XPH balance: Pyrokineticist

Darklone

Registered User
The level 3 power... no limit for uses per day? Isn't that a little bit too strong? I mean, it's better than a free scorching ray. (Especially if you took wild talent to get into the class).
 

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I think the pyrokineticist is just a cool concept done wrong.

If you think the level 3 ability is too powerful reread the "heat death" ability. It also has no limit of uses per day. So basically you have a full-round action ranged save-or die-ability without any sort of limit.

Add to that the rather low prerequisites for the class (only level-related requisite is to have 8 ranks in a common skill) so it can be achieved easily by a 5th level character. So by 14th level you have a character that deals 9d6 damage on a ranged touch attack which can be used any number of times per day, and can even score critical hits (and can be affected by Weapon Focus, Improved Critical...) and with a save-or-die also ranged, no attack needed, only a save-or-die usable also any number of times per day.

Anyone can say... broken?
 

WRT free scorching ray, it's not the first time WotC has done this -- the BoVD's Disciple of Mephistophelies had something similar, except it was 4d6 Hellfire damage (ignores normal fire resistance/immunity) and (Su) so it also ignored SR.

I'm working on a revised version that still relies upon Power Points.

-- N
 

Darklone said:
Isn't that a little bit too strong?

Nah, can't be, the XPH was thoroughly playtested! ;)

Bye
Thanee

P.S. Oops, I did it again!

P.P.S. Now what is worse, that or that it sounds like a song from Britney Spears? :p

P.P.P.S. No, you don't have to understand this! :D
 

The initial ability seems pretty tame really. It is useable all day long sure, but 3d6 damage only useable within 60' for a touch attack.

At level 8 that is pretty wimpy ;) The later on one is pretty strong however.. but even 10d6 to one target once per turn might not be too bad.. hard to say.. it is a pretty limited class in scope, it is very specific.

The heat death though is a bit over the top. At least it would be really difficult to do it every turn right? :uhoh:

You need to have a decent amount of pp in reserve for the class, otherwise loseing just a few will cause you to lose access to all class features.

The heat death should probably cost a couple of pp each time, just to make it that much more difficult to use.

It also does not continue gaining any other class features (like pp or manifester levels). Against anyone with a simple 'fire immunity' spell up he might as well go home. ;)

But still, the main point of the thread was the bolt of fire.

When it first starts out i see no problems really. 8th level, 3d6 touch attack as a standard action, vs him just being able to use his firelash to do 1d8 + 2d6 as a touch attack which can be enhanced through feats and can use it with iterative attacks.

still, it may be too strong once it starts hitting those higher numbers, but the initial one seems fine at least ;)

Stupid heat death..lol
 

Even Heat Death isn't that bad. You don't get it until 14th level, the save DC is likely to be fairly low, and there are huge numbers of creatures that are immune to it. It also only has a range of 30'. That's shorter than a close range spell at that level.
 


I had missed that. That's a fairly limiting factor as well, especially since you have to take a full attack action to use the poer, meaning you'll be using it every other round unless you have some way of gaining extra actions (hustle would help here).
 

The heat death is really easy to do each round with a Psychic Warrior 5 before getting into Pyrokineticist, just use the Hustle/Psionic Meditation combo.
 


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