Pyrokineticist

Table: The Pyrokineticist
Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st +0 +2 +2 +0 Fire lash
2nd +1 +3 +3 +0 Fire adaptation (+4/10), hand afire (2d6)
3rd +2 +3 +3 +1 Bolt of fire
4th +3 +4 +4 +1 Weapon afire (2d6)
5th +3 +4 +4 +1 Nimbus (2d6)
6th +4 +5 +5 +2 Firewalk, leech heat (2d6), penetrating fire
7th +5 +5 +5 +2 Fire adaptation (+8/20)
8th +6 +6 +6 +2 Hand afire (4d6), nimbus (4d6), weapon afire (4d6)
9th +6 +6 +6 +3 Heat death, leech heat (4d6)
10th +7 +7 +7 +3 Conflagration, fire soul
Hit Die

d8.

Requirements

To qualify to become a pyrokineticist, a character must fulfill all the following criteria.

Alignment

Any chaotic.

Skills

Autohypnosis 5 ranks, Craft (alchemy) 1 rank, Knowledge (psionics) 2 ranks.

Psionics

Must have a power point reserve of at least 1 power point.

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 Autohypnosis (Wis), Climb (Str), Concentration (Con), Craft (any) (Int), Intimidate (Cha), Jump (Str), Psicraft (Int), and Tumble (Dex).

Skill Points at Each Level

2 + Int modifier.

Class Features

All the following are class features of the pyrokineticist prestige class.

Weapon and Armor Proficiency

Pyrokineticists gain proficiency with the whip.

Fire Lash (Ps)

A pyrokineticist gains the ability to fashion a 15-foot-long whip of fire from unstable ectoplasm as a move-equivalent action. She takes no damage from a fire lash she creates, and if she releases her hold, it immediately dissipates. The lash deals 1d8 points of fire damage to a target within 15 feet on a successful ranged touch attack. A pyrokineticist can take Weapon Focus and Weapon Specialization (if she otherwise meets the prerequisites) in conjunction with the fire lash, as well as any feats that apply to the use of a standard whip. The whip remains in existence as long as the pyrokineticist holds it and is treated for mechanical purposes as a whip.

Fire Adaptation (Ex)

At 2nd level, a pyrokineticist becomes resistant to fire, gaining a +4 bonus on all saving throws against fire and heat spells and effects. In addition, she gains resistance to fire 10. At 7th level, this bonus increases to +8, and her resistance to fire increases to 20.

Hand Afire (Ps)

A pyrokineticist of 2nd level or higher can activate this ability as a move-equivalent action. Flames engulf one of the pyrokineticist’s hands (but do her no harm). Her unarmed attacks with that hand are treated as armed. Such attacks deal an extra 2d6 points of fire damage. This extra damage increases to 4d6 at 8th level.

Bolt of Fire (Ps)

Starting at 3rd level, as a standard action, a pyrokineticist can launch a bolt of psionically manifested fire at any target in line of sight within 60 feet. This effect is treated as a ranged touch attack and deals 1d6 points of fire damage for each class level the pyrokineticist has.

Weapon Afire (Ps)

At 4th level and higher, a pyrokineticist can activate this ability as a move-equivalent action. Flames that harm neither her nor the weapon engulf one weapon she holds (which can be a projectile such as a stone, bullet, arrow, or bolt). The weapon deals an extra 2d6 points of fire damage on a successful hit. The weapon retains this effect for as long as the pyrokineticist wields it. This extra damage increases to 4d6 at 8th level.

Nimbus (Ps)

Beginning at 5th level, a pyrokineticist can activate this ability as a move-equivalent action. Flames that harm neither the pyrokineticist nor her equipment engulf her entire body. While she is aflame, the character’s Charisma score increases by 4, she can make a melee touch attack for 2d6 points of fire damage, and she gains damage reduction 5/magic. If she is struck in melee, the attacker takes 2d6 points of fire damage. This ability lasts for up to 1 minute per pyrokineticist level and is usable once per day. This extra damage increases to 4d6 at 8th level.

The touch attacks from this ability do not stack with the damage from hand afire.

Firewalk (Su)

Beginning at 6th level, as a free action a pyrokineticist can expend her psionic focus to literally walk on air. She moves at her normal speed in all directions, including vertically, but cannot move more than double her speed in a round. A firewalking pyrokineticist leaves footprints of flame in the air that disperse in 2 rounds, but her tread does not deal damage. She must pay 1 power point per round spent traveling in this fashion.

Leach Heat (Su)

A pyrokineticist of 6th level gains the ability to steal the heat from a creature within 30 feet and channel it to herself, dealing 2d6 points of cold damage to the target and healing herself for 2 points of damage. At 9th level, the damage increases to 4d6 points of cold damage, and the healing the pyrokineticist receives increases to 4 points. A successful Fortitude save (DC 10 + ½ class level + Charisma modifier) halves this damage and the healing the pyrokineticist receives.

Penetrating Fire (Su)

At 6th level, a pyrokineticist’s abilities are more adept at striking through any defenses. The pyrokineticist’s attacks reduce any fire resistance the target might have by the pyrokineticist’s level for that attack.

Heat Death (Ps)

A pyrokineticist who reaches 9th level can expend her psionic focus and take a full attack action to raise the internal temperature of one living creature within 30 feet to lethal levels. The target must succeed on a Fortitude saving throw (DC 14 + pyrokineticist’s Cha modifier) or its blood (or other internal fluid) begins to boil and the creature takes 4d8 points of fire damage from the heat (half on a successful save). Every round the target fails its save and the pyrokineticist maintains concentration as a standard action, the creature takes an additional 4d8 points of fire damage from the heat (half damage on a successful save). Creatures with fire resistance gain a +2 bonus on the saving throw, and creatures immune to fire are similarly immune to this attack.

Conflagration (Ps)

At 10th level, a pyrokineticist gains the ability to create a massive burst of raging flames around herself, burning everything in the area. As a standard action, she can use this ability to deal 15d6 points of fire damage in a 30-foot-radius burst emanating from herself. Any creature or object caught in the burst can make a Reflex saving throw (DC 15 + pyrokineticist’s Cha modifier) for half damage. Anyone failing the Reflex save against the conflagration must also make a Fortitude saving throw (same DC) or die due to extreme shock from the intense heat. After using this ability, the pyrokineticist must wait for at least 10 minutes before she is able to use it again.

Fire Soul (Ex)

Once a pyrokineticist has reached 10th level, her body is able to shrug off the effects of flame, granting immunity to fire and fire-based effects. In addition, she may use nimbus two additional times per day.