The Pyrokinetic, a custom Advanced Class...

Pbartender

First Post
Soon, I will begin a new D20 Modern game.

I have one character who wants to be a pyrokinetic psion, but doesn't want to be a Battle Mind with "firey" powers. So, I'm building a Pyrokinetic Advanced Class for him.

I'm partially done, and need a few second opinions to finish it up... I still need a Powers list (there are so few fire related powers), a chart for PP/level and Powers known/level, and a list of Bonus Feats. And they need to balance out the rest of the AdC.

Anyway, here's what I've got so far... (My apologies for the crummy chart, I was too lazy to do it right.)

PYROKINETIC

Requirements
To qualify to become a Pyrokinetic, a character must fulfill the following criteria.
Base Attack Bonus: +2.
Skills: Concentration 6 ranks, Survival 6 ranks.
Feat: Wild Talent (Finger of Fire).

Class Information
Hit Die: 1d8
Action Points: 6 + one-half character level, rounded down, every time the character attains a new level in this class.

Class Skills
The Pyrokinetic's class skills (and the key ability for each skill) are: Autohypnosis (Wis), Concentration (Con), Demolitions (Int), Intimidate (Cha), Knowledge (current events, popular culture, streetwise) (Int), Listen (Wis), Profession (Wis), Psicraft (Int), Read/Write Language (none), Speak Language (none), Spot (Wis), Survival (Wis).

Skill Points at Each Level: 5 + Int modifier.

Table: The Pyrokinetic

Lvl BAB Fort Ref Will Special Def Rep
1st +0 +1 +1 +0 Ignite, Skills, Powers +0 +1
2nd +1 +2 +2 +0 Pyrotechnics +1 +1
3rd +2 +2 +2 +1 Bonus feat +1 +1
4th +3 +2 +2 +1 Fiery aura +1 +2
5th +3 +3 +3 +1 Fire affinity +2 +2
6th +4 +3 +3 +2 Bonus feat +2 +2
7th +5 +4 +4 +2 Elemental form +2 +3
8th +6 +4 +4 +2 Flaming weapon +3 +3
9th +6 +4 +4 +3 Bonus feat +3 +3
10th +7 +5 +5 +3 Elemental (large) +3 +4


Class Features
The following features pertain to the Pyrokinetic advanced class.

Ignite
The Pyrokinetic may use their mind to produce a brief small burst of flame, as if striking a match. The target must be within sight, and can be any object up 10 feet per class level away. If an attended object is the target, a ranged touch attack is required. The small flame deals no damage, but may ignite flammable objects (candles, torches, oil, paper, etc.). This supernatural ability can be manifested as a standard action, as long as the Pyrokinetic's power point reserve is 1 or more.

Psionic Skills
Autohypnosis, Concentraion and Psicraft… More details later.

Psionic Powers
TBA.

Pyrotechnics
As a standard action, Pyrotechnics allows a Pyrokinetic to control the manner in which a fire burns. The power has four primary uses.

Brighten/Dim: A single fire burns either twice or half as bright. The range of immuniation for the effected fire is either halved or doubled. The effect last for 10 minutes/level, or until dismissed.

Fireworks: The fireworks are a flashing, fiery, momentary burst of glowing, colored aerial lights. This effect blinds creatures within 120 feet of the fire source for 1d4+1 rounds (Will negates, DC 12 + psion's Int mod). These creatures must have line of sight to the fire to be affected. Power resistance can prevent blindness. In addition to the obvious effects, a blinded creature suffers a 50% miss chance in combat (all opponents have full concealment), loses any Dexterity bonus to AC, grants a +2 bonus to attackers’ attack rolls (they are effectively invisible), moves at half speed, and suffers a –4 penalty on most Strength- and Dexterity-based skills.

Smoke Cloud: The smoke is a writhing stream of smoke billowing out from the source and forming a choking cloud. The cloud spreads 20 feet in all directions and lasts for 1 round per caster level. All sight, even darkvision, is ineffective in or through the cloud. All within the cloud suffer –4 penalties to Strength and Dexterity scores (Fortitude negates, DC 12 + psion's Int mod). These effects last for 1d4+1 rounds after the cloud dissipates or after the character leaves the area of the cloud. Spell resistance does not apply.

The ability uses one fire source, which is extinguished when the effect ends, and has a range of 400 ft. + 40 ft./level. A fire so large that it exceeds a 20-foot cube is only partly extinguished. Magical fires are not extinguished, although a fire-based creature (such as a fire elemental) used as a source takes 1 point of damage per class level.

This supernatural ability uses 3 power points every time it is used.

Bonus Feats
TBA.

Fiery Aura
The Pyrokinetic can envelop himself in a blazing nimbus of fire. When casting this spell, the character appears to be immolated, but the flames are thin and wispy, giving light equal to only half the illumination of a normal torch (10 feet).

Any creature striking the character with its body or handheld weapons deals normal damage, but at the same time the attacker takes 1d6 points of fire damage. If a creature has power resistance, it applies to this damage. Note that weapons with exceptional reach do not endanger their users in this way.

This supernatural ability can be manifested as a free action, and costs 1 power point every turn it is used.

Fire Affinity
The Pyrokinetic takes only half damage from attacks that deal fire damage. Additionally, if he is exposed to any fire effect that normally allows a character to attempt a saving throw for half damage, the Pyrokinetic suffers no damage if he or she makes a successful saving throw.

Elemental Form
Once per day, the Pyrokinetic can assume the form of a medium-sized fire elemental, tramsforming himself into a living column of flame.

Upon changing, he regains lost hit points as if having rested for a day (though this healing does not restore temporary ability damage and provide other benefits of resting for a day; and changing back does not heal him further). If slain, he reverts to his original form, though he remains dead. Any equipment th pyrotechnic is carrying melds into his new form and becomes useless.

The Pyrokinetic retains his Intelligence, Wisdom, and Charisma scores, level and class, hit points (despite any change in his Constitution score), alignment, base attack bonus, and base saves. But gains all other physical, natural and extraordinary abilities of a fire elemental. He can still cast spells (if material components are available) and manifest psionic powers.

The transformation lasts for a number of rounds equal to his class level + the character's (original) Constitution modifier.

At 10th level, the Pyrokinetic can assume the form of a large fire elemental.

The Pyrokinetic must spend an action point to manifest this supernatural ability can as a free action.

Flaming Weapon
The Pyrokinetic can imbue any held weapon (or the ammunition of a held weapon) with the Flaming and Flaming Burst abilities.

The weapon deals +1d6 fire damage on a successful hit and +1d10 fire damage on a successful critical hit. If the weapon's critical multiplier is x3, deal +2d10 fire damage instead, and if the multiplier is x4, add +3d10 points of bonus fire damage.

This supernatural ability can be manifested as a free action, and costs 2 power points every turn it is used.
 
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Yo PBar,

It looks like a nice, clean class. I'm mostly posting just so that you don't have a big 0 on your replies. :)

A few questions, just sort of spitballing...

Given the increased lethality of combat in d20 Modern, is this guy more powerful than a BattleMind of comparable level? I like the special "Make a candle light" style abilities, but I'm worried that a player with no interest beyond blowing things up will dominate fights -- or worse, that he'll start trying to do things like blow up the magazines of enemy guns by hitting them with ranged touch attacks. I guess the "is he too powerful" depends on how many psionic points you give him.

Right now, this class reads like a Prestige Class conversion, which isn't bad at all. The one thing I'd like to see are abilities that require Action Points to use. Many of the 1/day abilities from old D&D get turned into Action Point abilities in d20 Modern, and I could see it costing an Action Point to turn into an Elemental.

Other than that, it looks good, and I can't wait to see the rest of it.

-Tacky
 

Thanks for the reply, Tacky...

takyris said:
Given the increased lethality of combat in d20 Modern, is this guy more powerful than a BattleMind of comparable level? I like the special "Make a candle light" style abilities, but I'm worried that a player with no interest beyond blowing things up will dominate fights -- or worse, that he'll start trying to do things like blow up the magazines of enemy guns by hitting them with ranged touch attacks. I guess the "is he too powerful" depends on how many psionic points you give him.

Right. That's the trouble... I don't really have much experience with Psion classes, so I'm certain how many PP's and known Powers to give him each level.

The answer to "blow up enemy bullets in guns" is... The gunpowder gets 100% cover from the bullet casing and magazine. Nitpicking perhaps, but hey. I fully expect that the Ignite ability would be used to light fuses, dynomite, molotov cocktails, spilled oil/gasoline, etc., but I don't anything as cheesy as blowing up someones gun. Besides, the ability is pretty short-ranged, especially at low levels.

Anyway...

takyris said:
Right now, this class reads like a Prestige Class conversion, which isn't bad at all. The one thing I'd like to see are abilities that require Action Points to use. Many of the 1/day abilities from old D&D get turned into Action Point abilities in d20 Modern, and I could see it costing an Action Point to turn into an Elemental.

Now, that's an interesting comment, because I thought the same thing when I was making it... hence only 1 "per day" ability and the Pyrotechnic PP cost. I actually toyed with the thought of making someof the abilities PP's/round or PP's/minute, but couldn't decide how many points they should cost per time interval. I'll think about it more.

I did look over a few PrCs to get ideas, but most of the abilities are converted D&D spells...

Ignite... I made that one up.
Pyrotechnics... Just like the D&D spell, but with the added "brighten/dim" bit.
Fire Aura... Fire Shield without scaling damage, and without random warm/cool flames.
Fire Affinity... Pretty basic, but with a specialized "Improved Evasion".
Elemental Form... Polymorph Other or the Druid's Wildshape amount to the same thing, but limited to Fire Elementals.
Fiery Weapon... Similar to Flame Arrow, but with Flaming burst added, and for any weapon the PC holds.

So, like you said, it all depends on the PP's and the available powers... Which is what I need help with.
 
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Oh, yeah, I think it's a great idea to make the abilities as close as possible to spells, just to be more sure that they're balanced -- and I love Ignite. A good player will find so many ways to have fun with that one, even if he can't blow up ammo cartridges.

The main thrust of my thought there was suggesting the possibility of using Action Points instead of x/day uses of things. I don't have the book handy, so I could be full of it, but I thought that they were moving away from x/day abilities and more toward "burn an Action point" abilities.

And, as I'm useless on psionics, I can only say that your idea seems balanced to me, provided that he doesn't have as many PPs as a Telepath.

-Tacky
 

takyris said:
The main thrust of my thought there was suggesting the possibility of using Action Points instead of x/day uses of things. I don't have the book handy, so I could be full of it, but I thought that they were moving away from x/day abilities and more toward "burn an Action point" abilities.

<SMACKS FOREHEAD>

Now that, my friend, is an excellent idea. I completely missed that in your first post (for some reason I read "power point" instead of "action point"), and I should have thought of it in the first place. It'll be perfect for the Elemental Form.

I think I might still go with PP's/turn for the Fire Aura and the Flaming Weapon, though.

The class has been edited accordingly, and clarified that Ignite must be "On sight".
 
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What do you think about this power list:

0th level
Bolt (INT)
Finger of Fire (INIT)
Detect Psi(WIS)
Far Hand (CON)
Know Direction (WIS)
*Flare (INT)
*Dancing Lights (INT)

1st level
*Burning Hands
*Obscuring Mist (smoke?) (INT)
Psycholuminescence (INT)
Firefall (INT)
Know Location (WIS)
Matter Agitation (CON)

2nd level
Burning Ray (INT)
Control Flames (CON)
*Melf’s Acid (Fire?) Arrow (INT)
*Flaming Sphere (INT)
*Mark of Fire (INT)
Sustenance (STR)
Levitate (DEX)

3rd level
*Fireball (INT)
*Flame Arrow (INT)
*Protection from Elements (CON)
Whitefire (INT)
*Stinking Cloud (smoke?) (INT)

4th level
*Flaming Corrossion (INT)
*Chains of Veangeance (INT)
Inertial Barrier (CON)
*Greater Mark of Fire (INT)

5th level
Brilliant Blast (CON)
*Cone of Cold (fire?) (INT)
Energy Barrier (STR)

Stuff with * is from If Thoughts Could Kill.
 

Pyrotechnics Nice concept, execution needs work. Spend 3 PP to do something that Finger of Fire or Matter Agitation does better? Never happen. An unscaling DC for Fireworks and Smoke Cloud means these abilities are near useless at high level. At 2nd level, when he gets this, he'll be spending every last Power Point on it too. :confused: I'd rather lay out a Firey Finger, Obscuring Mist and Flare, 3 times a day, for the same points cost. Maybe using Action Points instead? Or make them free manifestation, like D&D Psions, use 3/day+1/level of Pyro.

Fiery Aura needs a little clarification. If the pyro is on fire obviouslly he can attack as well, doing an additional +1d6 fire damage? Does he draw an AOO then or not? Every turn it is used, thats ten rounds in 2e, do you mean 1 minuite or 1 round? Again, is it even worth it to use this? If you need light Psycholuminescense costs 1 PP, 20' radius, and lasts 10 min/level. If you want damage Firefall does a radius effect, or just spend 2 PP more for a 3d6 touch attack, Burning Ray.

Fire Affinity is very cool.

Elemental Form is nice. But be warned, i'm gonna pester you relentlessly for an 'Extra Wild Shape' type feat. :D

BTW, i'm the player of the soon-to-be Pyro in question.
 

Pyrotechnics was taken straight from the 2nd level wizard spell. If converted directly to a 2nd level Psion ability, it would have PP cost of 3, and a base DC of 10 + power level (2) + ability modifier (Int), or 12 + Int mod.

Likewise, Fire Aura was taken from the spell Fire Shield... Which doesn't specify whether an unarmed attack would deal the extra damage or not (an armed attack definitely shouldn't). It only says that someone attacking the caster with "body or weapon" (though not a reach weapon) takes the fire damage.

Now, after looking through the "enhanced" Cordell Pyro, I've got some ideas for scaling some of the abilities a little better using PP's and Action points.

I'll post them up when I get a chance tonight.
 

re: flaming weapon... I think in d20Modern all weapons are x2 crits, so the extra multiplier bit is redundant.

The Cordell amended pyrokineticist is much better than the original one in the psihb. Worth looking at for ideas, but as it stands it would be far too powerful compared to your current one (which I think is about right).

Cheers
 


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