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Table 6-2: The Pyrokineticist
TABLE 6–2: THE PYROKINETICIST Class Base Fort Ref Will Power — Powers Discovered —
Level Attack Bonus Save Save Save Special
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Points/Day 0 1 2 3 1st +0 +2 +0 +0 Touch aflame, fire lash +3 — — — — 2nd +1 +3 +0 +0 Fire adaptation, hand afire +5 — — — — 3rd +2 +3 +1 +1 Bolt of fire +5 — — — — 4th +3 +4 +1 +1 Weapon afire +5 1 — — — 5th +3 +4 +1 +1 Breath of the dragon +7 2 — — — 6th +4 +5 +2 +2 Nimbus +7 2 1 — — 7th +5 +5 +2 +2 Firewalk +7 2 2 — — 8th +6 +6 +2 +2 Fear no fire +9 2 2 1 — 9th +6 +6 +3 +3 Heat death +9 2 2 2 — 10th +7 +7 +3 +3 Fire lord +9 2 2 2 1
Knowledge (psionics): 1 rank.
Powers: Know control flames.
Special: Must have set fire to a structure of any size just to watch it burn.
Class Skills
The pyrokineticist’s class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (any) (Int), Knowledge (psionics) (Int), and Psicraft (Int).
Skill Points at Each Level: 2 + Int modifier.
Class Features
All of the following are class features of the pyrokineticist prestige class.
Weapon and Armor Proficiency: Pyrokineticists gain no proficiency in any weapon or armor.
Power Points: Pyrokineticists gain power points per day as shown on Table 6-2: The Pyrokineticist. These power points are added to the character’s previous total. Pyrokineticists gain bonus power points based on the key ability score for their primary ability. If the character previously could not gain bonus power points for high ability scores (as is the case for psychic warriors), she now chooses a primary discipline and can gain bonus power points based on the related ability score (see Table 1-2: Psion Bonus Power Points).
Powers Discovered: Pyrokineticists discover powers as shown on Table 6-2: The Pyrokineticist. Powers are chosen from the psion power list. The powers are added to the character’s previous total powers known. Psionic attack and defense modes are discovered as though the character were a psychic warrior of the same level as the prestige class (characters do not forget previously discovered attack and defense modes).
Touch Aflame: The pyro's mere touch sets objects or foes on fire on the round following the touch, if you desire (you don't have to set things on fire). Unless the character’s unarmed attacks are treated as melee attacks, this innocent looking touch draws an attack of opportunity. The flame deals 1d6 points of fire damage, then dies out, though flammable materials may begin to burn in their own right, at the DM's option. It otherwise behaves like alchemist's fire (see Chapter 7 of the Player's Handbook), but there is nothing to wash off. The pyro can use this supernatural ability at will as long as her power point reserve is 1 or more.
Fire Lash: The pyrokineticist fashions a 15-foot-long whip of fire from unstable ectoplasm as a move-equivalent action. This is a spell-like ability. She takes no damage from a fire lash she creates, and if she releases her hold, it immediately dissipates. The lash deals 1d4 points of fire damage to the target on a successful ranged touch attack (up to 15 feet). The pyro may take Weapon Focus, Weapon Specialization (if of the appropriate class), or Weapon Finesse in conjunction with the fire lash, as well as feats for a standard whip. She can use the fire lash ability at will as long as her power point reserve is 11 or more.
Fire Adaptation: At 2nd level, the pyrokineticist becomes resistant to fire, gaining a +10 bonus on all saving throws against fire and heat damage. In addition, she takes the first 1d6 points of damage from any fire or heat attack, effect, or round’s worth of environmental damage as subdual damage. This extraordinary ability constantly protects the character as long as her power point reserve is 3 or more.
Hand Afire: At 2nd level, the pyrokineticist can activate this spell-like ability as a move-equivalent action. One of the pyrokineticist’s hands is licked by flames that do her no harm, causing her unarmed attacks to be treated as armed. such attacks deal 1d6 points of fire damage in addition to any other special damage from the unarmed attack. A character can use the hand afire ability at will as long as her power point reserve is 9 or more.
Bolt of Fire: At 3rd level, the pyrokineticist can launch a bolt of psionically manifested fire up to 60 feet at any target in line of sight. This spell-like ability is treated as a ranged touch attack and deals 3d6 points of fire damage. The pyro can use bolt of fire at will but must pay 3 power points per use.
Weapon Afire: At 4th level, the pyrokineticist can activate this spell-like ability as a move-equivalent action. One weapon she holds (including a stone, bullet, arrow, or bolt) is licked by flames that harm neither her nor the weapon. The weapon deals 1d6 points of fire damage, in addition to its normal damage, and stops flaming the round after the last activation. A character can use the weapon afire ability at will as long as her power point reserve is 9 or more.
Breath of the Dragon: On reaching 5th level, the pyrokineticist discovers the breath of the dragon power. Leveldependent effects are determined by adding pyrokineticist levels to all other class levels she possesses. Thus, a 5th-level pyrokineticist/5th-level psion manifests breath of the dragon as a 10th-level manifester. A pyro can manifest this power even if she would normally be too low in level to do so, but she must pay the full power point cost. This is a spell-like ability.
Nimbus: At 6th level, the pyrokineticist can activate this spell-like ability as a move-equivalent action. Her entire body is licked by flames that harm neither her or her equipment.