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Dwarven Pyropsyche (3.5e NPC)

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Date Created: 6-26-13
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Dwarven Pyropsyche

CR 3

F Dwarf Pyropsyche 3
LG Medium Humanoid (Dwarf, Psionic)
Init/Senses +3/Darkvision 60 ft; Listen +, Spot +
Languages Common, Dwarven
AC 22 (+3 dex), touch 18, flat-footed 14
(+4 dodge vs giants)
hp 36 (3d8+12 HD)
Resist Resist Fire 6
Fort/Ref/Will +6/+7/+6 (+2 vs spells and poison)
Speed 30 ft.
Melee Hand Afire Unarmed Strike +3 melee (1d6+1 plus 2d6 fire, 20/x2)
Ranged Bolt of Fire +7 ranged touch (3d6, 20/x2) or
Ranged Fire Lash +7 ranged touch (1d8, 20/x2)
Space/Reach 5 ft./5 ft.
Base Atk/Grp +2/+3
Atk Options +1 attack vs giants, Stone Anchor
Special Actions Bolt of Fire, Detect Heat, Fire Lash, Hand Afire, Stone Anchor (DC 16), Torchlight
Abilities Str 12, Dex 16, Con 16, Int 10, Wis 20, Cha 5
SQ Darkvision 60 ft, Dwarf Traits, Resist Fire 6
Feats Alternative Tradition (Pyro's Cha to Wis), Unarmed Fighting Style (stone palm), Zen ArcheryCW
Skills Acrobatics (3) +11/+9 Balance and Tumble, Climb (3) +9, Knowledge Psionics (3) +8, Psicraft (3) +8
Possessions Mwk Skill Tools (Acrobatics, Climb, Knowledge Psionics, Psicraft), Quickening BandsUP, Sack

These dwarven priestesses worship the White Flame and it's life giving properties. They take a more militant bent, using the flame to purify and temper their bodies into monk-like fighting machines with great psionic abilities. Through this power they can manipulate the White Flame into thermal energy and scorch the world with the power of their life force, and the power of the White Flame.

The dwarven pyropsyches are the defenders of the temple and the White Flame. They protect it and their fellow worshipers without fear.


Pyropysche Powers Known (13 power points)

Details

Bolt of Fire (Ps): At 3rd level a pyropsyche, as a standard action, 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 pyropsyche has.

Detect Heat (Ps): At 2nd level, a pyropsyche can detect heat as the spell as a standard action.

Dwarf Traits: Dwarves have the following traits...

  • Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
  • Giant Hunter: Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype.
  • Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
  • Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
  • Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
  • Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
  • Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
  • Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Fire Lash (Ps): At 2nd level, a pyropsyche gains the ability to fashion a 15-foot-long whip of fire from unstable ectoplasm as a move-equivalent action. He takes no damage from a fire lash he creates, and if he releases his 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 pyropsyche can take Weapon Focus and Weapon Specialization (if he 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 pyropsyche holds it.

Hand Afire (Ps): A pyropsyche can activate this ability as a move-equivalent action. Flames engulf one of the pyropsyche's hands, doing him no harm. His unarmed attacks with that hand are treated as armed. Such attacks deal an extra 2d6 points of fire damage.

Stone Anchor (Ex): As a full-round action the Stone Palm user may make an unarmed attack that deal no damages but ground her opponent feet. The creature must be on the ground at the moment and if it fail it fort save it is entangled. The target remain anchored until he can free himself with a DC 10 +1/2 HD+your highest ability score strength check or a DC 20 escape artist check.

Torchlight (Ps): At 3rd level, a pyropsyche can duplicate the effects of continual flame as a standard action. Unlike the spell, this effect is dismissable.

Houserules: She gains an extra 1st level feat, maximum hp per HD, 30 point buy (Pathfinder), and Pathfinder skills and feats. If converting completely to Pathfinder, the NPC's CMB is 3 and CMD is 16.

Pathfinder dwarf is used with Giant Hunter alternate racial traits, and gains +1 hp/level from favored class.

Turn undead has been swapped out for channel undead, as the pathfinder cleric.



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