Pyromaniac
Jan 9, 2020 3:15:49 GMT -6
Post by Lestat on Jan 9, 2020 3:15:49 GMT -6
Homebrew Class - Pyromaniac
Characteristics: Dexterity, Constitution, Composure
Skills: Academic Lore, Common Lore, Crafts, Tech-Use, Athletics, Ballistics, Disguise, Intimidation, Scrutiny
Gun Kata: Clay Pigeon, Point Blank, Terminus Lockdown
Bonus for Completion: +1 to TN for targets to avoid your Flame property attacks
Kindler
Level: 1
Prerequisites: Ballistics 2, Intimidation 1
Feats:
Armor Proficiency (Light)
Jaded
Peer (Psychos)
Spray Proficiency
Igniter
Level: 2
Prerequisites: Ballistics 2, Intimidation 2, Peer (Psychos)
Feats:
Armor Proficiency (Medium)
Light Sleeper
Sticky Flames
Tactical Destruction
Firebug
Level: 3
Prerequisites: Ballistics 3, Intimidation 2, Sticky Flames
Feats:
Double Tap
Paranoia
Spray to Dismay
Weapon Specialization (A Flame Property Weapon)
Arsonist
Level: 4
Prerequisites: Ballistics 3, Intimidation 3, Paranoia, Weapon Specialization in a weapon with the Flame property
Feats:
Combat Master
Fearless
Sound Constitution
Tempered
Immolator
Level: 5
Prerequisites: Ballistics 4, Intimidation 4, Tempered, Weapon Specialization in a weapon with the Flame property
Feats:
Devastating Critical
HOT! HOT! HOT!
Improved Weapon Specialization (A Flame Property Weapon)
Sound Constitution
True Grit
New Feats
Spray Proficiency
When a weapon property says to use Dexterity or another stat to determine how you attack with it, you may use your Ballistics instead. You are proficient with such weapons, and they do not jam when you roll a 9 for damage.
Sticky Flames
Weapons with the Flame property also have the Incendiary property, and anyone who comes into contact with an area you've set on fire must immediately roll to not catch on fire instead of rolling after remaining exposed to the same fire for a round. Increase the TN to put out your fires by 5.
Tactical Destruction
You may use weapons that affect an area when making an attack with a Trick Shot or Martial Maneuver, however when you do so any attack related advantages can only be applied against a single target chosen before making the attack.
Spray to Dismay
You may use a Flame property or similar weapon with the Suppressive Fire and Overwatch actions by using triple the normal amount of ammunition, but in place of their normal effects you either attack or guard a 120° arc. When you attack targets within the arc must make a Pinning test or become pinned, if it is a Flame weapon targets immune to fire automatically succeed.
Tempered
Gain two raises to resist being caught on fire, putting yourself out when on fire, and to resist airborne toxins and drugs.
HOT! HOT! HOT!
AHHHHHHHHHHHHHHHHHH! When you set a target capable of being afraid on fire for the first time in a scene they roll against Fear 2. On a roll of 10+ on the shock table they are instead compelled to put out their fire by any means necessary and gain 1d5 insanity points. If the fire is put out the target immediately snaps out of it.