Arcane Pyrotechnician (3.5e Class)

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Arcane Pyrotechnician
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Arcane Pyrotechnician[edit]

An Arcane Pyrotechnician is a person who had the talent to become a sorcerer but gave up his ability to cast the regular spells. He does so in order to take advantage of the power flowing through him in a slightly different way, gaining access to a list of spells unavailable to other sorcerers. Arcane Pyrotechnicians use the magic corsing through them in order to create explosives such as grenades, bombs, or mines that can be used to achieve his goals in replace of the usual arcane spells.

Making an Arcane Pyrotechnician[edit]

An Arcane Pyrotechnician's strong suit is of course in combat. However, its unique abilities tend to allow it to be useful in other sorts of situations, like when something needs to be broken, or a door needs to be passed.

Abilities: An arcane pyrotechnician can create dazzling explosives via spells that he can learn by eschewing those typically learned by a sorcerer.

Races: Any race can be an arcane pyrotchnician; however, gnomes, humans, and halflings tend to choose this class due to their innate desire to work with strange things such as explosives.

Alignment: Any non-lawful.

Starting Gold: 3d4x10 gp.

Starting Age: As Sorceror

Table: The Arcane Pyrotechnician

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Arcane Suppression 6 5 3
2nd +1 +0 +0 +3 6 4
3rd +1 +1 +1 +3 Arcane Suppression 8 6 5
4th +2 +1 +1 +4 6 6 3
5th +2 +1 +1 +4 6 6 4
6th +3 +2 +2 +5 Arcane Suppression 10 6 6 5 3
7th +3 +2 +2 +5 6 6 6 4
8th +4 +2 +2 +6 6 6 6 5 3
9th +4 +3 +3 +6 Arcane Suppression 12 6 6 6 6 4
10th +5 +3 +3 +7 6 6 6 6 5 3
11th +5 +3 +3 +7 6 6 6 6 6 4
12th +6/+1 +4 +4 +8 Arcane Suppression 14 6 6 6 6 6 5 3
13th +6/+1 +4 +4 +8 6 6 6 6 6 6 4
14th +7/+2 +4 +4 +9 6 6 6 6 6 6 5 3
15th +7/+2 +4 +4 +9 Arcane Suppression 16 6 6 6 6 6 6 6 4
16th +8/+3 +5 +5 +9 6 6 6 6 6 6 6 6 3
17th +8/+3 +5 +5 +10 6 6 6 6 6 6 6 6 4
18th +9/+4 +6 +6 +11 Arcane Suppression 18 6 6 6 6 6 6 6 6 5 3
19th +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 6 4
20th +10/+5 +6 +6 +12 6 6 6 6 6 6 6 6 6 6

Class Skills 2 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int).

Class Features[edit]

As heavy spellcasters, arcane pyrotechnicians can't use big weapons well, and can't wear armor well, especially because it would interfere with his spellcasting. His spells are incredibly powerful and useful, but dangerous as well, especially when not handled properly. All of the following are class features of the arcane pyrotechnician.

Weapon and Armor Proficiency: The arcane pyrotechnician is proficiant only in simple weapons and has no armor or sheild proficiencies.

Spells: An arcane pyrotechnician casts arcane spells found in the Arcane Pyrotechnician Spell list. They do so as if they were a sorcerer, without preparing the spells ahead of time; however, they need not learn spells or choose what spells they can cast. They have access to every spell on their spell list as long as they can cast that level spell, as if the spells on the list are the ones he would know if he were a sorcerer. His spells' power and save DC are based on Charisma, like a sorcerer, and he is eligable for bonus spells per day based on Charisma, like a sorcerer, if he has the Cha for it.

Based off of the spells known chart, the only spells still needed are on the following levels; 0, 3, 7, 8. All of the other spell levels are complete.
The Arcane Pyrotechnician draws from spells found in the Arcane Pyrotechnician Spell list.

Table: Arcane Pyrotechnician Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 2
2nd 5 2
3rd 5 3
4th 6 3 1
5th 6 4 2
6th 7 4 2 1
7th 7 5 3 2
8th 8 5 3 2 1
9th 8 5 4 3 2
10th 9 6 4 3 2 1
11th 9 6 5 4 2 1
12th 9 6 5 4 3 2 1
13th 10 7 5 4 3 2 1
14th 10 7 5 4 3 2 2 1
15th 11 7 6 5 3 2 2 2
16th 11 8 6 5 4 3 3 2 1
17th 12 8 6 5 4 3 3 2 2
18th 12 8 7 5 4 3 3 3 2 1
19th 13 9 7 6 5 4 3 3 3 2
20th 14 9 7 6 5 4 4 4 3 3

Arcane Suppression (Ex): An arcane spellcaster's various explosives resonate a slight field of arcane power approximately 3 ft. in radius. If this field is allowed to interact with several others, the results could be catastrophic, causing all the explosives the arcane pyrotechnician has on him to detonate at once. However, he has been trained to suppress these fields when they are close to him (within 5 ft.) If the arcane pyrotechnician has any more explosives on his person at a time than his suppression allows, every hour (and immediatly after any extra explosive's creation) there is a 10% chance per explosive over that limit that they will all detonate, causing All effected explosives or fireworks to ignite activating their respective effects.

For example, Kei Masaki, the Lv. 2 gnome arcane pyrotechnician is carrying 8 explosives. This is of course 2 explosives higher than his field allows. 4 of these are lvl 1 and 4 are level 0. There is therefore a 20% chance every hour (adding 10% for every explosive over his limit) that they react violently, causing the total added amount of damage of the user's clay explosives to him (no save) and one half of that result (rounded down) dealt to anything within a 10-ft radius (reflex halves).

The max carrying capacity is increased by 2 every 3 levels, starting at level 3. If an arcane pyrotechnician ever wears armor of any type, his suppression halves, as it's harder to control the explosives through the thickness of the armor. This stacks (to 75%, rounded down)with the suppression penalty for multiclassing.

Ex-Arcane Pyrothechnicians[edit]

Acane Pyrothechnicians who become lawful can no longer create or handle any of his/her explosives. If an arcane pyrotechnician has levels in a class other than his own, or takes levels in a class other than his own, then the limit of his suppression abilty is halved; otherwise, the class functions as normal.

Epic Arcane Pyrotechnician[edit]

Table: The Epic Arcane Pyrotechnician
Hit Die: d4

Level Special
21st Arcane Suppression 20
23rd Arcane Suppression 22
25th Arcane Suppression 24
27th Arcane Suppression 26
29th Arcane Suppression 28

2 + Int modifier skill points per level.

Sarli Arcane Pyrotechnician Starting Package[edit]

Weapons: Dagger, Light Crossbow

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor Check Penalty
Spellcraft 4 Int
Concentration 4 Con
Knowledge (arcana) 4 Int
Bluff 4 Cha
Gather Information (cc) 2 Cha
Diplomacy (cc) 2 Cha
Hide (cc) 2 Dex 0
Move Silently (cc) 2 Dex 0

Feat: Toughness

Bonus Feats: Combat Casting

Gear: Standard Adventurer's Kit, Spell Component Pouch, Case with 10 crossbow bolts

Gold: 3d4 gp

Campaign Information[edit]

Playing an Arcane Pyrotechician[edit]

Religion: Many arcane pyrotechnicians revere the deity Onatar (Lord of Fire and Forge) while others revere Wee Jas (goddess of death and magic) due to the destructive nature of their spells. Many others choose to not revere any god whatsoever because of their ability to seemingly create life out of clay themselves or their preoccupation with mastering magic.

Other Classes: Arcane Pyrotechnicians find that they have a lot of common ground with those of the self-taught classes such as rogues and sorcerers. They sometimes find themselves at odds with more disciplined classes such as paladins and monks. While arcane pyrotechnicians may not have issues with druids, druids may have issues with the destructive and unnatural nature of the clay spells.

Combat: Tactical Spellcaster/ Demolitionist

Advancement: With a little effort they can qualify for many different prestige classes without hurting their ability to maintain a wide array of skills, however their Arcane Suppression will be halved. There is no "best" choice when it comes to advancement but versatility exists for whatever direction the player wishes to take.

Arcane Pyrotechnicians in the World[edit]

What? The temple's been reduced to rubble? No, I wouldn't know anything about it...
—Kei Masaki, Gnome arcane pyrotechnician

Arcane Pyrotechnicians travel in order to improve abilities. They may go to the various guilds found around the towns, but they may tend to find themselves getting into trouble due to their abilities for playing tricks and their unlawful or chaotic behaviors. However, they aren't the most common, so a fair amount of people haven't even heard of them let alone know what their abilities are.

Daily Life: Many arcane pyrotechnicians have an average life in a large town where every day they travel to their local guild for the sake of research and better harnassing of their skills. Many more travel abroad for the same reasons any adventurer might - gold, glory, and a piece of the action.

Notables: Kei Masaki, the first arcane pyrotechnician and pioneer of the class.

Organizations: Arcane pyrotechnicians develop guilds so that likeminded individuals may research more spells or gain training in the destructive arts.

NPC Reactions: People generally regard arcane pyrotechnicians with fear or suspicion; an irresponsible caster who has made one too many explosives is quite literally a ticking time bomb, after all.

Arcane Pyrotechnician Lore[edit]

Arcane Pyrotechnicians aren't the rarest class out there. However, they aren't the most common, so a fair amount of people haven't even heard of them let alone know what their abilities are. However, they are prominent enough that with a little research, more can be learned about them.

Characters with ranks in Knowlege (arcane) can research arcane pyrotechnicians to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowlege (arcane)
DC Result
5 Arcane Pyrotehnicians can create explosives.
10 Arcane pyrotechnicians need time to cast their spells, so carry their creations with them.
15 The explosives of an arcane pyrotechnician can do more than just deal straight damage.
20 Arcane pyrotechnicians are limited in the amount of explosives that they can carry at once.

Arcane Pyrotechnicians in the Game[edit]

Arcane pyrotechnicians aren't the most common class, but they do exist. Many times their guilds will be hidden away in forests, or deserts, but usually near mountains, as it allows easy access to the materials for researching new spells. A very large city will almost always have an Arcane pyrotechnician's guild. However, it will most likely be outside the town limits for fear of residual damage to buildings around it if something goes wrong.

Arcane pyrotechnicians are usually drawn into adventure due to their typically curious nature and innnate desire to explore. Sometimes, they're feared or not trusted by their peers, simply because of the possibility of being splashed by the explosives that their ally creates.

Sample Encounter: Tetsu The Burninator has improved his skills quite a lot lately, so he decides he wants to put them to the test. He decides to set a selection of traps around a lair with explosives and living clay animals. He then lures the adventurers into his lair in order to test them and his skills. He may use traps that require some problem solving in order to reach him.

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