Pyrotech Tinkerer (3.5e Class)

From D&D Wiki

Jump to: navigation, search
Scales.png This page is of questionable balance. Reason: The BAB and saves do not follow standard progressions, the abilities with V1, V2, V3 should be condensed together. See also the rogue.

You can help D&D Wiki by better balancing the mechanics of this page. When the mechanics have been changed so that this template is no longer applicable please remove this template. If you do not understand balance please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing balance

Pyrotech Tinkerer[edit]

The Pyrotech Tinkerer is a person with immense knowledge on mechanical constructions and a strong focus on pyrotechnics and combustion. Finding a way to utilize their knowledge to create inventions that will allow them keep up with even the most powerful of mages. When you play with fire though, you might just get burned.

Pyrotech Tinkerer[edit]

The Pyrotech Tinkerer is a class that excels in the mage role of a party offering utility as well as high caster damage with the strong advantage of not actually using magic, which makes this class perfect for non-magical campaigns as well as steampunk or construct based campaigns. Providing much needed utility and damage where you would normally not find magic casters or an alternative to other material component classes.

Abilities: Intelligence and constitution are the two most needed stats needed to perform well with the Pyrotech Tinkerer class. Int being the focus of the class entirely you need to make checks to create the inventions used by the Pyrotech Tinkerer. The class is a pseudo battlemage class that can be in the middle of a fight while useing damageing abilies that are on the same level as that of a Wizard or Sorcerer.

Races: The Pyrotech Tinkerer works best with races that focus on inventing as well as races that usually tend to shy away from magic such as Gnomes, Orc's, and tieflings.

Alignment: No required alignment is needed but most Pyrotech Tinkerer's tend to avoid lawful alignment as the inventions may not be approved by most.

Starting Gold: DM's choice gp.

Starting Age: Complex as most who have the mental capability of working with metals, most commonly between the ages of 16-38.

Table: Pyrotech Tinkerer

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +0 +0 Ignition Gauntlets, Flame Charge, Overheat, Improved Unarmed Strike
2nd +1 +3 +0 +0 Clever Fighter, Intelligent Craftsman
3rd +1 +3 +1 +1 Flame Charge +2
4th +2 +4 +1 +1 Ignition Gauntlets V2
5th +2 +4 +1 +1 Flame Charge +2
6th +3 +5 +2 +2 Callus Skin
7th +3 +5 +2 +2 Flame Charge +2
8th +4 +6 +2 +2 Ignition Gauntlets V3
9th +4 +6 +3 +3 Flame Charge +2
10th +5 +7 +3 +3 Swift Reload
11th +5 +7 +3 +3 Flame Charge +2
12th +6/+1 +8 +4 +4 Callus Skin +1, Heat Sink, Ignition Gauntlets V4
13th +6/+1 +8 +4 +4 Flame Charge +2
14th +7/+2 +9 +4 +4 Magazine
15th +7/+2 +9 +5 +5 Flame Charge +2
16th +8/+3 +10 +5 +5 Ignition Gauntlets V5
17th +8/+3 +10 +5 +5 Flame Charge +2
18th +9/+4 +11 +6 +6 Callus Skin +1, Twin Chamber
19th +9/+4 +11 +6 +6 Flame Charge +2
20th +10/+5 +12 +6 +6 Pryomasters Apex Gauntlets, Ignited Form

Class Skills (2 + Int modifier per level, ×4 at 1st level)
The Pyrotech Tinkerer's class skills (and the key ability for each skill) are concentration (Con), craft (Int), diplomacy (Cha), knowledge (Mechanical) (Int), listen (Wis), profession (Wis), spot (Wis), survival (Wis), Decipher Script (Int)

Class Features[edit]

All of the following are class features of the Pyrotech Tinkerer.

Ignition Gauntlets: At first level the Pyrotech Tinkerer has created their Ignition Gauntlets. These gauntlets store an expendable resource called a Flame Charge. At first level the gauntlets hold 6 charges and will continue to gain an additional 2 charges every 2 levels in the Pyrotech Tinkerer class. To increase the charge slot, the Pyrotech Tinkerer must make an intelligence check with a dc of 11, every 2 levels (3, 5, 7, 9, 11, 13, 15, 17, 19). If they succeed in this check then they may add 2 charges to the gauntlets. If the player fails this check they may attempt again once a week. No more than 2 charges may be added every 2 levels. These Gauntlets will be used to cast the abilities of the Pyrotech Tinkerer. All abilities used by the Pyrotech Tinkerer cannot harm the one who used them (This does not prevent Overheat damage). For every 6 Flame Charges the Pyrotech Tinkerer uses within combat, the gauntlets will Overheat. These gauntlets are considered armor and not a weapon when equipped. While wearing the gauntlets the wearer is considered armed. The Pyrotech Tinkerer cannot use the gauntlets abilities while wielding any weapon or shield.

Ignition Gauntlets V2: After experiencing all the world has to offer the Pyrotech Tinkerer realizes she may need more power to bring down the worlds more formidable foes. At 4th level you make a craft mechanical check DC 12 to upgrade your Ignition Gauntlets to a newer version, opening more powerful abilities to be cast. This functions in the same way as Ignition Gauntlets and does not change. You may now cast anything on the V2 section of the gauntlets ability list. See Table Below. At later levels you can upgrade your gauntlets further by making another Craft Mechanical check at levels 8, 12 and 16 for Ignition Gauntlets V3, Ignition Gauntlets V4, and Ignition Gauntlets V5 respectively. At level 8 the Craft DC to upgrade the Ignition Gauntlets V3 is 16, Ignition Gauntlets V4's craft mechanical DC would be 20, and Ignition Gauntlets V5's craft mechanical DC would be 24. If the Pyrotech Tinkerer would fail any of these checks they may attempt again in one weeks time with a +2 to their roll. Completing the respective checks allows them to use the respective abilities from the Table Below.

Flame Charge: Flame Charge's are an expendable resource that must be crafted by the Pyrotech Tinkerer by making an intelligence check with a DC 10. If successful then they will receive 6 flame charges. In order to attempt this check material components are required to create Flame Charges. 7 Potion Vials and 30 Oil (1-pint flask) (10 golds worth of crafting materials) are required to make an attempt to create flame charges. This can only be attempted if you have Masterwork Artisan's tools. Attempting to make flame charges does consume the material components, even upon failure. Using an Alchemist's Lab gives you a +1 to your check. Flame charges must be loaded into the gauntlets and do take a full round action to insert and reload the gauntlets. One reload round will fully restock the maximum amount of flame charges the gauntlets can hold. Once a flame charge is used, it is destroyed entirely and cannot be scavenged for materials.

Overheat: If the Ignition Gauntlets overheat they will damage the player wearing them. After using 6 charges the wearer takes damage for 3 rounds. Overheat does 1 damage per stack of overheat. You can only have a maximum of 5 stacks of overheat. While the Ignition Gauntlets are overheated your unarmed attacks deals an additional 1d6 Fire damage for every stack of overheat (this damage is non-magical). This effect also stacks for each active overheat on the gauntlets. Gaining an additional stack of overheat extends overheats duration of overheat by 2 rounds. Once one stack of overheat ends, all stacks fall off as well. At 5 stacks of overheat you take an additional 1 damage for every 4 charges your gauntlets can hold for the entire duration of overheat.

Improved Unarmed Strike: Being the first to battle and not willing to go down just because you ran out of gas the Pyrotech Tinkerer has worked hard at becoming proficient in fighting without the use of the abilities that the gauntlets provide. At first level the Pyrotech Tinkerer gains Improved Unarmed Strike

Clever Fighter: Knowledge is power and in your case you can outsmart some of your enemies by predicting their movements. The Pyrotech Tinkerer may add her intelligence modifier to her attack rolls instead of her strength. Your unarmed attacks do not add your strength modifier to your damage.

Intelligent Craftsman: Anytime an ability from the Ignition gauntlets would need a spellcraft check, instead it is a Craft Mechanical check. The DC for all abilities used by the Pyrotech Tinkerer is her total Craft Mechanical Skill.

Callus Skin: Starting at 6th level you have been through so many burns are cuts that you are able to shrug off a small bit of recurring pains. You take 1 less damage from your Overheat ability. This is not applied more times if you have multiple stacks of overheat. At levels 12 and 18 increase this amount by +1 each. (-2 overheat damage at level 12 and -3 overheat damage at level 18)

Swift Reload: After getting more accustomed to using your Gauntlets you can now swap in 6 Flame Charges at unmatched speeds. You may now load 6 Flame charges as a swift action once per day.

Heat Sink: Studying how your gauntlets dissipate their heat you found a way to put the brunt of the heat outwards at the cost of more heat time. Your Overheat ability now lasts for 5 rounds and deals an additional 2d6 points of non-magical flaming damage on your unarmed strikes.

Magazine: Finally figuring out a more proficient reload mechanism for your flame charges you are able to keep the spells going for a little bit longer. At 14th level, once per day when you use your last Flame Charge you may instantly reload all your charges at once. Any unused charges at the end of the turn you use this ability will expire and trigger a stack of Overheat.

Twin Chamber: After lots of hard work and determination you finally construct a twin chamber out of your gauntlets. You may cast 2 spells at the same time as a full round action. You may only use twin chamber once per day. Using twin chambers applies 2 stacks of Overheat after your cast. You can only use abilities from V5 or lower when using twin chambers.

Pryomasters Apex Gauntlets: You completely understand the workings of your craftsmanship as well as how your flames and explosions will behave and perform. The Pyrotech Tinkerer must craft a wondrous item which will be a DC 38 Craft Mechanical check. This process requires a block of smelted silver 40 lbs (roughly 1920 silver pieces can be an equivalent) 25,000 gold, the hooves of a nightmare, the eyes of a hell hound, the horns of any demon and the tongue of a dragon. Making a craft attempt consumes all materials even if failed. This process takes one full week of crafting to create. If you succeed you craft the wondrous item called Pyromasters Apex Gauntlets. You may attempt this craft as many times as you would like so long as you have all of the materials. Materials cannot eschewed. Your gauntlets abilities no longer damage allies. Your gauntlets count as magical weapons for the sake of overcoming damage reduction. You gain access to Apex spells which can be cast once per day. All of your abilities used by your gauntlet completely incinerate your enemies (When a ability would take an enemy to 0 health they are completely turned to ash and cannot regenerate). Your gauntlets flames burn so hot they overcome fire resistance and deal half damage to anything immune to fire damage. These gauntlets are treated as a pair of +5 weapons that can be used with your unarmed attacks. Once per round, you can use any V1 ability as a swift action and it casts instantaneously

Ignited Form:Your overheat can now stack 10 times. At 10 stacks of overheat you gain Ignited form. While in Ignited Form your gauntlets shroud you in fire and you no longer take overheat damage. Your gauntlets radiate with heat damaging all units around you in a 5 reach dealing 2d6 fire damage per round, DC 15 fortitude save for half damage. While in Ignited Form you can use the flames from your gauntlets to fly (same as the Fly spell) and the combustion in your gauntlets creates such a powerful force that the pressure from a single punch while in this form travels via a pillar of flame and explosions, your unarmed attacks gain a 15 foot range. The moment you lose your overheat stacks you lose your ignited form.

Weapon and Armor Proficiency: Pyrotech Tinkerer's are proficient in the following: Simple Weapons, Medium Armor

Spells: Cannot cast spells through this class.

Ignition Gauntlet Abilities[edit]

Table: Ignition Gauntlets Daily Usage
level Abilities Per Day
V1 V2 V3 V4 V5 Apex
1st 3
2nd 3
3rd 4
4th 4 2
5th 5 2
6th 5 3 -
7th 6 3
8th 6 4 2
9th 7 4 2
10th 7 5 3
11th 8 5 3
12th 8 6 4 2
13th 9 6 4 2
14th 9 7 5 3
15th 9 7 5 3
16th 9 8 6 4 2
17th 9 8 6 4 2
18th 9 9 7 5 3
19th 9 9 7 5 3
20th 9 9 8 6 4 1

The table below displays the available abilities along with the Flame Charge cost for each of those abilities indicated within the parentheses next to each spell.

Table: Ignition Gauntlets Abilities
Level Ability List
Gauntlets V1
Burning Hands (3), Flare (2), Flash of Flame V1 (3), Message (1), Mobile Camp Fire (2), Singe (1), Steam Vents V1 (0), Torch Light V1 (1).
Gauntlets V2
Exploding Fist (8), Explosive Runes (4), Fireball (12), Firewalking (3), Flaming Sphere (4), Flash of Flame V2 (4), Lightning Bolt (12), Scorching Ray (6), Soot Cannon (2), Steam Vents V2 (0),
Gauntlets V3
Gauntlets V4
Gauntlets V5
Gauntlets Apex
Volcanic Eruption, Plazma Strike, Supernova

Ability Descriptions[edit]

Steam Vents V1: Cost: 0 Flame Charge. Expel all your overheat by rapidly cooling your gauntlets. Doing this creates a thin fog of water vapor. Acts the same as Obscuring Mist. Using this removes all overheat stacks immediately. Can only be used if you have a stack of Overheat.

Message: Cost: 1 Flame Charge. You can burn a message into any surface which will last until repaired.

Singe: Cost: 1 Flame Charge. Deal 1 point of fire damage to anything within 100 ft that you have a clear line of sight to. Cannot be prevented.

Torch Light V1: Cost: 1 Flame Charge. Your gauntlets act like that of a torch, burning for one hour or until cancelled. This continues even if using other abilities.

Flare: Cost: 2 Flame Charge. Attempt to blind all people nearby yourself by making a bright flash of light. Pyrotech Tinkerers craft mechanical vs others Ref to negate. All effected take a -2 on attack rolls.

Mobile Camp Fire: Cost: 2 Flame Charge. Your Ignition Gauntlets emulate a campfire that follows you for 30 min. While Active you and all others within a 20 ft radius of you can endure elements so long as the element is some form of cold. This will automatically end if using any other abilities or doing anything that takes concentration other then walking and performing simple tasks.

Burning Hands: Cost: 3 Flame Charge. Acts the same as the Burning Hands spell.

Flash of Flame V1: Cost: 3 Flame Charge. Ranged touch attack (15 ft) deal 1d6/4 Pyrotech Tinkerer levels to a single target.

Steam Vents V2: Cost: 0 Flame Charge. Expel all your overheat by rapidly cooling your gauntlets. Doing this creates a thin fog of water vapor. Acts the same as Fog Cloud. Using this removes all overheat stacks immediately. Can only be used if you have a stack of Overheat.

Soot Cannon: Cost: 2 Flame Charge. Acts the same as Glitterdust except the golden glitter is a black and grey soot.

Firewalking: Cost: 3 Flame Charge. You use your cooling system to spray yourself or another ally in a long lasting coolant. Target is unaffected by non-magical fire for 1 hour.

Explosive Runes: Cost: 4 Flame Charge. You compress explosives into a small rune like shape disguised as Message. Once the message is read or touched they explode dealing 6d6 damage. Functions the same as Explosive Runes.

Flaming Sphere: Cost: 4 Flame Charge. Flaming Sphere

Flash of Flame V2: Cost: 4 Flame Charge. Ranged touch attack (15 ft) deal 2d6/4 Pyrotech Tinkerer levels to a single target.

Scorching Ray: Cost: 6 Flame Charge. Scorching Ray

Exploding Fist: Cost 8 Flame Charge. Your next unarmed attack attempt made within 3 rounds deals 1d4/level to all targets within a 10 ft cone behind your target. If the attack hits, the target cannot dodge the explosion damage. Anyone not hit by the unarmed attack makes a reflex save to take half damage vs your craft mechanical check. If you miss your attack the explosion still goes off but your target may roll reflex for half damage.

Fireball: Cost: 12 Flame Charge. You spit fire into a 20 ft circle burning all inside dealing 1d6/level. Same as Fireball

Lightning Bolt: Cost: 12 Flame Charge. You compress your gauntlets heat into a plasma and eject it forward in a violent lightning strike. Line attack doing 1d6/level. Same as Lightning Bolt

Volcanic Eruption: Cost: 24 Flame Charge. This ability can only be used if you have Pryomasters Apex Gauntlets. Press your gauntlets into the ground and pump so much molten lava that it erupts under an enemies feet up to 100 ft away. Anyone standing within a 10 foot circle around your targeted location must make a reflex save vs your craft mechanical skill. All who fail instantly become submerged in lava, taking 20d6 fire damage each round they remain submerged. All enemies within 50 ft of the volcano take 2d6 per round due to heat exposure. The enemy individual enemy you target with this ability suffers a -15 to their reflex save. To escape the volcano anyone caught must make a reflex save vs your Craft Mechanical Skill or remain submerged. Enemies who are submerged in this ability cannot attack nor cast spells while inside the volcano. If your target is Colossal size or larger they cannot be submerged. Any fly attempt made while submerged suffers a -20 difficulty to fly out of the lava. The volcano is 50 ft tall and is a permanent land fixture that will cool off into a hill over 2d6 days. Every round for 5 rounds the volcano erupts launching a flaming rock to location of your choosing dealing 6d6 +1/level upon impact, reflex save takes half damage. After using this ability your gauntlets gain 10 stacks of overheat and cannot be used for 5 rounds.

Plazma Strike: Cost: 24 Flame Charge. This ability can only be used if you have Pryomasters Apex Gauntlets. You overload your gauntlets full power directly in your hands, compressing the heat down to a plasma burning 7 times hotter than magma! You launch this plasma at a target, reflex save (vs Craft Mechanical) halves all damage this ability does. Any target hit by this plasma has the plasma stick to them. If hit, this ability instantly destroys all armor the target is wearing rendering it useless but still equipped. The target suffers massive burn wounds as this plasma travels through all materials. Target takes 100 damage each round they do not remove their armor. If the target has no armor they burn for 100 damage for 1d4 turns. If this ability is used on any weapon or shield they are instantly destroyed. Using this ability on any sort of machinery instantly renders it useless and destroyed. Does not destroy anything Colossal sized or larger but does deal its normal damage. This ability travels through any and all non-ethereal materials. Anything destroyed by this plasma cannot be reclaimed or salvaged. If a magical ability would protect an item, it is negated and it is destroyed anyway. After using this ability your gauntlets gain 10 stacks of overheat and cannot be used for 5 rounds.

Supernova:Cost: 24 Flame Charge. This ability can only be used if you have Pryomasters Apex Gauntlets. You build up your gauntlets max potential for one full round. Upon the next round so long as you are not stunned, unconscious, or incapacitated in any way you release your stored energy in a massive explosion in a 100ft circle around yourself dealing 1d12/level to all enemies. Enemies within 50 ft cannot dodge this ability and are considered prone the following turn. Any enemy further than 50 ft away from the center of the blast may make a reflex save (against your Craft Mechanical) to half the damage and prevent prone state. All buildings and constructs within 50 ft of yourself become demolished and destroyed. If inside of a building you do collapse the building and all players including yourself must make a reflex save to dodge falling rubble (see Falling Objects to calculate damage) all ground within 100 ft of yourself in a circle is not on fire, dealing 1d6 fire damage for each round someone stands in it. All enemies damaged by the blast must make a fortitude save (vs your Craft Mechanical) to prevent being stunned for 2 rounds from the blast sound wave. You and all allies within 100 ft of you are considered to have Firewalking active for one hour after using this ability. Buildings and constructs destroyed by this ability are considered demolished and cannot be repaired, but may be rebuilt. After using this ability your gauntlets gain 10 stacks of overheat and cannot be used for 5 rounds.

Ex-Pyrotech Tinkerer[edit]

If a Pyrotech Tinkerer ever loses or has their Ignition Gauntlets destroyed they must craft another one. It will cost 250 gold, 10 lbs of smelted silver (480 silver pieces can be equivalent), 10 Oil (1-pint flask), 4 vials, and a torch. This process does take about a week to complete but does not need a crafting check. She may make a craft mechanical check DC 18 to complete this process within 4 days rather than a week. Some abandon their gauntlets upon discovering magical abilities or not being happy with the destruction that fire can bring.

Campaign Information[edit]

Playing a Pyrotech Tinkerer[edit]

Religion: This class doesn't focus on religion but may be more inclined to follow any religion that believes in the working class or the underprivileged.

Other Classes: Pyrotech Tinkerer tends to be spiteful of all magic uses because of their innate ability to use magic due to her lack of such abilities.

Combat: The Pyrotech Tinkerer does amazing as a mid rage caster, using big spells followed by strong unarmed attacks. The biggest thing to do is watch your overheat stacks and make sure you are not focused in fights. Health is your most important resource so use it wisely. Make sure you watch friendly fire as most of your spells are AOE and before level 20 DO harm allies. It would probably be best to use your reloads when you still have 2 or more turns left on your overheat ability, this way you don't lose all of your stacks immediately after replenishing your ability and keep the damage pressure going.

Advancement: This class is best with other non-magical based classes, specifically the monk, increasing your ability to maximize your damage from your overheat stacks.

Pyrotech Tinkerer in the World[edit]

—Martian, peasant returning home

A Pyrotech Tinkerer can be found in public forums selling their gadgets and trinkets, using their advanced knowledge to make different items to sell as well as proving repairs on constructs. Making their charges can be expansive so gold upkeep is important for their adventures as well as livelihood.

Daily Life: Daily life is mostly spent out among the people, working on inventions and attempting to sell inventions to lords and kings

Organizations: Most tend to be traders and work alone. Not many large groups of Pyrotech Tinkerer.

NPC Reactions: NPC's tend to enjoy players of this class, mostly approaching to ask questions about new inventions and interesting and unique trinkets for sale. Some may be weary due to the power of a Pyrotech Tinkerer's potential damage with fire but even mages are inspired by how intelligence can be applied in such a way that would consider innate magical abilities obsolete.

Pyrotech Tinkerer in the Game[edit]

Pyrotech Tinkerer's work best as a groups caster, especially with how well they can deal AOE damage and deal with large groups of enemies. Providing a much needed role in non-magical campaigns or steampunk campaigns where inventions are more widely appreciated.

Sample Encounter: If your searching the market for unique items or looking for NPC's that are needed to burn things to the ground you are more likely to be encountering this class as NPC's.

Class Designed by Chains Addiction. Any questions E-mail me at

Back to Main Page3.5e HomebrewClassesBase Classes

Home of user-generated,
homebrew pages!
Online users in chat