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Bisected8
2009-07-30, 04:19 PM
I haven't homebrewed a class in ages, so I felt like giving it a try again. I started off with the idea of a "Pyromaniac" class. Then I came up with the idea of making it more or less mundane to start with, then having some overlap with clerics. Anyway, more suggestions for "firestarters" would be useful.


Pyromaniac
{table="head"]Level|BAB|Fort|Ref|Will|Special |
No Of Firestarters Known|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

1st|+0|+2|+2|+0|Firepunch 1, Firestarter|
4|—|—|—|—|—|—|—|—|—

2nd|+1|+3|+3|+0||
4|—|—|—|—|—|—|—|—|—

3rd|+2|+3|+3|+1|Flammable Materials|
5|—|—|—|—|—|—|—|—|—

4th|+3|+4|+4|+1||
5|—|—|—|—|—|—|—|—|—

5th|+3|+4|+4|+1|Firepunch 2|
5|—|—|—|—|—|—|—|—|—

6th|+4|+5|+5|+2||
6|—|—|—|—|—|—|—|—|—

7th|+5|+5|+5|+2||
6|—|—|—|—|—|—|—|—|—

8th|+6/+1|+6|+6|+2|Command Flames|
6|—|—|—|—|—|—|—|—|—

9th|+6/+1|+6|+6|+3||
7|—|—|—|—|—|—|—|—|—

10th|+7/+2|+7|+7|+3|One Of The Chosen, Firepunch 3|
7|3+1|—|—|—|—|—|—|—|—

11th|+8/+3|+7|+7|+3|Flame Guardian|
7|4+1|—|—|—|—|—|—|—|—

12th|+9/+4|+8|+8|+4||
8|4+1|—|—|—|—|—|—|—|—

13th|+9/+4|+8|+8|+4||
8|5+1|3+1|—|—|—|—|—|—|—

14th|+10/+5|+9|+9|+4|Consumed By The Flames|
8|5+1|4+1|—|—|—|—|—|—|—

15th|+11/+6/+1|+9|+9|+5|Firepunch 4|
9|5+1|4+1|3+1|—|—|—|—|—|—

16th|+12/+7/+2|+10|+10|+5||
9|6+1|5+1|4+1|—|—|—|—|—|—

17th|+12/+7/+2|+10|+10|+5||
9|6+1|5+1|4+1|3+1|—|—|—|—|—

18th|+13/+8/+3|+11|+11|+6||
10|6+1|5+1|5+1|4+1|—|—|—|—|—

19th|+14/+9/+4|+11|+11|+6||
10|6+1|6+1|5+1|4+1|3+1|—|—|—|—

20th|+15/+10/+5|+12|+12|+6|Consuming The Flames, Firepunch 5|
10|7+1|6+1|5+1|5+1|4+1|—|—|—|—

[/table]
Alignment: Any. Usually neutral on both axis.
Hit Die: 1d10

Class Skills:
Survival (Wis), Craft (Alchemy, int), Craft (Weaponsmithing, int), Spot (Wis), Listion (Wis), Heal (Wis), Intimidate (Cha), Spellcraft (Int), Perform (Firebreathing, Cha), Concentration (Con)
Skill Points at 1st Level: (6 + Int modifier) Χ 4
Skill Points at Each Additional Level: 6 + Int modifier

Fire holds a certain place in the hearts of all the races. It can be created, used and even weaponised. However it can never be tamed. It spreads, feeds and breaths, almost like a living thing. Many of those who become to obsessed with it are little more than simple minded lunatics; unstable individuals who fail to respect the element's power. A few, however, understand it. Some fall among the good, who understand fire's important place in civilisation but understand they must tread carefully. Others are evil, and appreciate fire's ability to destroy while relying on their expertise to avoid its wrath. Many, however, are neither, they simply respect the power of fire and wish to better understand it. All these individuals tend to be neutral on the Law/Chaos axis (the lawful won't trust such a chaotic weapon, while the chaotic lack the discipline and planning needed to harness it).

As they learn to control, extinguish and start fires their expertise will draw the attention of Incendus and Blaza, the twin god and goddess of firestarters who will grant them further powers.

Firepunch At first level the Pyromaniac becomes proficient with the Firepunch exotic weapon (see appendix). At level 5 they become proficient with the firewhip (see appendix) and may convert any firepunch to a firewhip (or vice versa) as a standard action. At level 10 any firepunch/whip they use is treated as a magic +2 weapon (or its bonus is increased by +2 if it is already magical). At level 15 the Pyro's ability to use a firepunch becomes magical in nature and they no longer need supply it with oil to ignite it, in addition the bonus is increased to +3. Finally at level 20 they may use it to ignite any flammable material they touch as a free action. This includes weapons and other equipment and constructs made of flammable materials however intelligent constructs are entitled to a will save equal to 10 + the Pyro's wisdom modifier. Pyro's also have a +2 circumstance bonus on craft checks to make a firepunch.

Firestarter At first level the Pyro may choose 4 abilities from the list below (as long as they qualify). Starting at level 3 and every three levels thereafter they may choose one more ability to a total of 10 at level 20.

Normal
These are mundane Firestarters, caused by being skilled in the use of fire as a tool and a weapon.

Burn Scars Your skin is covered from scars from burning yourself but this disfigurement protects you by thickening it, your natural AC is increased by one. This Firestarter may be taken multiple times.

Burning Eyes The madness behind your obsession with fire is obvious to everyone. You gain a +1 on all intimidate checks.

Pyrophilia The pyro gains a +2 circumstance bonus when dealing with any creature with the fire subtype or originating from the elemental plane of fire. The Pyro must be at least level 10 to take this firestarter.

All Fueled Up The pyro has mastered the art of carrying enough fuel and equipment to get their job done. They increase their maximum load by 50%. This extra carry space may only be used for carrying incendiaries or equipment related to extinguishing, lighting or controlling fires. The DM has the final say on what fits this description and what does not.

Ability Enhancements
These firstarters improve on the Pyro's class abilities.

Burning Devotion The Pyro is able to cast cleric spells as a cleric one level higher than their level in Pyromaniac would allow. To take this ability the pyro must be able to cast divine spells and be level 10 or higher.

Elemental Guardian
These Firstarters improve the abilities of the Pyro's elemental guardian.

Alternative Form The pyro may have their servant assume the shape of a creature with the fire subtype of the same size and HD. Once the pyro has chosen the form this becomes the elemental's default shape (however they still become a larger elemental when they increase in size). The servant gains the physical and charisma stats of the creature but retains its wis and int scores. To take this firestarter the pyro's servant must have at least 5HD

Sympathetic Healing Either the pyro or the guardian may take 1 point of damage to heal 1 point of damage to the other (to a maximum transfer equal to the pyro's class level x the pyro's wisdom level). This ability can only be taken if the pyro has a guardian.

Command Flames (Su) You may control a fire as a cleric commands and rebukes undead. A fire is considered to have 5 HD for every 5 square feet it fills. The flames of 10 candles have 1 HD, as does the total flames of 5 lanterns. If the fire is magical then add the caster's level to the DC. The check is based on wisdom rather than charisma. At this point the Pyro has enough influence over fire to attract the attention of the twin fire deities Incendus and Blaza. Good aligned Pyros will have the attention of Blaza (gaining the ability to choke and quench flames), evil aligned Pyros Incendus (gaining the ability to suppress and control flames). If the character is neutral then the player may choose which. The effects of commanding a fire are as follows;
Choke Flames The Pyro may cause the fire to become more gentle, reducing it to ashes that anyone may walk across or near without harm for 10 rounds (1 minute). After this time has elapsed then the fire returns and burns as fiercely as before.

Quench Flames If the pyro chooses to affect an area of flame with half as much HD as they have levels in Pyromaniac then they may cause the fire to slowly quench itself, reducing in area by a number of square feet equal to half of the Pyro's check. No fires may be lit or spread in an area so extinguished for a number of days equal to the Pyro's wisdom modifier. Magical fire may exist as normal.

Suppress Flames Suppressed flames remain, however they don't spread any further and give off no heat. This effect is otherwise identical to choking them (as a Pyromaniac backed by Blaza would).

Control Flames If the pyro chooses to affect an area of flame with half as much HD as they have levels in Pyromaniac then they may cause the fire to slowly move as they wish. They may reduce or increase the size of the fire by (1 + wis modifier) square feet per round, as long as there is something flammable for it to spread to. If they cause more fire than their maximum HD for controlling fire to exist then they maintain control over the fire they're already commanding and the rest burns as normal. They may make any flames under their control extend a number off feet equal to half their levels in Pyromaniac.

One Of The Chosen At level 10 the pyro gains spells per day as if they were a Cleric of whichever of the two fire gods are backing them, but 10 levels lower. See the appendix section on Blaza and Incendus for domains.

Flame Guardian At level 11 the pyro is granted a loyal elemental servant, much as a wizard has a familiar or a ranger a companion. The Guardian initially has 1 HD and the stats of a fire elemental of small size. Its HD is equal to the pyro's levels in Pyromaniac - 10. When it reaches 5 HD the elemental may grow to medium size for up to an hour per day (it may use this hour in little bits). At 9 HD it may become large or tiny instead. If the servant is slain, then the shock causes the pyro to lose all the spells in their two highest slots. The servant returns to the elemental plane of fire to regenerate and returns to the pyro's side 24 + 1d12 hours later at full hp. The servant may communicate with the pyro mentally as long as they are within 1 mile of each other. The pyro may enhance their servant with certain firestarters. At level 15, when the servant has 5HD, the pyro gains a firestarter in addition to the ones they normally gain, which they may only use for the purpose of enhancing their servant (i.e. the free Firestarter must be from the Elemental Guardian category).

Consumed By The Flames The Pyro has become enamoured with fires. Whenever there is a fire of 5 HD or larger within 20 feet of them they gain a +1 morale bonus to all rolls. Magical fires to not count unless they were made by the pyro themselves.

Consuming The Flames The Pyro now has a perfect connection to the elemental plane of fire. Their type changes to Outside and they gain the [fire] and [native] subtypes. In addition they gain fire immunity; they never take fire damage. However they now have a vulnerability to cold, which means they take half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure. Finally they gain fast healing 3 as long as they're standing in and completely surrounded by a fire.

Appendix

Firepunch

The firepunch is an exotic, light melee weapon used almost exclusively by pyros. It consists of a leather, linen and metal handwrap worn on the hand. The leather part protects the user's hand, meanwhile the linen part soaks up fuel and the metal part acts as a source of ignition. When used normally it deals 1d3 bludgeoning damage (as a gauntlet would) and threatens critical normally. However, the user may pour a flammable substance on the weapon and ignite it by striking the metal portion against a solid surface (the exact mechanism for this varies). This (as you would guess) lights the device, allowing the user to deal more damage; 2d4 (1d4 bludgeoning, 1d4 fire), in adition the weapon's critical rating changes to 19-20/x2 as the flames increase the chance of striking a vital area. The firepunch burns for 10 minutes, however a successful strike uses up 2 rounds worth of fuel. Refueling and igniting a firepunch is a full round action. If the weapon is fueled before hand it can be ignited as a swift action. It takes a full round action to don or remove a firepunch, while worn the user takes a -1 point to any check rquireing manual dexterity (-2 if they have a firepunch on each hand). A flask of lamp oil is sufficent for three refuelings of a firepunch. A firepunch may be worn on each hand, the normal rules and penalties for dual wielding apply. In this case both equipped firepunches may be fueled at once, unless one is already ignited which makes refueling the other impossible.

If a non proficent user uses a lit firepunch then, in addition to the normal -4 penalty, they take 1d2 points of fire damage a round. Anyone (proficent or not) who rolls a 1 (critical miss) while attacking with a lit firepunch or firewhip takes 1d6 points of fire damage.

Firewhip

A firewhip is a slight variation on the firepunch (still treat it as an exotic light weapon). Rather than being wrapped around the hand, the linen portion is used (as the name suggests) like a burning whip. The weapon does no damage while unignited however it may be used for trip and sunder attempts. The whip is treated as a melee weapon with 15-foot reach, though you don’t threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes). In addition, if multiple enemies are standing adjacent to each other and are in range, you may attack up to three in a single strike (make a seperate attack roll for each target with a -1 penalty to each roll for each additional target). The firewhip uses up twice as much fuel as the firepunch, deals 1d4 fire damage on a successful hit and has the same critical rating as the firepunch.

Any firepunch can be converted into a firewhip as a standard action. However, being proficent with a firepunch does not automatically make you proficent with a firewhip or vice versa.

The base cost for a firepunch or firewhip is 20gp. The craft (Weaponsmithing) DC is 18. The cost of a single flask of lamp oil is 1sp.

Incendus and Blaza
Incendus and Blaza are the twin gods of firestarters. While their liniage is uncertain, they are thought to be the children of a lesser or intermediate deity and an unknown creature (various sources claim their non-divine parent was a Gold or Red dragon, Fire Salamander or Fire Giant, other's claim their firelike nature is inherited from their divine parent and their mortal parent was simply a human or elf). What is more certain is that they proceded to gain power from those of the mortal races who had an interest in contrling fire. After a while they both became competative and began selecting champions other than their clerics, and thus the first pyromaniacs appeared.

Both deities have a divine rank of 6. Their domains are: Fire, Artifice and Luck. Their portfolio consists of Fire; more specifically the creation, control and extinguishing thereof. Their typical worshippers include rangers (and other survivalists) whose surivial depends on being able to light camp fires, those who extinguish fires for a living and those who live near volcanoes, forests and anywhere else with potential firehazards.

Incendus is a chaotic neutral humanoid. He appears as a heavily built 6 foot tall man clad from head to toe in a suit of red hot plate armour with smoke constantly escaping from the joints and seams. He tends to favour evil Pyromaniacs, for their habits of spreading fire haphazardly.

Blaza is a lawful neutral humanoid. She appears as a petite young woman in a smoldering black dress. Her hair is long and grey, resembling a cloud of smoke above her head and her skin is grey and glowing, as if she were formed from embers. She tends to favour good aligned pyros for their devotion to safely harnessing and controling fire.

Debihuman
2009-07-30, 11:24 PM
Is that Latin for "I think therefore you burn"?

I'm not sure this should be a spellcasting class at all. Your chart isn't clear what those 1st through 9th categories are for. What about 0 level spells? Does this mean that the the pyro starts gaining spells at 10th level? That's a bit too late in the game if you ask me.

Rather, you should gain bonus feats, special abilities, special attacks or what not.

You need more choices for firestarters since you need a least 10. Since these abilities aren't equal in power, you should assign them. Why does Burning Eye only give a +1 to Intimidate checks?


All Fueled Up The pyro has mastered the art of carrying enough fuel and equipment to get their job done. They increase their maximum load by 50%. This extra carry space may only be used for carrying incendiaries or equipment related to extinguishing, lighting or controlling fires. The DM has the final say on what fits this description and what does not.

This is what a bag of holding is for.

Debby

sidhe3141
2009-07-30, 11:48 PM
1. Is there a uses-per-day limit on the "turn/rebuke fire" ability?
2. The "Flammable Materials" ability is not listed.
3. Why do Good pyros get the Lawful deity, and Evil pyros get the Chaotic one? Good is not Law, and Evil is not Chaos.
4. The way you have it listed, a pyro could cast spells with the [Water] descriptor, and could theoretically research spells with the [Cold] descriptor, both of which don't really fit the flavor of the class.
5. Only one firestarter can be taken more than once, which could cause some problems as far as customizing a pyro. (Maybe you could include an ability to research new firestarters like new spells?) Also, the additional firestarters aren't listed on the table.

Aside from those, I like what I see.

AgentPaper
2009-07-31, 12:16 AM
I'd make "Burning Devotion" into a feat:

Burning Devotion
Prerequisites: Pyromancer, Ability to cast level 1 divine spells.
Effect: You add your Pyromancer class levels to your divine spellcasting class levels to calculate your spells per day and caster level. Pyromancer levels added in this way can never exceed your actual levels in divine casting classes. You loose the ability to cast spells with the [Cold] or [Water] descriptors.

For example, Rob the level 8 pyromancer takes his ninth level as a cleric, and takes the Burning Devotion feat. Since he has only 1 level of cleric, he can cast spells as a level 2 cleric. If he were to then take 5 more levels of cleric (becoming a Pyromancer 8/Cleric 6) he would then cast spells as a level 12 cleric.

Then, just remove spellcasting from the class in general, probably.

sidhe3141
2009-07-31, 02:21 AM
I'd make "Burning Devotion" into a feat:

Burning Devotion
Prerequisites: Pyromancer, Ability to cast level 1 divine spells.
Effect: You add your Pyromancer class levels to your divine spellcasting class levels to calculate your spells per day and caster level. Pyromancer levels added in this way can never exceed your actual levels in divine casting classes. You loose the ability to cast spells with the [Cold] or [Water] descriptors.

This could make an interesting alternative: give the pyromaniac a bonus-feat list rather than firestarters. But I'd keep spellcasting; nothing says "I like fire" quite like an Empowered Heightened Flame Strike.

Debihuman
2009-07-31, 02:49 AM
I agree that Flame Strike is cool, but not if you have to wait until you are 17th level to get it!

Debby

sidhe3141
2009-07-31, 06:21 AM
Yes, but burning hands also says "I like fire". It just doesn't say it as well.

Bisected8
2009-07-31, 06:50 AM
1. Is there a uses-per-day limit on the "turn/rebuke fire" ability?
2. The "Flammable Materials" ability is not listed.
3. Why do Good pyros get the Lawful deity, and Evil pyros get the Chaotic one? Good is not Law, and Evil is not Chaos.
4. The way you have it listed, a pyro could cast spells with the [Water] descriptor, and could theoretically research spells with the [Cold] descriptor, both of which don't really fit the flavor of the class.
5. Only one firestarter can be taken more than once, which could cause some problems as far as customizing a pyro. (Maybe you could include an ability to research new firestarters like new spells?) Also, the additional firestarters aren't listed on the table.

Aside from those, I like what I see.

1. It's the same as the turn undead ability other than as noted therefore its (3 + Wis modifier), since wis is replaces cha.

2. Whoops, I'll add that in a bit.

3. Because pyro's are typically neutral on the Law/Chaos axis and (as noted in the appendix) the behaviours of good and evil pyros appeal to their philosophies.

4. Anyone who knows about incendiaries or pyrotechnics will always have a bucket of water and a bucket of sand handy at the very least. :smallwink:

5. The firestarters are a work in progress (you'll also notice that there's less than 10 of them). I'm open to suggestions.


This could make an interesting alternative: give the pyromaniac a bonus-feat list rather than firestarters. But I'd keep spellcasting; nothing says "I like fire" quite like an Empowered Heightened Flame Strike.


I'd make "Burning Devotion" into a feat:

Burning Devotion
Prerequisites: Pyromancer, Ability to cast level 1 divine spells.
Effect: You add your Pyromancer class levels to your divine spellcasting class levels to calculate your spells per day and caster level. Pyromancer levels added in this way can never exceed your actual levels in divine casting classes. You loose the ability to cast spells with the [Cold] or [Water] descriptors.

For example, Rob the level 8 pyromancer takes his ninth level as a cleric, and takes the Burning Devotion feat. Since he has only 1 level of cleric, he can cast spells as a level 2 cleric. If he were to then take 5 more levels of cleric (becoming a Pyromancer 8/Cleric 6) he would then cast spells as a level 12 cleric.

Then, just remove spellcasting from the class in general, probably.

I like the feat idea (its probably easier that way as well). I'll keep the spellcasting for now though.