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KellKheraptis
2010-10-23, 09:02 AM
Flamecasting [General]
You add an element of fire to your spell's components to make them more powerful.
Prerequisite: Con 13
Benefit:If you have a source of fire available as an additional material component (such as a candle, torch, or spell generating body flames, like hand afire) to a spell when you cast it, the spell gains the fire descriptor. This does not actually change the nature of the spell you cast; a cone of cold still deals cold damage, but it now carries the [Fire] descriptor; it can be augmented by a number of feats listed here.
If you add a source of fire to a spell when you cast it and that spell already has the [Fire] descriptor, you increase the effective level of the spell being cast by +1.
Adding this additional component requires you to spend a move action immediately before the spell is cast to focus on the source of fire. This fire may be magically created by a conjuration spell, but no other fire manifested by a spell will do. You may take no other action between focusing on the fire and casting the spell.

Blazing Magic [General]
Your fire spells are more powerful when you cast them in a hot region.
Prerequisite: Con 13, Flamecasting
Benefit: In hot areas (temperature 90*+), spells with the [Fire] descriptor cast by you manifest at caster level +1.
In areas of extreme heat (temperature 140*+), [Fire] spells cast by you manifest at caster level +2.

Fire Focus [General]
Your fire spells are more potent than normal.
Benefit: Add +1 to the DC for all saving throws against spells you cast with the [Fire] descriptor. This bonus stacks with similar bonuses, such as those granted by Spell Focus and Greater Spell Focus.

Greater Fire Focus [General]
Your fire spells are now even more potent than normal.
Prerequisite: Cold Focus
Benefit: Add +1 to the DC for all saving throws against spells you cast with the [Fire] descriptor. This bonus stacks with similar bonuses, such as those granted by Fire Focus, Spell Focus, and Greater Spell Focus.

Fire Spell Specialization [General]
You do additional damage with fire spells.
Prerequisite: Con 13, Flamecasting, Blazing Magic
Benefit: In hot areas (temperature 90*+), you gain a +1 bonus per die to any dice rolled to determine damage caused by [Fire] spells you cast. For example, if a 9th level wizard with this feat casts fireball in a hot area, the spell does 9d6+9 points of damage.
In areas of extreme heat (temperature 140*+), the damage bonus increases to +2 per die.

NOTE : Each of these feats may also apply to powers. Simply change the text pertaining to spells and casting level to powers and manifesting level.
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PYROMANCER ADEPT
Hit Die: d8

REQUIREMENTS

To qualify to become a Pyromancer Adept, a character must fulfill the following criteria:
Base Attack Bonus: +3
Skills: Concentration 8 ranks, Balance 4 ranks, Knowledge (Planes) 8 ranks, Martial Lore 4 ranks, Spellcraft 8 ranks, Tumble 4 ranks
Feats: Adaptive Style, Flamecasting, and any one metamagic feat.
Proficiency: Must have proficieny with at least one martial melee weapon.
Spells: Must be able to cast 2nd level arcane spells.
Maneuvers: Must know at least one Desert Wind maneuver.
Stances: Must know at least one Desert Wind stance.
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Pyromancer Adept
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Spells/Powers

1st|
+1|
+2|
+2|
+0|Blessing of Fire|
-

2nd|
+2|
+3|
+3|
+0|Perpetual Burn|+1 level of existing class

3rd|
+3|
+3|
+3|
+1|Searing Soul (+1)|+1 level of existing class

4th|
+4|
+4|
+4|
+1|
Firedrake Stance, Bonus Feat|+1 level of existing class

5th|
+5|
+4|
+4|
+1|Eternal Flame|+1 level of existing class

6th|
+6|
+5|
+5|
+2|Searing Soul (+2)|
-

7th|
+7|
+5|
+5|
+2|Flamewyrm Stance|+1 level of existing class

8th|
+8|
+6|
+6|
+2|True Pyromancer, Bonus Feat|+1 level of existing class

9th|
+9|
+6|
+6|
+3|Searing Soul (+3)|+1 level of existing class

10th|
+10|
+7|
+7|
+3|Ignan Embrace|
+1 level of existing class[/table]
2+Int modifier skills per level
Class Skills: Balance (Dex), Concentration (Con), Jump (Str), Knowledge (all skills taken individually, Int), Martial Lore (Int), Psicraft (Int) or Spellcraft (Int), Tumble (Dex)
CLASS FEATURES
Proficiencies: A Pyromancer Adept gains no new weapon or armor proficiencies.

Maneuvers: A Pyromancer Adept continues training in the ways of the martial adepts, learning addition maneuvers, stances, and readied maneuvers as shown on the table below. A Pyromancer Adept may select maneuvers from the Desert Wind, Diamond Mind, or Iron Heart disciplines.

Maneuvers
{table=head]Level|Known|Readied|Stances
1st|
1|
0|
0

2nd|
1|
0|
0

3rd|
0|
1|
1

4th|
0|
0|
0

5th|
1|
0|
0

6th|
1|
1|
0

7th|
0|
0|
0

8th|
0|
0|
1

9th|
1|
1|
0

10th|
1|
0|
0[/table]


Spells/Powers per Day: At each new level except 1st and 6th gained, the character gains new spells per day as if he had also gained a level in an arcane spellcasting class or manifesting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting or manifesting. If a character had more than one spellcasting class or manifesting class before becoming a Pyromancer Adept, he must decide to which class he adds the new level for purposes of determining spells per day or powers.

Blessing of Flame: A Pyromancer Adept adds their full class level plus any levels in martial initiator class granting Desert Wind maneuvers to his caster level or manifester level when casting or manifesting [Fire] spells or powers or initiating Desert Wind maneuvers. Their ties to fire transcend the usual distinctions of mystical ability. Furthermore, if a Pyromancer Adept has the AC Bonus class feature from the swordsage class, he may instead use his casting or manifesting stat's modifier in place of Wisdom, any Desert Wind maneuvers use his casting stat modifier for DC's, and he may cast or manifest in light armor with no arcane spell failure or non-proficiency penalty.

Perpetual Burn: Beginning at 2nd level, all [Fire] spells or powers, and all Desert Wind maneuvers used by a Pyromancer Adept deal half damage to beings immune to fire, and fully bypasses any fire resistance the target may possess. This damage is of no particular type other than raw arcane power, fueled by a near psychotic urge to see absolutely everything burn. At 9th level, all [Fire] spells or powers deal full damage to any beings immune to fire. Only another Pyromancer Adept is immune to Perpetual Burn.

Searing Soul: At 3rd, 6th, and 9th level, a Pyromancer Adept adds a cumulative +1 to the save DC's and effective caster or manifester level of every [Fire] maneuver, spell, or power he manifests.

Firedrake Stance: As a swift action, a Pyromancer Adept may choose to forgo the usual benefits of any stance he may be in and assume the Firedrake Stance. While in this stance, he is treated as a character two levels higher for any fire abilities he possesses (spells, powers, maneuvers, etc) for the purposes of damage dealt, caster or manifester level checks, or any numeric variable based upon level. Furthermore, he may elect to spend a spell slot or number of power points to gain DR/Law based on the slot or number of points used. The cost is DR 2/Law for a first level slot or 1 power point, with a maximum of DR 10/Law for a 5th level slot or 9 power points. This effect lasts so long as the character remains in the Firedrake Stance.

Bonus Feat: At 4th and 8th level, the character may select a bonus metamagic or metapower feat, or one of the following: <list to be written!>

Eternal Flame: A Pyromancer Adept's ties to fire more fully overcome the barriers of multiple types of mystic power. He gains the [Fire] subtype if he doesn't have it already. Also, a Pyromancer Adept now adds their full class level plus any levels in martial initiator class granting Desert Wind maneuvers to his caster level or manifester level and his spellcasting or manifesting level. Effectively, he now gains spells or powers known, spells per day or power points per day, and initiator level based upon his combined level in his casting or manifesting class, his initiating class or classes that grant Desert Wind maneuvers, and this class.

Flamewyrm Stance: As a swift action, a Pyromancer Adept may elect to forgo the benefits of any stance he may be in and assume the Flamewyrm Stance. In addition to the benefits of Firedrake Stance above, a Pyromancer Adept may now cast or manifest in melee combat without provoking attacks of opportunity. Furthermore, he may spend a 4th level (7 power points) or 6th level (11 power points) spell slot to give any [Fire] spell a +1 DC and +1 damage per die or +2 DC and +2 damage per die respectively. This ability replaces Firedrake Stance.

True Pyromancer: As a Pyromancer Adept nears perfection of his art, blending mutiple mystic styles of fire, he unlocks the true potential of elemental flame. Upon reaching 8th level, a Pyromancer Adept gains knowledge of any and all spells or powers with the [Fire] descriptor. If a character casts spells, he may cast these spells spontaneously as a sorcerer or bard, without raising the casting time to apply metamagic as usual for spontaneous casters. If a character manifests powers, all powers with the [Fire] descriptor are available to him to manifest, despite any previous restriction upon powers known or usable (mantles, unique powers per level per day, limited list, etc), and manifesting [Fire] powers with metapower feats does not require expenditure of psionic focus.

Ignan Embrace: At 10th level, a Pyromancer Adept fully awakens the flame within himself. His type changes to Elemental, with the [Fire] subtype. Furthermore, he has no special weakness to [Cold], his flame burns so hot. Finally, he may now apply any metamagic or metapower feats he knows to Desert Wind maneuvers, and any feat boosting damage per die also applies to these maneuvers.
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NOTES : Fire needed more love, as did Desert Wind. Still need to finish the bonus feat list. Any suggestions? Also, the desired level of power is somewhere above JPM, close to RKV, but not quite an Incantatrix (by any means, as this is mainly a beatstick blaster). Gish to the extreme if you will, with a focus on fire.

Ziegander
2010-10-23, 12:15 PM
The only concerns I have are 1) that 7th level seems pretty early for bypassing fire resistance and immunity (even though I'll grant you that entering the PrC at 5th is really hard and usually suboptimal), and 2) that the PrC focuses almost exclusively on the spellcasting side treating Desert Wind as almost an afterthought. This is just more of an aesthetic complaint though as the mechanics are all solid.

Cieyrin
2010-10-23, 04:18 PM
7th level? A reasonable entry, I'd say, would be Sorcerer 4/Swordsage 2 for Cha to AC later on. Plus, without being human or flaws, you wouldn't have 3 feat slots to meet the feat prereqs, let alone the skill prereqs. Going in without Swordsage to later benefit your casting with Eternal Flame is, as you say, not worthwhile, considering you'd spend 2 feats on a Desert Wind maneuver and stance. So, I'd say the earliest you'd reasonably see Perpetual Burn is 8th level, which seems more par for the course, considering your pure caster companions are throwing around 4th level spells while you're just getting into 3rd levels.

Speaking of Eternal Flame, it's a tad confusing, as you say you advance spellcasting using a total of your casting class, initiating class(es) with Desert Wind and this PrC. Does this mean your CL is the total of those classes or does your spellcasting from your casting class also increase, despite the PrC being only 8/10 casting? It implies that it does, hence my confusion.

Otherwise, my 2 suggestions are 1), as Ziegander said, this is thoroughly a casting class that can also initiate maneuvers and could stand to perhaps take a page from Jade Phoenix Mage on making this more truly gishy and 2) enhance Blessing of Flame to also change your Desert Wind maneuvers save DCs from Wis-based to caster stat, as I recall Desert Wind being fairly save heavy.

Them's my 2 coppers. Take as you will.

Ziegander
2010-10-23, 06:06 PM
2) enhance Blessing of Flame to also change your Desert Wind maneuvers save DCs from Wis-based to caster stat, as I recall Desert Wind being fairly save heavy.

Good point, there.

KellKheraptis
2010-10-23, 06:24 PM
After reading the initial reply, I had thought I added that to Blessing of Flame. I'll edit it in. Actually, that's the only one I forgot it on, as just about everything applies to both spells/powers and Desert Wind maneuvers. It's mainly caster-centric because Desert Wind is as well, though I didn't want to steal the JPM's thunder completely. The idea behind Eternal Flame is taking the previous stacking ability one step further, but for Fire spells and Desert Wind maneuvers. For those, your spellcasting/manifesting level (what gives you spells per day and power points, etc) is your sum of PA levels, Desert Wind granting class levels, and spellcaster/manifester levels. Swordsage 2/Wizard 4/Pyromancer Adept 5 would have the spellcaster abilities of a Wizard 11, and an IL of 11 for Desert Wind maneuvers. Note this makes it a 10/10+, but only for Fire spells.