Don Ventresca
First Post
... Eh, my third try at recreating the Ben 10 aliens. I'll be putting the first 10 up first
Pyronite (Heatblast)
• +2 str, +2 dex, -2 cha
• Medium Monstrous Humanoid (fire)
• Darkvision 60 ft.
• Speed 30 ft, fly 30 ft. (good)
• Control Flame (ex): Once per day per constitution modifier (minimum 1), as a standard action, a pyronite can remotely control flames, as the control flames powers, with a manifester level equal to its character level.
• Fire Blast (ex): As a standard action, once every 1d4 rounds, a pyronite can shoot a bolt of fire at a foe within 60 feet as a ranged touch attack. The bolt deals 1d8 points of fire per 2 character levels.
• Fiery Touch (ex): Any melee attack delivered by a pyronite deals an additional 1d6 points of fire damage and may cause its foe to catch on fire. It may suppress and resume this ability at will as a free action.
• Flight (ex): A pyronite can fly using its flames. Should it take cold damage or targeted by water, its ability is suppressed for 1 minute.
• Vulnerability to Cold: A pyronite can survive in the cold for 1 minute per Constitution modifier. After that time, it takes 3d6 points of damage per round as long as it remains cold. Furthermore, a pyronite takes 50% more damage from cold spells and effects.
• Vulnerability to Water: A pyronite can survive underwater for 1 minute per Constitution modifier. After that time, it takes 3d6 points of damage per round as long as it remains underwater. Furthermore, a pyronite takes 50% more damage from water spells and effects.
• Favored class: Ranger
I was also thinking of giving it an ability that when diseased, a pyronite's ability's are reversed. Power over water, vulnerability to heat, vulneraability to fire, etc. Due to what happens in the show
Pyronite (Heatblast)
• +2 str, +2 dex, -2 cha
• Medium Monstrous Humanoid (fire)
• Darkvision 60 ft.
• Speed 30 ft, fly 30 ft. (good)
• Control Flame (ex): Once per day per constitution modifier (minimum 1), as a standard action, a pyronite can remotely control flames, as the control flames powers, with a manifester level equal to its character level.
• Fire Blast (ex): As a standard action, once every 1d4 rounds, a pyronite can shoot a bolt of fire at a foe within 60 feet as a ranged touch attack. The bolt deals 1d8 points of fire per 2 character levels.
• Fiery Touch (ex): Any melee attack delivered by a pyronite deals an additional 1d6 points of fire damage and may cause its foe to catch on fire. It may suppress and resume this ability at will as a free action.
• Flight (ex): A pyronite can fly using its flames. Should it take cold damage or targeted by water, its ability is suppressed for 1 minute.
• Vulnerability to Cold: A pyronite can survive in the cold for 1 minute per Constitution modifier. After that time, it takes 3d6 points of damage per round as long as it remains cold. Furthermore, a pyronite takes 50% more damage from cold spells and effects.
• Vulnerability to Water: A pyronite can survive underwater for 1 minute per Constitution modifier. After that time, it takes 3d6 points of damage per round as long as it remains underwater. Furthermore, a pyronite takes 50% more damage from water spells and effects.
• Favored class: Ranger
I was also thinking of giving it an ability that when diseased, a pyronite's ability's are reversed. Power over water, vulnerability to heat, vulneraability to fire, etc. Due to what happens in the show
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