The Human Torch
Johnny Storm became The Human Torch after being exposed to cosmic radiation during an experimental spaceflight. A high school student at the time, he remained in high school and attended classes while being part of the Fantastic Four on the side. Though the identities of all the other members of the Fantastic Four were known to the public, Johnny kept his a secret like Spider-Man. At least until he decided to stop, and his classmates revealed they knew all along. Seriously, that's in the comics.
Johnny is impulsive, brash, and a show off. He's also super-powerful, able to "go supernova" to become so hot he represents a danger to earth.
He's also not the first Human Torch. Captain America fought alongside another fire-covered hero back in World War II – but we don't really talk about him much. This is our fire boy.
I love the Fantastic Four, and Johnny is a great early Marvel character. I like both his similarities and differences to Spider-Man at that time. I feel like his personality has never quite been captured right in the movies. The brashness is always there, but for me, the character has always worked best when there is a bit more naivety and innocence as well. He's in over his head.
In addition to liking the character, I have always been a fan of straight-forward pyromancers in fantasy games, and The Human Torch represents a cool chance to make a fun spin on one.
Keys to the Character
Slinging Sizzlers
The Human Torch can produce flame to throw at enemies. If only there was an impulse that could do the same thing in Pathfinder...
Hot Rocket
An expert driver, a hot dog pilot, a speed demon. Johnny goes fast, in whatever form he can do it in.
Flame On!
Unlike his friend The Thing, Johnny can turn his abilities on and off. Which is good, because otherwise it would be hard to keep an apartment.
Champagne Supernova
When called upon, the Human Torch can get really, really, hot. Do us all a favor, don't call upon him to do it.
Go fast. Burn hot. Shoot fireballs.
That's the fantasy that a Human Torch build needs to deliver on. Luckily, it is very possible in Pathfinder 2e.
The key will be building Johnny around his "Flame On" ability – which in this case will be the Kineticist impulse Furnace Form. In it, Johnny gains the benefits for Fiery Body, but uses his own Elemental Blasts instead of the fire cantrip. This form can be sustained up to a minute, which becomes free at level 14. Plus, he can get a free movement up to half his speed when he sustains it.
On the battlefield, the Human Torch does one thing, but he does it really well: BURN THINGS. This is usually at range, slinging fireballs of varying sizes from across the terrain, but some of his abilities do allow for up-close-and-personal burns.
The Human Torch is a Nuker, constantly shooting fireballs at foes (and, if they're in the way, allies). When under the Flame On effects of a spell like Fiery Body, he can shoot off multiple fireballs per turn, blasting foes away with his supercharged heat.
Outside of those fights... well let's put it this way. He burns things.
The only other skill Johnny is bringing to the table is his exceptional piloting and knowledge thereof. So if there needs to be a wagon driver, I guess?
Build OVERVIEW
- Party never needs light or heat
- Find a vehicle? You got a driver
- Always something fiery to do
- Can be hot-headed
- Friendly fire (literally)
- Burns first, thinks later
Ancestry
Human Ifrit
The Ifrit heritage, combined with the Elemental bloodline, represent the changes that Johnny underwent on a metaphysical level when he was exposed to the cosmic radiation that made him the Human Torch.
The Human part of his ancestry is helpful too. Multitalented gives him access to a free Swashbuckler dedication, for instance. He doesn't use it for any feats, but gaining panache for a bit of extra speed is something very Human Torch-esque, so that is a great fit for the cost of an ancestry feat.
Background
Driver
This is a great background for the Human Torch. And since his life changes so drastically after becoming part of the Fantastic Four, we'll keep his Driving skill to the background, rather that go for a Trick Driver dedication. This gives him Driving Lore, Assurance with Piloting Lore, and a nifty Dexterity boost – and he wants to go fast.
Class
Kineticist - Single Gate (Fire)
The cosmic radiation exposure changed him giving him the ability to command and control fire.
By choosing the Fire Single Gate and focusing on it all the way down the line, including during the Expand the Portal choices, a Fire Kineticist becomes very very much like the Human Torch we know and love.
It starts with his Elemental Blast, of course. Many Kineticists may choose to use the two-action version, to add their Con modifier to the damage. Johnny is all about slinging fireballs, fast and hot. On any turn he isn't using one of the bigger elemental impulses, Johnny wants to sling two or three fireballs, possibly burning his foes in the process.
The base fire elemental blast is a 60 ft. d6 fire attack, with the damage increasing by one die every four levels. With his Single Gate at level one, this already becomes a d8. A few levels later, it gains a 1d6 persistent damage critical effect by expanding the portal. Sling, burn, repeat.
The two other impulses to all out are the most fitting for the Human Torch. The first is Johnny's Flame On ability, Fiery Furnace. This gives him the effects of Fiery Body, plus an extra die of damage for his elemental blasts. This covers Johnny in flame, dealing 3d6 damage to anyone who strikes him, giving a 40ft. fly speed, immunity to fire and other effects. An older version of this build, made before Kineticists were released, was built completely around an Elemental Sorcerer going toward this spell – so it's great that it is still in the mox.
The other is his supernova ability – All Shall End in Flames. This deals up to 15d6 in a 30 ft. emanation around the Human Torch as he bursts into flame. Anyone killed is reduced to ash... including Johnny himself, who can take damage from the effect. If he does die, he rises from the ash the next turn, ready to sling again.
Finally, the Swashbuckler dedication we grab from Multitalented is mostly for flavor, but does grant a +5 bonus to speed while under the effects of panache.
Skills & General Feats
Johnny's speedy flight makes him a legendary acrobat, and he was already a legendary pilot before even becoming a superhero. That's about it, but it's a lot.
Legendary: Acrobatics, Athletics, Lore: Piloting
Master: -
Expert: -
Attribute Increases
Equipment
Suggested Starting Equipment
Key Spells
Changelog
2023-09-12
- Class overhaul. Change from Sorcerer to Kineticist.
- Changed all class feats. Removed spells.
- Changed attributes.
- Adding Rolling Landing