth level, concentrating on the psi-like abilities granted by his Pyrokinesis ability becomes a free action, rather than a standard action. He must still remain psionically focused in order to maintain these abilities. He may activate both abilities simultaneously (or two parts of Control Flames simultaneously), but only one ability can have it's concentration maintained as a free action; having both abilities active (or two parts of Control Flames active) requires a standard action.
Conflagration: Once per day, a pyrokineticist can create a massive blast of heat emanating from himself. This heat spreads out in a 30ft. radius, dealing damage equal to two times the amount of damage the pyrokineticist would normally deal with his Bolt of Fire. Creatures caught in the burst can make a Reflex saving throw (pyrokineticist's level plus his charisma modifier) for half damage.
Anyone who fails the Reflex save must then make a Fortitude save (same DC) or die from shock due to heat exposure.
Fire Incarnate: The pyrokineticist gains the elemental type along with the fire subtype, and receives all benefits and penalties thereof.
Doomed_Penguin

03-08-07, 09:19 PM
Comments, advice, suggestions, constructive criticism, discussion, and, of course, complements (:D ) are all welcome. I'll be checking in when I can, which should be about twice daily. Hope you enjoy, and thanks!
danzibr

03-08-07, 09:40 PM
First, I should say I'm glad you created this :)

Ahh. Constructive criticism. I have to say add the whip back in. I'm going to make a Bard/Fighter/Pyro specializing in whips. Gotta love teh whip, and I say add it back in. I'd also add back in Greater Weapon Afire and top the fire resist at 20.

And as for becoming an elemental... I don't know how well this works. What size elemental? What about racial HD and class HD? What about abilities and such? I must admit, however, it is a neat idea. Reminds me of Ignus.

So yeah, hopefully something I said helped. I'll take a more careful look later.

Dan
DwarvinJedi

03-08-07, 09:46 PM
And as for becoming an elemental... I don't know how well this works. What size elemental? What about racial HD and class HD? What about abilities and such? I must admit, however, it is a neat idea. Reminds me of Ignus.
He means that he gains the Elemental Type, which I think is a cool flavorful ability.

But, Weapon Afire seems a little too powerful, as at 20th level you do +10d6 damage to every attack, when an equal level rogue does +10d6 to most attacks
danzibr

03-08-07, 10:05 PM
Ahh... I missed the damage as fire bolt. I'll have to check more later (sorry, playing cards now). Lookin' good though. I thought of maybe a suppressible fire aura would be neat.

Dan
Deekin

03-08-07, 10:05 PM
A more accurate comparison would be the warlock.

The Warlock is similar, a little behind in damage output, but has invokations to make up for that.

The Invokations seem to be about as powerful as the other pyro abilites, so this class needs a bit more to make up for that as a warlock gains 12 invokations and this only gets 6 class ablities
danzibr

03-08-07, 10:34 PM
Okay, I really took a closer look this time.

I'd say change the Fire Walk ability from constitution modifier to levels of Pyro or levels of Pyro/2. Personally, if I were to make a Pyro they would focus on Dex rather than Con, making that ability almost worthless. Likewise, I'd also change Nimbus and Conflagration. This is quite a bit of a change and it's quite alright if you disagree, but I think a Pyro's strength comes from the mind, not the body.

And as for gaining the elemental type, how would that work?

Elemental Type: An elemental is a being composed of one of the four classical elements: air, earth, fire, or water.

Features: An elemental has the following features.

8-sided Hit Dice.

Base attack bonus equal to 3/4 total Hit Dice (as cleric).

Good saves depend on the element: Fortitude (earth, water) or Reflex (air, fire).

Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.

Traits: An elemental possesses the following traits (unless otherwise noted in a creature’s entry).

Darkvision out to 60 feet.

Immunity to poison, sleep effects, paralysis, and stunning.

Not subject to critical hits or flanking.

Unlike most other living creatures, an elemental does not have a dual nature—its soul and body form one unit. When an elemental is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an elemental. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection, to restore it to life.

Proficient with natural weapons only, unless generally humanoid in form, in which case proficient with all simple weapons and any weapons mentioned in its entry.

Proficient with whatever type of armor (light, medium, or heavy) that it is described as wearing, as well as all lighter types. Elementals not indicated as wearing armor are not proficient with armor. Elementals are proficient with shields if they are proficient with any form of armor.

Elementals do not eat, sleep, or breathe.

Because they have no racial hit dice do you disregard the first part of this quote and just give the rest of the abilities?

So here's what I would change:

Change constitution modifier stuff to class level (except for Conflagration, change that to something else).
Add in the whip.
Change weapon afire to 3/4 bolt of fire damage.
Clarify/alter fire incarnate
Add in a 2/day step for Heat Death.
Maybe add in a suppressible fire aura, though this seems rather similar to Nimbus... so the last is just a maybe.




Okay, hope I was helpful at all. Despite all of this, I really like your class and I would certainly play one.

Dan
Trevor Goodchild

03-08-07, 11:19 PM
I agree that the whip should make a comeback, doing the damage of the bolt of fire. However, as Deekin pointed out, he still needs more class abilities. Since this class focuses on fire, maybe the class could obtain powers from the Kineticist list as psi-like abilities, though without the option to do anything other than fire damage.
myusernameis

03-08-07, 11:42 PM
Wont fire immunity totally render this class useless? It's a common enough quality to be a very serious concern.
Red12

03-09-07, 01:10 AM
(pardon, its late and I'm running on low sleep. Reply may be incoherent)

Wont fire immunity totally render this class useless? It's a common enough quality to be a very serious concern.

Jah, its enough of a concern to make this class as weak as a kitten. Its good at dealing direct fire damage. Fire= weak because of ALL the creatures resistant to it; direct damage= weak because of exponential HD scaling.

You need to add some more abilities, because this class just kinda blah if you think about it. I have a couple in mind:

A "pierce resistance" mechanic is not unwarranted. Think like this:
While psionically focused, a pyro's class abilities bypass fire resistance up to its class level. Essentially, while focused, a creature's fire resistance is treated as the pyro's class level lower vs the pyro. I.e. A creature with Fire Resistance 20 is effectively 10 against a 10th level pyro.
A higher up ability: A pyro can expend its psionic focus to pierce fire immunity. Alternatively, the pyro can pierce all resistance.


Another Idea in the vein of Trevor's idea:
A pyro receives a number of "burn points" equal to its class level + cha modifier.
A Pyro can use these points to fuel an "energy" power using the fire descriptor.
These powers count as psi-like abilities. These abilities cost an amount of burn points equal to the level of the power. A Pyro's manifest level = its class level.

For example, a 5th level pyro has a 14 CHA, and thus has 7 burn points.
Coming across a column of orcs in a dungeon, he decides to manifest an Energy Bolt (with the fire descriptor), shooting it down the column, dealing 5d6 and killing many orcs.
He has 4 burn points left.
The Orc warlord follows in behind them, having made his save, and rushes up to the pyro's buddy rogue, but is unable to reach him.
The pyro decides to try and delay the warlord until the rogue can escape, and decides to manifest energy push (fire). Doing so costs him 2 burn points. He shoots the warlord, dealing 3d6 damage and pushing him back. (note, due to the nature of psi-like abilites, he was treated as augmenting the energy stun by 2 points)
The pyro has 2 burn points left and decides to save them for later, using his lash and bolt attack for the remainder of the encounter.


^^ That sounds more complicated than it is.


Anywho, just a few thoughts.
danzibr

03-09-07, 07:42 AM
Red12, you are amazing. Not only does your suggestion make the class more versatile, but it also makes them seem more like a true master of fire.

Furthermore, it draws upon the idea that Pyros are based off of Psions (not the class, but the mind power idea). The only thing I would change is:
A Pyro's manifest level = its class level.
Granted, I wouldn't simply remove the cap, but have something like the Wilder, where they can push the level up a little but risk hurting themselves. Maybe instead of a chance to be dazed it's ability burn (ahh, so fitting!).

But yeah, with all these suggestions, I think this class can turn quite flavorful.

Dan
Doomed_Penguin

03-09-07, 08:13 AM
Wow, I'm glad to be getting such a positive response!

I added in the Superheated ability, allowing pyros to overcome fire resistance and eventually overcome immunity.

As for the elemental type, I clarified it, and would like to point out that despite the fact that a pyro has not racial hit dice, he still gains all the other abilities of his new type (darkvision, immunity to flanking, etc.). Same with the fire subtype, he becomes immune to fire and vulnerable to cold.

As for balancing this class with the Warlock (which is one of the most comperable classes to the pyro), I thought that a regular progression of the pyro's blast (bolt of fire) compared to the irregular progression of the warlock's blast (eldritch blast) would be close to evening out the two classes. I realize that they still aren't quite balanced with each other, so if you have other ways to make the pyro a little more balanced, please feel free to suggest them.

I don't like the idea of the pyro becoming a manifester (even only partial) as I was hoping to have him become something similar to the soulknife in the respect that he has psionics, but not powers. Also, I prefer to use the constitution modifier to the charisma modifier because it seems like he's drawing on a power from within himself, not so much from within his head. Feel free to houserule the pyros use of charisma in your campaign; as it works just as well for flavor purposes. I just liked the idea and flavor of a more constitution based class.

I'll see what I can do about the whip, but at the moment, I don't see how I can fit it in. If you have any suggestions, please post them, because I liked the whip too, I just didn't see anywhere I could place it. I'll add it in if inspiration (or one of your ideas) strikes me.
danzibr

03-09-07, 09:39 AM
Well, if you look at base Pyrokineticist the very first thing they get is teh whip. Because they have a d8 and 3/4 BAB they seem to be a balance between caster and melee, and teh fire whip does a good job of amplifying that, I think. Maybe you can break it up like Ranger where they go into different specialties, like Whip Specialty or Caster Specialty. I'd go whip.

Dan
Red12

03-09-07, 10:18 AM
danzibr, you really know how to inflate a guy's ego, don't you. :p

Yeah, I think the whip is very classy as well as needed.

They could also stand to use some more skill points.

I like the burn-point mechanic. It allows the pyro to shape and command fire to do a number of things. Just cause he has access to psi-like abilities doesn't make him a manifester!
I mean, just think of how fitting and cool it is when he uses an energy retort! Tell me thats not trade-mark pyro.
It would also allow him to gain some resistance before the whopping level of twenty. (with energy adaptation, fire). Ooo, don't forget energy current!

Just remember, that tho this class has a little bit more combat ability than the warlock, the warlock has a LOT more versatility both in and out of combat. (being UMD masters as well as being able to craft any(!) Item)

I'll probably post my version, as well as cold, sonic, and elec versions ;)
danzibr

03-09-07, 10:51 AM
I'll probably post my version, as well as cold, sonic, and elec versions ;)

I'm all up for that. I was actually considering posting my own version, too... but I'll stay away from that.

As for the Cryokineticist and such, I remember reading something like this before, but they changed the prestige class. Problem is (and I don't mean offense), I didn't think it was very well thought out. I mean, it's hard to apply common sense to many aspects of D&D, but it seems that some of the class features should be constant while others should change. Say the fire resist. That's one I believe should remain more or less constant. But the nimbus? A sonic nimbus? Yeah...

It also seems like they should also have their equivalences of burn points. Okay, I'm straying a bit from the topic, but I promote you making them. My personal favorite is electricity. Maybe I'll make something along those lines, but not the others.

Dan
Red12

03-09-07, 11:49 AM
Pyrokineticist

http://www.wizards.com/dnd/images/xph_gallery/80458.jpg

Fire is the great cleanser. It can burn away anything. Anything.

Pyrokineticists know that just tapping into your mind a little bit can go a long way- for those interested only in fire. They find both beauty and utility in the chaotic, yet predictible shape of flame, its spectrum of fuel-dependant colors, its warming heat, and its neverending hunger. Those who take one or more levels in this class are sometimes refered to as pyros.

MAKING A PYRO
Pyrokineticists like fire. A lot.
Abilities: Constitution is an important ability score for the pyro, fueling a number of its abilites. A good dex is useful as well, as its bolt of fire is its primary weapon, as well as its finessable fire lash
Races: Pyros are the most common psionic class among the brutal humanoids, and many humans, half-orcs, and a surprising amount of gnomes find the class appealing. Also a number of Maenads have a certain panache' for the destructive nature of the pyro, but most of them turn to the sonokinetist.
Alignment: Pyro's are usually chaotic, as is the nature of fire. However, some see fire as a predictible tool that can be manipulated in fashion.
Starting Gold: 4d4x10 gp.
Starting Age: As Rogue

Class Skills
The Pyrokineticist's class skills (and the key ability for each skill) are Autohypnosis (Wis), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), and Psicraft (Int)
Skills Per Day at 1st Level : (4 + int)x4
Skills Per Day at Each Additional Level : 4 + int

Hit Dice: d8

BAB Fort Ref Will Abilities
1. +0 +2 +0 +0 Command the Flames, Bolt of Fire (1d6), Wild Talent
2. +1 +3 +1 +1 Fire Lash
3. +2 +3 +1 +1 Bolt of Fire (2d6), Heat Metal
4. +3 +4 +2 +2 Weapon Afire
5. +3 +4 +2 +2 Bolt of Fire (3d6) Fire Adaptation
6. +4 +5 +3 +3 Nimbus, Superheated
7. +5 +5 +3 +3 Bolt of Fire (4d6)
8. +6/+1 +6 +3 +3 Fan the Flames, Fear no Fire
9. +6/+1 +6 +4 +4 Bolt of Fire (5d6)
10.+7/+2 +7 +4 +4 Fire Walk
11.+8/+3 +7 +5 +5 Bolt of Fire (6d6)
12.+9/+4 +8 +5 +5 Living Flame
13.+9/+4 +8 +6 +6 Bolt of Fire (7d6)
14.+10/+5 +9 +6 +6 Heat Death (1/day)
15.+11/+6/+1 +9 +6 +6 Bolt of Fire (8d6)
16.+12/+7/+2 +10 +7 +7 Fire Cleanses
17.+12/+7/+2 +10 +7 +7 Bolt of Fire (9d6), Heat Death (2/day)
18.+13/+8/+3 +11 +8 +8 Conflagration
19.+14/+9/+4 +11 +8 +8 Bolt of Fire (10d6)
20.+15/+10/+5 +12 +9 +9 Fire Incarnate, Heat Death (3/day)

Class Features:
Weapon Proficiencies: A Pyrokinetist is proficient in all simple weapons, its fire lash, light and medium armor, and shields.
Bolt of Fire: As a standard action, a pyrokineticist can launch a bolt of psionically manifested fire at any target in line of sight within 30 feet. This effect is treated as a ranged touch attack, and deals 1d6 points of fire damage, plus 1d6 points of fire damage for every other pyrokineticist level after the first. The range increases by 10 feet per level.
Wild Talent:A pyrokineticist gains Wild Talent as a bonus feat
Command the Flames: A pyrokinetist can use "control flames" as a psi-like ability useable at will. Also,
See the above "burn point mechanic". Work in progress. Cannot use a power that has a manifester level greater than the pyro's. Example, a 3nd level pyro has 5 burn points, he cannot use Energy Ball (fire) because it has a minimum manifester level of 7 (a 4rd level power). He can however use energy push (fire) or energy stun (fire), as they have a minimum of 3.
Fire Lash: A pyrokineticist gains the ability to fashion a 15-foot-long whip of fire from unstable ectoplasm as a move-equivalent action. She takes no damage from a fire lash she creates, and if she releases her hold, it immediately dissipates. The lash deals damage as a whip and an additonal 1d8 points of fire damage to a target within 15 feet. She may choose to do just the fire damage on a successful ranged touch attack. A pyro can take Weapon Focus and Weapon Specialization (if she 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 pyrokineticist holds it.
Heat Metal: At third level the pyrokineticist gains the druid spell Heat Metal as a psi-like ability, usable a number of times per day equal to his Consitution Modifier (minimum 1). His manifester level is equal to his pyrokineticist level.
Weapon Afire: As a move action, a pyrokineticist may sheath his weapon in flames. These flames harm neither the pyrokineticist, nor his weapon. They add an additional amount of fire damage equal to the amount that would be dealt by his Bolt of Fire ability. The pyrokineticist may apply this additional damage to any melee weapon, thrown weapon, form of ammunition, or natural attack (including unarmed strike, which is counted as being armed when used in conjunction with this ability). The flames remain until the pyrokineticist either mentally chooses to extinguish them (an immediate action), or until he ceases to hold the weapon.
A Pyrokinetisist can apply this to his Fire Lash, but only half as many damage dice. (rounded down).
Fire Adaptation: A pyrokineticist gains fire resistance equal to his class level. He also gains a bonus to his saves vs. fire effects equal to half his class level.
Nimbus: At sixth level, a pyrokineticist also gains the ability to envelope himself in flames as a standard action, granting himself damage reduction x/magic and cold, where x is the number of pyrokineticist levels the pyrokineticist has. This ability also deals an amount of fire damage equal to half the amount of fire damage his Bolt of Fire would deal (rounded down to the nearest d6) to any creature that touches him while he is so enveloped. These flames do not harm the pyrokineticist, or his equipment. He can use this ability a number of times per day equal to his constitution modifier (minimum 1), with each use lasting up to one minute. A pyrokineticist must expend his psionic focus when activating this ability.
Superheated: At sixth level, pyrokineticist's abilities can overcome an amount of fire resistance in other creatures equal to the amount of fire resistance he has obtained through this class.
Fan the Flames: A pyrokinetisist can now use a full-attack action when manifesting his bolt of fire ability, to gain the following effects: For every iterive attack the pyrokinetisist gives up, he deals an additonal 2d6 damage. The pyrokinetisist can also give up the iterive attack to force he target target to make a reflex save (DC: 10+half class level) or catch fire. For example, an 8th level pyrokinetisit has 2 attacks. He uses his bolt of fire as a full attack. He now has the option to add 2d6 fire damage or force the target to save or catch fire. Upon hitting, the bolt of fire deals its base damage, with the additonal 2d6 or save added on. A 15th level pyrokinetisist could add either 4d6, 2d6 and a save, or 2 saves. (Note, if either save is failed, the target catches fire. Nothing additional happens if both saves are failed.)
Fear No Fire: A pyrokinetisist never takes damage from his own fire effects.
Fire Walk: As a free action, a pyrokineticist can expend his psionic focus to walk on air. He moves at his normal speed in all directions, but can't move more than double his speed in one round. He can move in such a fashion for a number of rounds per day equal to his class level, plus his constitution modifier. He does not need use all of this ability in one go, he may space it out over the course of the day. Should the pyrokinetisict run out of the ability, he may spend one "burn point" to gain an additonal round of fire walking. A pyrokineticist leaves flaming footprints in the air that remain for 2 rounds after using this ability; however, they deal no damage.
Living Flame: At 12th level, while using his Command the Flames ability, the pyrokineticist can expend his psionic focus to subract area from the area of effect of his power. Essentially, the pyrokineticist can create spaces within the AoE. For example, while using an Energy Ball, she may remove the five feet squares that her friends are standing in, so as not to hurt them. The event is often described as the fire randomly wipping or writhing around a creature, only to burn those around or behind it.
Heat Death: At fourteenth level, a pyrokineticist may expend his psionic focus to target a creature within 30 feat. If he does so, he may then spend a full round action raising the creature's internal temperature to lethal levels. The creature must make a Fortitude saving throw (DC 10 + 1/2 class level + constitution modifier) or die as it's internal fluids boil (keep in mind, nonliving creatures are immune to fortitude saves that don't also affect objects, such as this one). A creature that makes it's save still takes an amount of fire damage equal to the twice the pyrokineticist's class level. A pyrokineticist can use this ability once per day at 14th level, and one additoinal time per day per 3 class levels after that. (17th, 20th, etc).
Fire Cleanses: As long as the pyrokineticist is psionically focused, he can ignore creatures' or casters' fire resistance and/or immunity.
Conflagration: Once per day, a pyrokineticist can create a massive blast of heat emanating from himself. This heat spreads out in a 30ft. radius, dealing damage equal to two times the amount of damage the pyrokineticist would normally deal with his Bolt of Fire. Creatures caught in the burst can make a Reflex saving throw (DC: 10+ half class level + Con Modifier) for half damage.
Anyone who fails the Reflex save must then make a Fortitude save (same DC) or die from shock due to heat exposure. Creatures immune to fire are immune to death from failing the Fortitude save, despite the pyrokineticist's Fire Cleansing ability.
Fire Incarnate: The pyrokineticist gains the elemental type along with the fire subtype, and receives all benefits and penalties thereof.


PLAYING A PYRO
Brief description on how to play the class you are designing.
Religion: Pyrokineticist's rarely turn to religion, but some choose to worship gods with fire among their portfolios. Many pyrokineticist's worship fire itself.
Other Classes: Pyrokineticist's are most comfortable with classes that have a similar spontaneous bent, such as wilders, barbarians, sorcerers, and some warlocks. They feel uncomfortable, around disciplined classes, and rarely get along with them.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Red12

03-09-07, 12:01 PM
'Kay. Couple things to note my changes:

Medium Saves: I use medium saves in my games, so the pyro got a couple. If you remove them, make one good and one poor.

Skill points: Added a few skill points. INT is the classes dump stat and I want it to have some kind of use outside combat. (see fighter problems)

Weapons and armor: gave them medium armor as well as fire-lash prof ;)

Bolt of Fire: Changed the system for determining range.

Command the flames: Work in progress, but essentially the burn point mechanic with a few limits in place.

Firelash: Changed it to an actual whip of ecto plasm that is on fire. This allows to to work in conjunction with the weapon afire ability (with a tweak).

Weapon Afire: Same, although you may had half of your weapon afire dice to your fire lash.

Fire adaptaion: Just used straight class level instead of incriments. Changed how save bonus was determined.

Fan the Flames: New ability!

Fear no fire: New ability!

Fire Walk: Changed duration. Allowing spending of burn points

Living Flame: New ability!

Heat Death, Conflagration: changed DC mechanic

Fire Cleanses: Changed superheated, so this is a seperate ability. Makes it so you have to weigh against getting those things with immunity versus some higher powerd stuff.
Red12

03-09-07, 12:09 PM
I'm all up for that. I was actually considering posting my own version, too... but I'll stay away from that.

As for the Cryokineticist and such, I remember reading something like this before, but they changed the prestige class. Problem is (and I don't mean offense), I didn't think it was very well thought out. I mean, it's hard to apply common sense to many aspects of D&D, but it seems that some of the class features should be constant while others should change. Say the fire resist. That's one I believe should remain more or less constant. But the nimbus? A sonic nimbus? Yeah...

It also seems like they should also have their equivalences of burn points. Okay, I'm straying a bit from the topic, but I promote you making them. My personal favorite is electricity. Maybe I'll make something along those lines, but not the others.

Dan
I know a triple post, but they all have a separate purpose :embarrass

Yeah, Mind's eye did a basic conversion. It was basically all of the energy types switched around.

I think cold will focus on defense, sonic on loud and/or subtle effects, and electricity... well... have to think about that.

I think the tietogether will be that "burnpoint" mechanic (need a new name). But suffice to say, not everyone is going to get a whip :P
danzibr

03-09-07, 12:30 PM
Well, in any game I've ever played I've always loved electricity (go Crono!), and IMO lightning would be a combination of focusing strictly on damage and speed... like real lightning. Neglect defense and utilities. Then again, *shrugs*. I'll make one this weekend and see what you think.

And now that I think about it, I dislike the constitution less. True, it comes from the mind, but... oh, I don't know, play with fire and you're gonna get burned. Well, that doesn't entirely properly encapsulate my thoughts, but basically, yeah, I can see a Pyrokineticists powers being contingent upon their constitution.

I particularly like what you did with fire adaptation. I mean, a steady increase makes more sense than a few discrete leaps (2, in the case of the base PrC). I don't get what you mean by iterive. Okay, so it's normally a standard action, but you change it to full round and gain either bonus damage or attempts at igniting your opponent equal to your number of attacks? If you're hasted do you get another? Not to be too technical or anything, but I'm just wondering.

Yeah... overall looks good. Hope I helped at least a bit.

Dan
carnivore

03-09-07, 12:37 PM
nice.....but i would suggest:

No Burn point Mechanic........change to Scale-able Psi-Like Abilities with uses per day.....use Skills to determine accessable powers.....ranks in Concentration to allow use of Fire based Energy powers


:D
Doomed_Penguin

03-09-07, 09:55 PM
I'm sorry guys, but I'm really going to have to go with carnivore on this one. You can use a "burnpoint" mechanic in your versions (red12, awesome btw), but I think I'm just going to give him a shapeable version of Bolt of Fire at some level, and maybe one or two more psilike abilities.
Doomed_Penguin

03-09-07, 11:01 PM
Okay, as per suggestions, I have:
Increased skill points to 4+Int. mod.
Added the Fire Lash back in (which is still a ranged touch attack, I'd like to point out)
Added Shapeable abilities to his Bolt of Fire
And given him the ability to speak Ignan once he achieves elemental status

I'm considering giving him a fire/magma/steam mephit companion if he still seems underpowered, let me know what you think (I considered a fire elemental companion, but that would more often be a liability, as it wouldn't be powerful enough to fight without being overpowered, and the fire elemental thing seemed a tad cliche (druids, wizards with imp. familiar, that elemental prc from mini's handbook, etc.)).
Red12

03-09-07, 11:15 PM
Interesting. I like how its all based on the bolt of fire.

Perhaps you should switch it around, kinda.

Think about it this way, have weapon afire be the base ability, then give them the option to *shoot* it or *explodiate it*.

The thing is, doomed, is that this Pyro-kinetisist needs to be BETTER than a regular old psion-kinetisist at dealing fire damage, IMO. I think it needs some kick in that area.
danzibr

03-10-07, 11:33 AM
The thing is, doomed, is that this Pyro-kinetisist needs to be BETTER than a regular old psion-kinetisist at dealing fire damage, IMO. I think it needs some kick in that area.

That's a good thing to base building a class off of. I mean, a Pyro is a specialized mind power person, so they should be better at their specialty. Btw I started making my Electrokineticist. Like it so far. I think I'm going to provide a normal option and a PrC version.

Dan
carnivore

03-10-07, 12:34 PM
you also may want to give him some Affinity to Fire creatures...possibly this at some point:


+2 All Cha based Skills when dealing with Fire Based Creatures

Fire based creatures who attack the Pyrokineticist take a –1 penalty on their attack rolls. The Pyrokineticist makes applicable saving throws from the extraplanar creature’s attacks with a +2 resistance bonus. He gains a +4 morale bonus on all attack rolls against such creatures. Any weapon he uses bypasses the damage reduction of such creatures, regardless of any qualities the weapon may or may not have.

Penalty to saves:
–2 against water- or cold-based effects



also you might add some other skills to the class skill list like this:

Class Skills
The pyrokineticist's class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff(Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy(Cha), Intimidate (Cha), Jump (Str),Listen(Wis), and Psicraft (Int), Sense Motive(Wis), Spot(Wis).


:D
InkBlot

03-10-07, 01:57 PM
Heat Metal: At third level the pyrokineticist gains the druid spell Heat Metal as a psi-like ability, usable a number of times per day equal to his Consitution Modifier (minimum 1). His manifester level is equal to his pyrokineticist level.
Why are you using a druid spell? Why not use the Matter Agitation power?
myusernameis

03-10-07, 04:28 PM
Hm, maybe for the electrokineticist you could grant it the ability to use electricity almost in the same fashion as a tentacle attack, less damage than the fire lash and less reach but more attacks, as per standard natural attacks. Perhaps for cold it could have the ability to create blade like sheath of ice around one of its hands, again, less reach than the lash, but this time have it do more damage, slashing of course coupled with cold. And for Sonic maybe it could use sound to create a mace like construct that deals Sonic damage, possibly coupled with a deafening or sickening effect.
Doomed_Penguin

03-10-07, 10:51 PM
Update: Edited psi-like abilities

(directed at Red12) I like the idea of making the Bolt of Fire into a weapon enhancer first, as it works with my original idea of this class basically replacing the soulknife in a campaign, and makes it seem less like a warlock-wannabe, but that kinda makes the fire lash seem weird and pointless. Plus, half of the Shape Bolt of Fire qualities wouldn't make much sense if they were applied to melee, or they would become outright dangerous.

(directed at carinivore) I wanted him to have more skills too, but the social skills don't work with someone who's a loner, and the survival skills don't work with someone who, instead of planning, simply burns stuff whenever it becomes a problem (or even when it's not a problem, just as long as it's flammable :D ).
Red12

03-10-07, 11:22 PM
Update: Edited psi-like abilities

(directed at Red12) I like the idea of making the Bolt of Fire into a weapon enhancer first, as it works with my original idea of this class basically replacing the soulknife in a campaign, and makes it seem less like a warlock-wannabe, but that kinda makes the fire lash seem weird and pointless. Plus, half of the Shape Bolt of Fire qualities wouldn't make much sense if they were applied to melee, or they would become outright dangerous.

I think it could work. Think about swapping the following around:

Remove Fire Lash.
Give Superheated ability at level 6
Psionic Meditation at 2 (personally, I dont giving it too them at 2 much different than 6)
Add in Bolt of Fire at level 4. Basically, do weapon afire damage (the scaling one) as a ranged touch attack with a range of 60 ft, and only usable while maintaining psionic focus. That way, if they want to do some long range damage, they'd need to use a bow. Also, they need to regain focus to use it again.

3 levels later, they can shape it, at the expense of their focus.

Just some thoughts.
carnivore

03-11-07, 02:48 PM
(directed at carinivore) I wanted him to have more skills too, but the social skills don't work with someone who's a loner, and the survival skills don't work with someone who, instead of planning, simply burns stuff whenever it becomes a problem (or even when it's not a problem, just as long as it's flammable :D ).
the reason for these skills:
notice this:
CHARISMA (CHA)
Charisma measures a character’s force of personality, persuasiveness, personal magnetism, ability to lead, and physical attractiveness. This ability represents actual strength of personality, not merely how one is perceived by others in a social setting.


a person who can set fires using only his will......definately falls into this category........compare this to a Soulknife..who manifests a Weapon with his mind:
SOULKNIFE,Class Skills
The soulknife’s class skills (and the key ability for each skill) are Autohypnosis* (Wis), Climb (Str), Concentration* (Con), Craft (Int), Hide (Dex), Jump (Str), Knowledge (psionics)* (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spot (Wis), and Tumble (Dex).
*New skill or expanded use of existing skill.

Skill Points at 1st Level: (4 + Int modifier) x4.


even though they have a Martial inclination....still someone who Manipulates Energy to burn things would have some Social skills due to his sheer strength of personality...especially since it would be reinforced as he grows in power

Autohypnosis (Wis)................. due to his Psionic Awareness of his own body
Bluff(Cha)............................. as deceptive as a flame can be
Climb (Str)........................... not sure why he would have this?????
Concentration (Con).............. due to the strength of will
Craft (Int)........................... not sure why he would have this?????
Diplomacy(Cha).................... able to inflame the emotions of others (Positive)
Intimidate (Cha)................... able to inflame the emotions of others(negative)
Jump (Str)........................... not sure why he would have this?????
Listen(Wis).......................... to enjoy the sound of burning things better
Psicraft (Int)........................ due to his Psionic Awareness
Sense Motive(Wis)................ to be aware of smoldering emotions in others
Spot(Wis)............................ because its so nice to look at the fire...it trains the eyes to the various nuances of the flames

:D
Doomed_Penguin

03-11-07, 09:04 PM
the reason for these skills:
notice this:


a person who can set fires using only his will......definately falls into this category........compare this to a Soulknife..who manifests a Weapon with his mind:


even though they have a Martial inclination....still someone who Manipulates Energy to burn things would have some Social skills due to his sheer strength of personality...especially since it would be reinforced as he grows in power

Autohypnosis (Wis)................. due to his Psionic Awareness of his own body
Bluff(Cha)............................. as deceptive as a flame can be
Climb (Str)........................... not sure why he would have this?????
Concentration (Con).............. due to the strength of will
Craft (Int)........................... not sure why he would have this?????
Diplomacy(Cha).................... able to inflame the emotions of others (Positive)
Intimidate (Cha)................... able to inflame the emotions of others(negative)
Jump (Str)........................... not sure why he would have this?????
Listen(Wis).......................... to enjoy the sound of burning things better
Psicraft (Int)........................ due to his Psionic Awareness
Sense Motive(Wis)................ to be aware of smoldering emotions in others
Spot(Wis)............................ because its so nice to look at the fire...it trains the eyes to the various nuances of the flames

:D

Autohypnosis (Wis): Able to focus his psionic talent into a mind over body thing
Bluff(Cha): Doesn't work. Even though he has force of personality, that doesn't mean he can channel it.
Climb (Str): Original Pyro Prc's class list, and if you think about this character, and the fact that he's mostly a loner, he needs to be able to get around on his own.
Concentration (Con): Necessary in order to maintain control over normally chaotic fire.
Craft (Int): Original Pyro Prc's class list, and once again, he's a loner, and needs to be able to (re)make his own stuff after he burns the originals...
Diplomacy(Cha): See bluff.
Intimidate (Cha): If someone could set you on fire with a thought, you'd be scared of him too.
Jump (Str): See climb.
Listen(Wis): Considering his generally weak will and the fact that he's probably easily distracted by fire, his powers of observation aren't going to be that great.
Psicraft (Int): Able to harness his ability and tweak it occasionally.
Sense Motive(Wis): See listen, but oblivious to others, rather than oblivious to his surroundings (oblivious to others supported by alignment restrictions as well).
Spot(Wis): See listen.

As much as I love skill monkeys, this class just isn't skill oriented, either by the class's flavor or nature of the rules for this class. Sorry.
danzibr

03-13-07, 12:10 PM
I'll probably post my version, as well as cold, sonic, and elec versions ;)

I'd like to see them.

The rest is also directed to Doomed_Penguin (and anyone else interested).

I posted an electrokineticist here (http://boards1.wizards.com/showthread.php?t=808195). Just thought I'd mention it in this board in case the other one fell a few pages back or something.

Dan
Doomed_Penguin

12-12-07, 03:46 PM
I've been thinking about this class a lot recently, and was wondering if I could get some new feedback from people. Basically what I'm trying to say is *bump*.
archangel_arcanis_07

12-12-07, 03:54 PM
I'll take a closer look at it when i get home later, but i was just thinking about how i wanted to play a pyro but would rather play from lvl 1 than taking wilder or psi war first. Feedback to follow later today.
Artector

12-12-07, 04:19 PM
Its an interesting idea, and reading through the version in the first post screams warlock to me, but I like the warlock, so that's good. For 4+int mod skills he needs more class skills, the monk has 4+int mod and has 18 class skills, the druid has 13, the barbarian is on the low end with 9. The base class here has 8, I'd suggest 1 or 2 more.

Overall it seems balanced, but I gotta question overcoming all fire immunity at 12th level, it seems a little low, but I couldn't be sure on that.

The only other thing I had to question was DR /magic and cold. Its an odd combo, and I feel like the DR value should almost be pyro level/2.

Its close enough to balanced in my opinion that you should playtest it.
The_Mess

12-12-07, 05:32 PM
Thanks for bumping this thread up!

I think cold will focus on defense, sonic on loud and/or subtle effects, and electricity... well... have to think about that.

Cold should focus on defense (Ice crystal armor!), creating melee weapons from ice (a la soulblade, but physical weapons), and debuffing opponents ("Can't move... so cold..."). If someone else doesn't do this, I'll probably give it a shot. (Never made a class before, but we all have to jump in sometime, right?)

Quick problem I spotted: The class write-up says, "A pyro can take Weapon Focus and Weapon Specialization (if she 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 pyro will never make the pre-requisites for Weapon Specialization because that requires four levels of Fighter. Ditto Greater Weapon Focus (8 levels) and Greater Weapon Specialization (12 levels). I recommend taking a page from the Warblade and adding:

"You qualify for feats that usually require a minimum number of fighter levels (such as Weapon Specialization) as if you had a fighter level equal to your Pyrokineticist level -2. This stacks with any actual fighter levels you may have, so, for example, you could qualify for Weapon Specialization as a Fighter 2/Pyrokineticist 4."
Scion of Coldshard

12-12-07, 07:11 PM
I've a few comments ;)

Alignment: Pyrokineticist's are always chaotic in alignment, and though there are a fair amount of chaotic good and chaotic evil pyros, chaotic neutral is by far the most common alignment. It's rare for pyros to put up with lawful characters, and even rarer for lawful characters to put up with them, even when they are both working towards the same goal.

No chance of a lawful pyro who sees fire as being the highest form of purity and a gnawing need deep inside to make everything fit into its perfect order and symmetry? ;)

Joking aside, I can see an arguement for 'non-lawful' but chaotic only seems a bit tougher to me. Note that fire elementals are neutral, I could certainly see a pyro who's entire life goal is to burn away all impurities in themselves and others leaving only a perfect, maybe even nirvanian, center.


Hit Die: d8
The pyrokineticist's class skills (and the key ability for each skill) are Autohypnosis (Wis), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), and Psicraft (Int).
Skill Points at Each Additional Level: 4 + Int modifier.
Good Saves: Fort and Ref
BAB: As Cleric

I would probably try to find a way to sneak in at least a few other skills in here.

Going by its hd, skills, BAB, and class abilities I would either raise its hd or increase the amount of skill points as well.


Weapon and Armor Proficiency: Pyrokineticist's are proficient with all simple weapons and with light armor.
Fire Lash: At second level, a pyrokineticist 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 pyrokineticist can take Weapon Focus (Whip) and Weapon Specialization (Whip) (assuming he otherwise meets the prerequisites) and apply the feats to the fire lash, as well as any other feats that apply to the use of a standard whip. The whip remains in existence as long as the pyrokineticist holds it.


He is going to need the whip prof if he wants to use his flaming whip. Or the rules for this whip is different than a normal whip will have to be spelled out better.

I would also allow the pyro to gain feats as though it had as many levels in Fighter as its class level but that those feats only worked for the fire lash and weapons gaining the benefit of 'weapon aflame' below.


Pyrokinesis: A pyrokineticist gains Control Flames and Matter Agitation as constant psi-like abilities, with a manifester level equal to his pyrokineticist level, and saves based on his charisma modifier. He must still concentrate on these abilities while using them, and must also be psionically focused in order to use them. Concentrating on either of these abilities is a standard action.

I like it ;) very nice!


Wild Talent: A pyrokineticist gains Wild Talent as a bonus feat at first level.

Maybe hiddent talent that gives energy ray (fire only)? That way the pyro could use power-trigger items for fire energy rays in case it ever came up for some reason. It also means that if this guy takes levels in soulknife that the wild talent bonus feat from there wont be negated.


Superheated: At fourth level, pyrokineticist's abilities can overcome an amount of fire resistance in other creatures equal to the number of levels he has of pyrokineticist, except at twelfth level, where he becomes able to overcome any amount of fire resistance and even fire immunity in other creatures.

I really dislike the auto immunity negation :(

This seems like an ability that can be gained from level 1 though. Any abilities from this class overcome fire resistance equal to the pyro's class levels with fire immunity being treated as fire resistance 40.


Fire Adaption: At fifth level, a pyrokineticist gains a greater resilience against fire. He gains fire resistance 5, and a bonus to any save versus a fire effect equal to his charisma modifier. The fire resistance increases to 10 at tenth level, and 15 at fifteenth level.

Another ability that looks just fine to be gained at first level (could roll them all into a single ability with multiple facets). Fire resistance equal to the level in pyro.


Shape Bolt of Fire: At seventh level, as part of a full round action, a pyrokineticist may use his Bolt of Fire ability in conjunction with expending his psionic focus. When he does this, he may alter his Bolt of Fire in one of the following ways:
Cone of Fire: A pyrokineticist's Bolt of Fire changes to a 60ft. cone emanating from himself and dealing damage equal to his standard Bolt of Fire to all creatures caught in it. Creatures caught may make a Reflex saving throw (DC equal to the pyrokineticist's level + his charisma modifier) in order to take half damage.
Exploding Bolt: When a pyrokineticist's Bolt of Fire strikes it's target, it explodes in a 20ft. radius centered on the target, dealing one half it's normal damage (rounded down to the nearest d6) to all creatures caught in the blast. Creatures caught may make a Reflex saving throw (DC equal to the pyrokineticist's level + his charisma modifier) in order to take half damage. The original target still takes the normal damage from the Bolt of Fire, and does not receive a Reflex save (just as though a standard Bolt of Fire had been used upon him).
Weapon Aflame: A pyrokineticist can envelope any weapon he holds in flame, having it deal additional fire damage equal to the amount his Bolt of Fire would normally do. The flames harm neither the weapon, nor the pyrokineticist, and last for a number of rounds equal to one half the pyrokineticist's level plus his charisma modifier (if positive). These flames immediately disappear if the pyrokineticist loses contact with the weapon, unless he throws it. Ranged weapons apply this damage to their ammunition.

Definately interesting abilities! The save dc scaling is also interesting ;)

Are these all supernatural effects? Actually, thinking of that, all of the effects of this prc need (ex), (sp), or (su) tags depending.

I think that weapon aflame could be given at 1st or 2nd, cone of flame could be given at 3rd or 4th, and exploding bolt could be given at 5th or 6th.


Nimbus: At eighth level, a pyrokineticist also gains the ability to envelope himself in flames as a standard action, granting himself damage reduction x/magic and cold, where x is the number of pyrokineticist levels the pyrokineticist has. This ability also deals an amount of fire damage equal to half the amount of fire damage his Bolt of Fire would deal (rounded down to the nearest d6) to any creature that touches him while he is so enveloped. These flames do not harm the pyrokineticist, or his equipment. He can use this ability a number of times per day equal to his charisma modifier (minimum 1), with each use lasting up to one minute. A pyrokineticist must expend his psionic focus when activating this ability.

Damage reduction that relies on an elemental type seems very strange to me.. I kindof understand where you are coming from but at the same time it really breaks from how damage reduction is normally done.

Since it is limited use per day you could instead have the nimbus reduce all incoming non-cold damage by X and have the character get nonlethal damage equal to the amount reduced instead and for the nimbus to rejuvinate the character while it is active removing half of X each round nonlethal from the character. Kindof like a limited use regeneration effect.

I would also simply make the amount of fire damage given out a set number to reduce the amount of rolling needed. A simple 1 damage per level of pyro would likely suffice.


Fiery Discorporation: At ninth level, a pyrokineticist gains Fiery Discorporation as a psi-like ability usable once per week. His manifester level equals his pyrokineticist level.

This guy has a poor will save so I would say make this useable once each day and/or give the poor guy a bonus to the check! I know the power has a small, built-in bonus and I still stand by my comment ;)


Heat Death: At sixteenth level, a pyrokineticist may expend his psionic focus to target a creature within 30 feat. If he does so, he may then spend a full round action raising the creature's internal temperature to lethal levels. The creature must make a Fortitude saving throw (DC equal to the pyrokineticist's level plus his charisma modifier) or die as it's internal fluids boil. A creature that makes it's save still takes an amount of fire damage equal to the pyrokineticist's class level multiplied by his charisma modifier. A pyrokineticist can use this ability once per day at sixteenth level, and one more time per day for every other level after sixteenth.

As I hate save or die's I would get rid of this one.

I would replace it with something though.. hmm.. how about this?
Heat Death (Su): At 16th level you may spend a full-round action and expend your psionic focus to cause a creature within 30' to heat up to unbearable levels. When you initiate this ability the creature must make a fortitude save (DC pyro level + cha bonus) or take damage equal to your bolt of fire damage with a success dealing half damage. This continues over multiple rounds, each round giving a new save but each previously made save reducing the amount of damage dice by 1. Once the amount of dice reaches 0 the ability ends.

or

Heat Death (Su): If you spend a full-round action and expend your psionic focus you may effect a number of creatures equal to your pyro level with your matter agitation ability. This effect only lasts for a single round but each creature is effected as though they are burned for a number of rounds equal to your cha bonus (ie if you have a +5 cha bonus each creature takes 1+d4+3d6 damage).

Conflagration: Once per day, a pyrokineticist can create a massive blast of heat emanating from himself. This heat spreads out in a 30ft. radius, dealing damage equal to two times the amount of damage the pyrokineticist would normally deal with his Bolt of Fire. Creatures caught in the burst can make a Reflex saving throw (pyrokineticist's level plus his charisma modifier) for half damage.
Anyone who fails the Reflex save must then make a Fortitude save (same DC) or die from shock due to heat exposure.

I dont much care for 1/day abilities really.. so I would change this as well.

As it is similar to the second heat death I suggested above perhaps the following:
Conflagration (Su): When you use your heat death ability you may choose to maintain concentration. If you do so then each creature already effected takes another round of damage along with the range of your matter agitation is doubled and being able to select another number of targets equal to your pyro class levels. Each of the additional creatures take damage as they would have with your heat death ability.
This doubling continues each round you choose (x2, x4, x8,.. not normal d&d doubling) with new creatures taking the large burst of damage and all previously effected creatures taking the single round continued duration effect. You may not choose to stop effecting any given creature without stopping the entire power, but creatures that die stop being effected immediately and they burst into flames.
After each doubling and effecting new creatures you take 1 damage for each creature you are effecting that round. This damage cannot be prevented in any way except that if it would take you to 0 hp or lower you may choose to use your fiery discorporation ability (and automatically succeed at the check). If you do use your fiery discorporation ability then all creatures you are currently effecting are effected by it automatically as well with a will save (DC pyro level + cha bonus) if they choose to resist it (if they are unconscious they are assumed to choose to be effected by default).


Just some ideas ;) Hope it helps!
CrimsonDeath

12-12-07, 07:14 PM
The biggest problem I had (that I hadn't noticed as being mentioned already) was the fact that you become an Elemental at level 20, but aren't explicitly subject to Raise Dead. The Monk, Elemental Savant, and Green Star Adept change type as their capstone abilities (to Outsider, Elemental, and Construct, respectively), but explicitly retain the ability to be raised from the dead. The Dread Necromancer changes type (undead), but has its own method of returning from the dead (phylactery) as well as an alternate method of being raised in a fashion similar to Raise Dead (Revive Undead). Despite the fact that a level 20 character probably has access to True Resurrection, I think it would be appropriate for a level 20 Pyrokineticist to be subject to being Raised as normal despite being an Elemental.

Also, I'm not sure if it's been mentioned that saving throws against Heat Death and similar abilities should probably be based on half his level rather than his total level (since his total level is no longer capped at 10 pre-Epic).
forsaken1111

12-12-07, 09:11 PM
What about a per-encounter point system, similar to the inspiration points used by factotum? That way it wouldn't feel like a fiery psion with pseudo power points, but the additional abilities would still have some limits.
The_Mess

12-12-07, 11:16 PM
What about, at some point, gaining Fiery Discorporation (http://www.d20srd.org/srd/psionic/powers/fieryDiscorporation.htm) as a bonus power at some point? It's thematic, extremely cool, and much more useful as a power gained (since I generally wouldn't give up a power known for it).
CrimsonDeath

12-13-07, 03:18 AM
What about, at some point, gaining Fiery Discorporation (http://www.d20srd.org/srd/psionic/powers/fieryDiscorporation.htm) as a bonus power at some point? It's thematic, extremely cool, and much more useful as a power gained (since I generally wouldn't give up a power known for it).

According to the OP, he gets it as a psi-like 1/week at level 9.
archangel_arcanis_07

12-13-07, 10:19 AM
sorry about not getting back to this 'til today. I like the flavor of the class and agree with almost all that has been said here too.

Non-lawful sounds much better than chaotic. I understand the reasoning but forcing chaotic is a bit tough. I would also watch out for the flavor you put into it as you are imposing some roleplaying penalties on the class possibly without realizing it since you all but stated they couldn't travel with lawful people and come across as rather crazy even to non-lawful people.

The skill list needs to be added to i would like to see at least 2-5 more skills in there, depending on how powerful each skill would be.

There was just a question on the firelash just yesterday or the day before on the boards i would make it a point to answer those questions in your description of it and have what you can and can't do with it clearly stated.

The ability to penitrate fire immunity is a bit too soon and too powerful. Perhaps like said say that the first x point of fire damage you deal penatrate fire res/immunity where x is your level

i would limit the shapes a bit more than you have and alter the DC's to match current standards or they might get out of hand by high levels, but that might not be a bad thing either. Since at high levels if it allows a save the creature will make it.

The nimbus just doesn't seem right perhaps make it something like the fire wings (???) spell for shugenja out of the CD. This also addresses fire walk so that could be eleminated as well.

I like the thought with Fiery Discorperation but think that it lends itself to becoming an elemental lich with out the undead type. this could be good since you will be very limited on your ways to defend yourself but also could be abused a lot. Plus the party would get mad at not having you in any more fights until the next day, this could degrade the game depending on the players.

Heat death is cool but i agree that an at will save or die is bad. Yes it takes a full round but then you just do it again the next round as well until the BBEG rolls a 1. This would make using anything else from the class stupid unless you truly had to move.

Over all i like the class but it needs to be a bit more focused saying this is what my role in the party will be. This gives you lots of abilities but they are spread though out primary melee (fire lash, adding fire to melee weapons), primary ranged (bolt of fire, shapes), primary offensive manifester (pyrokenisis abilities, heat death , conflagration). I feel it can do an ok job at any of these but not excel at them at the same time. Its a lot like a bard a jack of all trades but master of none.
archangel_arcanis_07

12-21-07, 12:43 PM
did i kill the thread? :weep:

really did everyone else loose interest in this or is it just the holidays.
CrimsonDeath

12-21-07, 11:22 PM
did i kill the thread? :weep:

really did everyone else loose interest in this or is it just the holidays.

There's not a whole lot more to say without further input from the OP.
periscope

12-22-07, 03:51 PM
I would keep the ability to penetrate fire resistance and immunity. Reason being that what fun is a class when literally half or more of the monsters can just go :blow rasberry: at your abilities? Plus it fits with the flavor of being "to hot to handle".

I'd also remove the limit on the fire walk ability. Heck, I'd just give him a fly speed so long as he's willing to expend his focus to start it up ("Flame on" and all that).
CrimsonDeath

12-22-07, 11:24 PM
I'd also remove the limit on the fire walk ability. Heck, I'd just give him a fly speed so long as he's willing to expend his focus to start it up ("Flame on" and all that).

If you're going to make it unlimited use, why not just make it a "maintain focus" ability?
periscope

12-24-07, 02:23 AM
If you're going to make it unlimited use, why not just make it a "maintain focus" ability?

That would work, though he wouldnt be able to do some of his fancier stuff without dropping like a stone.

Though that might be good to represent him being able to concentrate on only so many things at once....