Pyrokineticist

Entry Requirements

Alignment: Any chaotic.
Skills: Psi Lore 5 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.

Table: The Pyrokineticist

 Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
SpecialManifesting
1st+0+1+1+0Fire lash
2nd+1+1+1+0Fire adaptation (+4/10), weapon afire +1d4+1 level of existing class
3rd+2+2+2+1Bolt of fire+1 level of existing class
4th+3+2+2+1Weapon afire +2d4+1 level of existing class
5th+3+3+3+1Nimbus
6th+4+3+3+2Firewalk, weapon afire +3d4+1 level of existing class
7th+5+4+4+2Fire adaptation (+8/20)+1 level of existing class
8th+6+4+4+2Weapon afire +4d4+1 level of existing class
9th+6+5+5+3Heat death, soulscorch
10th+7+5+5+3Conflagration, fire soul, weapon afire +5d4+1 level of existing class
Hit Die: d8
Class Skills (2 + Int modifier per level): Athletics, Intimidate, Profession, and Psi Lore.

Class Features

Weapon and Armor Proficiency

A Pyrokineticist gains proficiency with the whip. They do not gain proficiency with any type of armor or shield.

Manifesting

At every level indicated on the table, you progress a psionic manifesting class you belonged to before you added the prestige class. If you had more than one manifesting class before you became a pyrokineticist, you must decide to which class you add the new level of progression.

Fire Lash

A pyrokineticist gains the ability to fashion a 15-foot-long whip of fire from unstable ectoplasm as a move action. You take no damage from a fire lash you create, and if you release your hold, it immediately dissipates. The fire lash is treated as a whip that deals 1d8 points of fire damage, even against opponents wearing armor. Your fire lash is treated as a whip for purposes of Weapon Focus (whip) and other feats and effects that apply to a whip.

A fire lash can be used to make disarm and trip attacks as if it were a whip, granting a +2 bonus on disarm attempts. If you fail to disarm or trip your opponent with your fire lash, the opponent may not attempt to disarm or trip you.

Like a normal whip, a fire lash does not threaten squares around you.

The whip remains in existence as long as you hold it.

Fire Adaptation

At 2nd level, you become resistant to fire, gaining a +4 bonus on all saving throws against fire and heat spells and effects. In addition, you gain resistance to fire 10. At 7th level, this bonus increases to +8, and your resistance to fire increases to 20.

Weapon Afire

At 2nd level and higher, you can sheath a weapon you hold in flame as a move action. The flames harm neither your nor the weapon. The weapon deals an extra 1d4 points of fire damage on a successful hit for every two levels of pyrokineticist you have.

The weapon retains this effect for as long as you wield it. Ranged weapons bestow this effect on the ammunition used. Thrown weapons retain the effect until the attack is completed.

You may also choose to apply this effect to one of your hands. Your unarmed attacks with that hand are treated as armed, and you may use a melee touch attack to deal your weapon afire damage to an opponent.

You may also apply this effect to you fire lash.

Bolt of Fire

Starting at 3rd level, as a standard action, you 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 you have.

Nimbus

Beginning at 5th level, you can activate this ability as a move action. Flames that harm neither your equipment nor yourself engulf your entire body. While you are aflame, your Charisma score increases by 4, you can make a melee touch attack for 2d6 points of fire damage, and you gain damage reduction 5/magic. If you are 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 a number of times per day equal to your Charisma bonus (minimum 1).

At 8th level, the damage from your touch attacks increases to 4d6, and the damage an attacker takes in melee also increases to 4d6. In addition, you gain 1 more daily use of this power.

The touch attacks from this ability stack with the damage from weapon afire if that ability is applied to your hand.

Firewalk

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

Heat Death

When you reach 9th level, you can spend 4 power points, expend your 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 takes 4d8 points of fire damage as its blood and other internal fluids begin to boil, taking half damage on a Fortitude saving throw (DC 14 + your Cha modifier).

Every round the target fails its save, you may maintain concentration as a standard action, inflicting an additional 4d8 points of fire damage on the creature (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.

Soulscorch

At 9th level, your fires burn hot enough to affect the very soul of your enemies. Any fire damage you deal ignores the first 20 points of a creature’s fire resistance. Even creatures normally immune to fire suffer half the normal fire damage.

This ability does not overcome your own fire resistance or immunity, so you never risk burning yourself.

Conflagration

At 10th level, you gain the ability to create a massive burst of raging flames around yourself, burning everything in the area. As a standard action, you can use this ability to deal 15d6 points of fire damage in a 30-foot-radius emanation around yourself. Any creature or object caught in the area can make a Reflex saving throw (DC 15 + you 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, you may not use it again until you complete either a Short or Long Rest.

Fire Soul

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