// Psychics · pyrokinetic

Firestarter

Inspired by Rifts Ultimate Edition, p. 130 CON-key

Overview

The Firestarter is Rifts' pyrokinetic specialist — a psychic whose innate power is the generation, manipulation, and control of fire. Firestarters can ignite objects at a thought, hurl bolts of flame, walk through infernos unharmed, sustain themselves on the heat of combat, and (at peak power) transform into living flame. They are not mages — their fire is purely psionic, generated by psychic willpower channeled through the body — but they're widely mistaken for mages, leading to social complications: Federation forces hunt them as practitioners of arcana, while Psivores can identify them as kin.

Firestarters are intense, slightly unstable, and deeply attuned to their environment's heat — the warmth of bodies, the spark of life, the burn of friction. A Firestarter who hasn't lit anything in a week is often more dangerous than one who's expended energy recently. The fire wants out.

The Firestarter has no spell slots and no focus pool. Impulses are mostly unlimited — the Channel Fire stance is your on/off switch for combat-ready firepower, and a handful of big impulses are gated by the overflow trait rather than a point economy.

At a glance

Key abilityCON — fire is channeled through the body
Class DCCON
Hit Points8 + CON per level
Key skillsAthletics, Nature, Survival + 2 chosen
PerceptionTrained at L1 → Expert at L7 → Master at L15
SavesFort Trained / Ref Trained / Will Expert at L1. Fort Master at L9. Ref Expert at L11. Will Master at L13.
WeaponsTrained in simple weapons. Expert at L7, Master at L15. No martial weapons — Firestarters don't wield, they burn.
ArmorTrained in unarmored, light, and medium. Expert at L7, Master at L15. No heavy armor — heavy plating dampens the pyrokinetic channel.
Signature systemMagic & Psionics — an impulse class, single-element Fire, all impulses carry the psionic trait

A few things define the chassis. You have a single-element commitment — you are locked to Fire, with no multi-element expansion. Your fire impulses scale better than a generalist's fire side (deeper specialization), but you have no options when fire is suppressed or unavailable. You're Will Expert at L1, and you have no martial weapons — simple weapons cover the rare backup (a knife, a club), and the occasional melee Firestarter strikes with fire-wreathed fists.

Class features by level

L1start
  • Element: Fire. Your single elemental affinity. You cannot multi-class to add other elements (no Kinetic Gate expansion). Your impulses are fire-only.
  • Channel Fire (stance). Enter the Channel Fire stance. While in the stance:
    • You can use your Fire Impulses (each impulse has its own action cost, listed in the impulse).
    • Your eyes glow visibly, your hair smokes faintly, and small flames may dance over your hands. The stance is obvious to anyone watching — Firestarters cannot be in stance without revealing what they are.
    • You can exit the stance as a free action; you exit automatically if you fall unconscious or lose consciousness for any reason.
    Outside the stance, you cannot use most Fire Impulses (passive abilities like Fire Immunity and Pyrokinetic Awareness remain active; one or two designated "at-will" impulses like Ignite function outside the stance).
  • Fire Immunity (passive). You are immune to fire damage from any source — magical, mundane, psionic, supernatural. Hostile fire effects that target you with attack rolls deal 0 damage on a hit (Hardness/Resistance does not apply because the resistance is total). Fire effects that target you with saving throws automatically result in a critical success on the save. Lingering fire effects (persistent fire damage, environmental hazards) deal no damage; the Firestarter enjoys fire as warmth.
  • Pyrokinetic Awareness (passive). +2 status bonus to Perception checks involving fire (detecting hidden fires, hidden combustible material, smoldering or planned ignition). +1 status bonus to identifying magical and psionic auras within 30 ft of you, regardless of whether you are in Channel Fire stance. You are sensitive to nearby fire and nearby psi.
  • Starting Fire Impulses (select 3 at L1). Choose 3 fire impulses from the Firestarter impulse list below. Gain additional impulses at L3, L5, L7, L9, L11, L13, and L15 (one per upgrade — you know 10 impulses by L15). At L1, the available selection is 10 impulses (the full list minus Pyrokinetic Flight, which has a character-level-7 prerequisite).
L2
  • Class feat. Skill feat.
L3
  • Skill increase. General feat.
  • Additional Fire Impulse. Learn 1 more impulse from the list.
L4
  • Class feat. Skill feat.
L5
  • Ability boost. Skill increase.
  • Additional Fire Impulse.
  • Weapon Expertise (simple).
L6
  • Class feat. Skill feat.
L7
  • Skill increase. General feat.
  • Expert Perception.
  • Expert Armor.
  • Additional Fire Impulse.
  • Fuel the Fire. While in Channel Fire stance and within 30 ft of an active fire source (campfire, torch, burning structure, lit forge, etc.), your fire impulses deal a +2 status bonus to damage. The bonus scales: +2 at L7, +3 at L13.
L8
  • Class feat. Skill feat.
L9
  • Skill increase.
  • Fort Master.
  • Additional Fire Impulse.
  • Penetrating Fire I. Your fire impulses gain the Penetrating 3 trait (per Megadamage & Hardness) — they ignore up to 3 points of Hardness on the target (armor only; Penetrating doesn't reduce a creature's Resistance).
L10
  • Ability boost. Class feat. Skill feat.
L11
  • Skill increase. General feat.
  • Ref Expert.
  • Additional Fire Impulse.
  • Greater Fuel the Fire. When you stand within 30 ft of an active fire source while in stance, all allies within 30 ft of you also gain a +1 status bonus on fire-based attacks and damage (the fire amplifies through your presence).
L12
  • Class feat. Skill feat.
L13
  • Skill increase.
  • Will Master.
  • Additional Fire Impulse.
  • Penetrating Fire II. Fire impulses gain Penetrating 5 (replacing Penetrating 3).
L14
  • Class feat. Skill feat.
L15
  • Ability boost. Skill increase. General feat.
  • Master Perception.
  • Master Armor.
  • Additional Fire Impulse. (10 impulses known total at this level.)
L16
  • Class feat. Skill feat.
L17
  • Skill increase.
  • Penetrating Fire III. Fire impulses gain Penetrating 8.
  • Phoenix Form. psionic, fire, overflow. For 1 minute (10 rounds), you partially transform into living flame:
    • You gain Resistance 10 to all damage except sonic and force.
    • All your fire impulse damage increases by +1d6.
    • You gain a fly Speed of 40 ft (does not require concentration during Phoenix Form).
    • You no longer need to maintain Channel Fire stance — you ARE the stance.
    At the end of the 1 minute (or when Phoenix Form ends for any reason), you suffer 5 HP of fatigue damage that cannot be reduced by Hardness, Resistance, or temporary HP. As an overflow impulse, Phoenix Form follows the standard overflow rules: one use per Channel activation, then re-Channel to use again (each use inflicting the 5 HP fatigue at the end of its duration).
L18
  • Class feat. Skill feat.
L19
  • Skill increase. General feat.
  • Legendary Weapon Expertise (simple).
  • Pyrokinetic Mastery. All fire impulses gain Penetrating 10 (replacing Penetrating 8). Phoenix Form's end-of-duration HP fatigue cost is reduced from 5 to 0 — you can re-Channel and re-enter Phoenix Form without accumulating recovery damage.
L20capstone
  • Ability boost. Class feat. Skill feat.
  • Living Inferno (stance variant of Channel Fire). When you Channel Fire, you can choose to channel as Living Inferno instead of standard Channel Fire (declare at the moment of stance entry). While in Living Inferno mode:
    • All Channel Fire stance benefits still apply (impulse access, etc.).
    • Your creature type becomes Elemental (Fire) for the duration; you gain the Fire trait.
    • All your Strike attacks and fire impulse attacks deal an additional 2d6 fire damage.
    • You can fly at 60 ft Speed without concentration.
    • Allies within 30 ft of you gain Resistance 5 to fire damage.
    • Enemies within 10 ft of you take 2d6 fire damage (no save) at the start of their turns.
    • Fire Immunity, Pyrokinetic Awareness, and Fuel the Fire still apply.
    Sustain. Living Inferno requires a 1-action Sustain activity each round on your turn. If you don't Sustain, Living Inferno ends at the start of your next turn and you drop back into standard Channel Fire stance (you don't fall out of stance entirely — just out of the Inferno form).

    Cumulative cost. Each Sustain action inflicts 1 HP fatigue damage that cannot be reduced by Hardness, Resistance, or temporary HP. After 10 cumulative HP fatigue from Living Inferno Sustains, you must succeed at a Fortitude save (DC 25) at the start of each turn or be ejected from Living Inferno (back to standard Channel Fire). The HP fatigue is recovered by long rest; the Fort-save tracker resets when you next long rest. There is no daily cap — the cumulative cost and the Sustain action tax are the limiter. Most Firestarters will use Living Inferno for one significant encounter, then drop back to standard Channel Fire to let their substrate cool.

Firestarter fire impulse list

About the overflow trait: an overflow impulse can be used only once per Channel activation. To use another overflow (or the same overflow a second time), you must first re-Channel — a 1-action activity that re-enters the stance. There is no daily cap; the limitation is purely action-economy plus stance management.

  • Fire Ray. Ranged psionic attack (60 ft, CON-keyed attack roll). On hit: 2d6 fire damage + 1d6 per 2 class levels. psionic, fire.
  • Flame Burst. 10-ft burst, 30 ft range. All creatures in the burst attempt a basic Reflex save against your class DC. On failure, 2d6 fire damage; critical failure, 4d6. Damage scales with level. psionic, fire.
  • Flame Shield. While in stance, gain Resistance 5 to all damage except sonic and force for 1 minute (or until you leave stance). Resistance scales: 5 at L1, 10 at L9, 15 at L17. psionic, fire, overflow.
  • Walk on Fire. While in stance, you can move through any fire (mundane or magical) without taking damage and without hindering your movement. You leave a small trail of flame on flammable surfaces you cross (your choice; doesn't ignite carried items unless specifically targeted). Outside the stance, you still don't take damage from fire (per Fire Immunity), but movement through hostile flames is at half speed.
  • Ignite (at-will, in or out of stance). Target one Bulk-equivalent flammable object within 30 ft. The object ignites and burns normally (or unnaturally bright, your choice). Burns for 1 minute or until extinguished. No save.
  • Burning Jet. While in stance, Stride up to your Speed + 20 ft in a straight line. Difficult terrain does not impede this movement (the fire-jet propulsion carries you across rough ground, debris, etc.). You leave a faint flame trail along your path; the trail extinguishes at the end of your next turn but ignites flammable materials it crosses (kindling, dry brush, lit fuses, oil pools, etc.). You cannot end this movement above ground (no flight) — Burning Jet is propulsion, not flight. psionic, fire.
  • Pyrokinetic Flight. Prerequisite: character level 7+. Available as an Additional Impulse selection only from L7 onward. While in stance, you gain a fly Speed equal to your land Speed for 1 minute. The flight is sustained by visible fire-jets from your feet and hands. You must concentrate (cannot Cast a Spell, similar to other sustained effects). psionic, fire.
  • Bio-Regenerative Fire. While in stance and standing in or surrounded by fire (mundane or magical), you regain 2d6 HP + 1d6 per 2 class levels. The fire feeds your pyrokinetic substrate. psionic, fire, overflow.
  • Heat Wave. While in stance, all enemies within 15 ft attempt a Fortitude save. On failure, take 1d6 fire damage and are Sickened 1 (heat exhaustion). On critical failure, 2d6 damage and Sickened 2. Damage scales. psionic, fire.
  • Boil the Air. While in stance, target a 30-ft line. All creatures in the line attempt a Reflex save. On failure, 3d6 fire damage and the air boils to make the area difficult terrain (impassable to non-flying creatures without fire-resistance) for 1 round. Damage scales. psionic, fire.
  • Inferno Mantle. While in stance, become wreathed in fire for 1 minute. Any creature that ends its turn within 5 ft of you takes 2d6 fire damage (basic Reflex save vs. class DC). Damage scales. psionic, fire, overflow.

Penetrating Fire progression

Class LevelPenetrating
1–8
9–123
13–165
17–188
19–2010

Per the Megadamage & Hardness rules (full RAW), fire damage is reduced by Hardness and Resistance like anything else — a save only sets the amount. Penetrating Fire (L9+) is the Firestarter's way to push fire damage through heavy armor; below it, the Firestarter leans on impulse riders, crits, and area control (which deals no damage and so ignores Hardness).

Variants

Three Firestarter variants. The Standard Firestarter is the default; the others are alternative builds.

Standard Firestarter (default)

The iconic pyrokinetic combat specialist described throughout this page. Balanced impulse selection, full Fire element commitment.

Wildfire Firestarter

A chaos-aligned, area-damage-focused variant.

  • Starts with Flame Burst, Heat Wave, and Inferno Mantle (instead of player's choice of 3).
  • All area impulses deal +1d6 damage on critical failures.
  • Cannot take Bio-Regenerative Fire (their fire consumes, doesn't heal).
  • Anathema: refusing to escalate a confrontation that calls for fire. Wildfire Firestarters lose access to class features for 24 hours if they back down from a fire-appropriate fight.

Sun-Touched Firestarter

A light-aligned variant (rare in canon — most Firestarters are wildfire-aligned).

  • Fire damage from impulses also counts as positive/radiant damage (effective against undead, fiends).
  • Adds Sun Strike as an additional impulse (positive damage, 60 ft range, 2d6 + 1d6 per 2 levels, basic Will save).
  • Reduced fire damage in shadow / underground (−1 status to all fire impulse damage rolls while in darkness).
  • Gains a +1 status to Diplomacy with creatures of Good alignment or disposition.

Class feats

Class feats available at each feat level — you gain one at every even level, and can always pick a feat of your level or lower. (The Firestarter has no focus pool; feats are gated by the Channel Fire stance, the overflow trait, round limits, or reactions.)

Level 1

  • Ignition Specialist. Ignite impulse range extends to 60 ft (from 30 ft). You can also ignite larger objects (up to 4 Bulk) with the impulse.
  • Wildfire Splash. When your Flame Burst impulse damages a creature on a critical failure, all other creatures in the burst take +1d6 fire damage from secondary ignition.
  • Sense Fire. +5 status to Perception checks specifically for detecting hidden fire, hidden combustible material, or recent fire damage. Doubled at L7.
  • Pent-Up Flame. The first fire impulse you use after entering the Channel Fire stance deals 1 additional die of damage — the fire surges out when first unleashed.

Level 2

  • Flame Dash. Trigger: you are targeted by a melee attack while in Channel Fire stance. Stride up to 10 ft on a jet of flame, leaving a fire trail; this movement doesn't trigger reactions. psionic, fire.
  • Cauterize. When you use Bio-Regenerative Fire or are otherwise healed while in stance, you also reduce the value of one persistent damage, bleed, or poison condition on yourself or an adjacent ally by 1.
  • Quick Channel. You can enter the Channel Fire stance as a free action when you roll initiative.

Level 4

  • Greater Flame Shield. Flame Shield's Resistance increases by 5 (so 10 at L1, 15 at L9, 20 at L17).
  • Fire Walker. Walk on Fire is now always-on while in stance — you don't need to spend an action to activate it. Outside the stance, your normal Fire Immunity covers the case.
  • Pyrokinetic Sense. Pyrokinetic Awareness's psi/magic detection range extends to 60 ft (from 30 ft). Identification accuracy improves.

Level 6

  • Heat Sink. While in Channel Fire stance, whenever a fire effect would hit you (dealing 0 damage, per Fire Immunity), your next fire impulse this round deals 1d6 additional fire damage. The fire feeds you.
  • Spreading Flames. When you critically hit a creature with a fire impulse, the fire spreads: one other creature within 5 ft of it takes 1d6 persistent fire damage.
  • Improved Burning Jet. Your Burning Jet can pass through enemies' spaces, and each creature whose space you pass through takes 1d6 fire damage (basic Reflex save vs. your class DC).

Level 8

  • Greater Fire Ray. Fire Ray's range extends to 120 ft (from 60 ft). On a critical hit, the target also catches fire (1d4 persistent fire damage).
  • Concentration Mastery. You can sustain Pyrokinetic Flight (and any other sustained fire impulse) without spending the per-turn sustain action; instead, sustained effects last 1 minute on a single activation.
  • Phoenix Recovery. Whenever a fire effect would damage you (which it can't, due to Fire Immunity), you instead gain 1d4 HP (the fire feeds your reserve, not damages you).

Level 10

  • Greater Flame Burst. Your area fire impulses' bursts and cones grow by 5 ft, and the area becomes difficult terrain of clinging flame until the start of your next turn.
  • Fireheart. While in Channel Fire stance and standing in or adjacent to an active fire, you gain fast healing 5 (fast healing 10 at L17). Distinct from Bio-Regenerative Fire — this is passive and doesn't use the overflow economy.
  • Smoke Screen. While in stance, create a 15-ft burst of smoke and heat-shimmer within 30 ft, granting concealment; you and your allies can see through it (you read the heat). Lasts 1 minute or until dispersed. psionic, fire.

Level 12

  • Solar Flare. While in stance. psionic, fire, overflow. A massive single-target fire strike: ranged psionic attack at +2 status bonus to attack roll, 8d6 + 1d6 per 2 class levels fire damage; the target attempts a basic Reflex save against your class DC (if they fail, they're also Blinded for 1 round; on critical failure, Blinded for 1 minute). As an overflow impulse, Solar Flare can be used once per Channel activation — re-Channel to fire again.
  • Living Flame. While in stance, any creature that hits you with a melee Strike takes 1d6 fire damage (no save). The damage scales: 1d6 at L12, 2d6 at L18.
  • Backdraft. When you score a critical hit with a fire impulse, the blast propels you: you may Stride up to 10 ft as a free action, and the target takes 1d6 persistent fire damage.

Level 14

  • Immolation. overflow. Target one creature within 60 ft; it attempts a basic Reflex save vs. your class DC. On a failure, it is set ablaze — taking persistent fire damage equal to your level, shedding light, and being off-guard until the persistent damage ends. psionic, fire.
  • Searing Aura. While in Channel Fire stance, each enemy that starts its turn within 10 ft of you takes 1d6 fire damage (no save). Always-on; doesn't use the overflow economy. psionic, fire.
  • Greater Living Flame. Your Living Flame retaliation damage increases by 1d6 and also triggers against creatures that hit you with a ranged attack from within 30 ft (a lashing tongue of flame).

Level 16

  • Greater Phoenix Form. Phoenix Form's duration extends from 1 minute to 10 minutes. The end-of-duration HP fatigue cost (5 HP, or 0 if you have L19 Pyrokinetic Mastery) applies once at the end, regardless of the longer duration.
  • Inferno Mastery. When you fire two fire impulses on the same turn, the second one deals +1d6 damage (your pyrokinetic ramp-up). Maximum +1d6 per turn.
  • Unbound Flame. You can use one additional overflow impulse per Channel Fire activation (two overflow impulses before you must re-Channel).

Level 18

  • Endless Fire. Your at-will fire impulses function even outside the Channel Fire stance, and you can re-Channel (resetting your overflow impulses) as a free action once per turn.
  • Cinder Form. While in Channel Fire stance, you have a constant fly Speed of 30 ft sustained by fire-jets, with no concentration required.
  • Searing Penetration. Your Penetrating Fire value increases by 2, and your fire impulses ignore an amount of a creature's fire resistance equal to half your level (fire immunity still stops them entirely) — the Firestarter's answer to fire-resistant foes.

Level 20

  • Perfect Inferno. Your Living Inferno capstone no longer inflicts cumulative HP fatigue from its Sustain (and so never triggers the escalating Fortitude save), and its aura damage to nearby enemies increases to 3d6.
  • Avatar of Flame. While in Phoenix Form or Living Inferno, your fire impulses ignore all fire resistance (immunity still stops them), and your Penetrating Fire ignores all Hardness regardless of value.
  • Sunburst. overflow. A blinding nova: a 30-ft burst centered on you that leaves your allies and yourself unharmed. Each enemy attempts a basic Reflex save vs. your class DC against fire damage equal to your highest-tier impulse; creatures that critically fail are also blinded for 1 round. psionic, fire.

Out of stance & off the spotlight

The Firestarter's "gear" is the Channel Fire stance plus their impulse list. There are two ways to find yourself diminished.

Outside Channel Fire stance

  • Passive features remain active: Fire Immunity, Pyrokinetic Awareness, and any "at-will" impulses (just Ignite) function normally.
  • Combat impulses are unavailable. You cannot use Fire Ray, Flame Burst, Flame Shield, etc.
  • The Firestarter is reduced to a martial-adjacent caster with no real combat output. Your impulse list is mentally present, but the stance is needed to channel it.
  • The fix: spend 1 action to re-enter Channel Fire stance, then resume normal play. Out-of-stance play is rare — it's only relevant for social/exploration scenes, or for situations where the stance's visible glow is a tactical liability (covert infiltration, undercover work, etc.).

Where the class shines

  • Outdoor combat, fire-rich environments: the Firestarter dominates. Fuel the Fire bonus, Bio-Regenerative Fire to recover HP, the environment burns.
  • Indoor / urban: the Firestarter is less optimal. The stance is visible (glowing eyes, smoking hair) — bad for stealth, social, and civil scenes — and Fuel the Fire requires a nearby active fire source, which is rare indoors. The Firestarter plays as a frontline psi caster with strong area-control impulses.
  • Underwater / extreme cold: fire impulses deal half damage (the substrate is fighting the medium). Channel Fire stance still functions but feels strained — the Firestarter's skin steams.
  • Anti-fire enemies / fire-resistant targets: Penetrating Fire (L9+) punches through power-armor Hardness, but does not reduce a creature's fire Resistance — against a fire-resistant target the damage is soaked, so the Firestarter falls back on riders, crits, and sheer output. Fire-immune targets are the hard counter.