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.)
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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