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CoolOhm
2014-03-05, 10:52 PM
Hi all, I'm a long time Lurk, and just though I would actually sign up and post a custom Base Class Ive been working on. So please P.E.A.C.H. :)


On Pyromancers (Dark Souls Style)
I have seen a large number of gish class attempts over the years since 3.X came out, and most of them suffered from severe Multiple Attribute Dependance (MAD). I never did come across a very satisfying way to get around this. Then I ran into the pyromancer class in Dark Souls. In that game there are 3 kinds of magic: sorcery which is intelligence based, Miracles which are faith based, and pyromancy which is not based on your stats in any way. Instead, the effectiveness of pyromancy abilities is based on how much EXP you invest in pyromancy itself (or in a not so meta-gamey way, based solely on practice). I thought this was an interesting way to solve the MAD problem (there are plenty of others), and wondered how it would convert to pathfinder. The real question was how do I simulate spending EXP on pyromancy; the answer was simple, gaining a level in a class in 3.X is spending EXP, so just a make a class.

(I could really use a picture here... anyone want to lend me one?)

Jargon

Pyromancy-Level: Equivalent of Caster Level, but for pyromancies. This value equal to your class level in the pyromancer class (plus any levels in pyromancy PRCs when I write some).
Path: Class features for a pyromancer are broken into paths, each pyromancer can choose 3 paths, which will grant him abilities as he levels. This is somewhat similar to how a Ranger must choose to get bonus feats related to either Two Weapon Fighting or Archery.


The Pyromancer (WIP):

The soul is a flame, and those who learn to wield this power, the power of the inner self, are pyromancers. Pyromancy requires no great intelligence or wisdom to cast powerful spells; the only thing that separates a master from a neophyte is practice. Pyromancy is a very rudimentary magic, nearly primal in its simplicity, and is thus more common in un-complicated and rustic societies. Pyromancers tend to either spend their time using their skills for their community, or they just become wanderers, traveling, hunting monsters, and meditating on their own souls.
Pyromancy is mystical art and those who practice it are all connected in strange ways. To begin to learn pyromancy someone must share their art with you and give you your “first flame” to awaken your inner self. For another example, all pyromancy spells must be passed from master to apprentice through directly sharing knowledge from soul to soul, not from some musty old tome. In this way there is a lineage of pyromancers much like a family-tree with any pyromancer having parents, grand-parents and other familial relations in pyromancy.
Pyromancy allows its wielder to call on his inner self to make strange things occur such as make great balls of fire or temporarily turning himself into a living block of steel, or many other wondrous feats.



" When I gave you that flame, I gave you a piece of myself. Please, take good care of it." ~Master Pyromancer to his apprentice.


GAME INFORMATION
Alignment: Any.
Starting Wealth: 5d6 × 10 gp (average 175 gp.)
Starting Age: As Ranger.
HD: D8

Class Skills:
Acrobatics (Dex), Climb (Str), Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), Survival (Wis), and Swim (Str).
Skill Points per level: 4+Int Modifier

Table 1-1 The Pyromancer

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialSpell Slots
1st+0+2+0+0Pyromancy, First Path2
2nd+1+3+0+0Second Path 3
3rd+2+3+1+1Third Path 3
4th+3+4+1+1Bonus Feat4
5th+3+4+1+1First Path: First Upgrade 4 [/COLOR]
6th+4+5+2+2Second Path: First Upgrade 5
7th+5+5+2+2Third Path: First Upgrade 5
8th+6/+1+6+2+2Bonus Feat6
9th+6/+1+6+3+3First Path: Second Upgrade6
10th+7/+2+7+3+3Second Path: Second Upgrade7
11th+8/+3+7+3+3Third Path: Second Upgrade7
12th+9/+4+8+4+4Bonus Feat8
13th+9/+4+8+4+4First Path: Third Upgrade8
14th+10/+5+9+4+4Second Path: Third Upgrade9
15rt+11/+6/+1+9+5+5Third Path: Third Upgrade9
16th+12/+7/+2+10+5+5Bonus Feat10
17th+13/+8/+3+10+5+5First Path: Fourth Upgrade10
18th+13/+8/+3+11+6+6Second Path: Fourth Upgrade11
19th+14/+9/+4+11+6+6Third Path: Fourth Upgrade11
20th+15/+10/+5+12+6+6Ignition12

Class Features:
The following are class features of the pyromancer:
Weapon and Armor Proficiency: Pyromancers are proficient in all simple weapons, and are proficient with one-handed axes, even if they are technically martial weapons (this does not include exotic type weapons).

Spells: A pyromancer casts spells drawn from the pyromancer spell list (see below). In order to cast a spell a pyromancer must prepare it that morning. Unlike other casters, each prepared spell grants a certain number of uses per slot (this number varies from spell to spell). Furthermore, when used all pyromancy spells have no verbal or material components but do require a free hand to cast. Like other spellcasters, a pyromancer can prepare only a certain number of spells per day. The daily spell allotment is given in the main class table, and cannot be increased. A pyromancer may know any spell at any level, and may know any number of spells. Any known spell may be prepared multiple times in different slots. Pyromancy may never have any type of meta-magic applied to it and is never subject to arcane spell failure.
A pyromancer may only prepare spells once per day, and needs 8 hours of rest to regain his spent spells slots, just like a normal caster such as a wizard or cleric.
A pyromancer may choose what pyromancy-level to cast any spell at, with the maximum level being his class level.
A pyromancer must still make concentration checks when casting pyromancies under duress, just like any other spell-caster. A pyromancer uses his pyromancy-level, instead of of caster-level for a bonus on concentration checks. For concentration check DCs on pyromancies, simply consult the normal Table (http://www.d20pfsrd.com/magic#TOC-Concentration), and replace an references to Spell-Level with Pyromancy-Level/3.

Pyromancy:
Allows casting, learning, and sharing of pyromancies. You start out knowing up to 8 pyromancy spells, they may be any spell from any school you have access to (DM must approve them).
A pyromancer has a Pyromancy-Level (think Caster Level) equal to his pyromancer class level. Pyromancy-Level is the only factor that affects pyromancies.

Paths (Ex/Su):
At first, second and third levels, a pyromancer must choose a path of study to pursue. These paths grant him numerous bonuses and abilities as he increases in his knowledge of his own soul. Path upgrades are acquired every 4 levels after the path is started. Each path may only be chosen once.


List of Paths

Path of Actualized Self:


Basic:
Gain 1 additional cast of any spell from the Actualization school.
First Upgrade:
Lasting Change(Su): A number of times per day equal to (1+Pyromancy-Level/3) you may double duration of any Actualization spell.
Second Upgrade:
Quick Change Artist(Su): Pyromancy-Level/3 times per day you may cast an actualization spell as a swift action.
Third Upgrade:
Double Down(Su): Pyromancy-Level/4 times per day, if you have at least 2 different Actualization spells prepared you may cast both of them at the same time in one standard action.
Fourth Upgrade:
Improved Lasting Change(Su):Once per day you may quadruple the duration of any Actualization spell you cast.


Path of the Toxic Soul:


Basic:
Gain 1 additional cast of any spell from the Toxic school with default casting time of standard action or less.
First Upgrade:
Venomous Spirit(Ex): All poisons from spells in the Toxic school have their save DC increased by 2.
Damage Control(Su): All poisons from spells in the Toxic school have the option to be set up to not effect creatures of a given subtype (such as human, elf, good, chaotic, evil, etc). The subtype can only be set when each spell is prepared.
Second Upgrade:
Highly Concentrated(Su): Pyromancy-Level/3 times per day you may increase the acid damage of any spell in the toxic school by 50%.
Third Upgrade:
Targeted Toxin(Su): All poisons from spells in the Toxic school have the option to be set up to only effect creatures of a given subtype (such as human, elf, good, chaotic, evil, etc). The subtype can only be set when each spell is prepared.
Fourth Upgrade:
Double Dose(Su): Once per day you choose to have any spell from the toxic school that deals poison damage to deal a second type of ability damage chosen at the time of casting.


Path of SoulFire:


Basic:
Penetrating Flames(Ex): Your pyromancy spells that deal fire damage bypass 5 + Pyromancy-Level points of fire resistance.
First Upgrade:
SoulFire(Ex): Pyromancy-Level/2 times per day you may cause any pyromancy spell that deals fire damage to deal 50% fire and 50% non-elemental magic damage.
Second Upgrade:
Improved Penetrating Flames(Ex): Your pyromancy spells that deal fire damage bypass an additional point of fire resistance per Pyromancy-Level.
Third Upgrade:
True Fire(Ex): Pyromancy-Level/4 times per day you may cast any pyromancy spell that deals 100% non-elemental magic damage.
Fourth Upgrade:
Greater Penetrating Flames(Ex): Your pyromancy spells now treat fire immunity as fire resistance 60. You still ignore 5+ 2*Pyromancy-Level points of fire resistance as usual.



Path of Comabt :

Note: to sacrifice a prepared spell slot for the abilities in this path, the spell slot must be at least 50% full.

Basic:
Power to Burn(Su): As a swift action you may sacrifice a prepared spell slot to gain +1 to BaB, physical damage and ranged damage; this bonus increases by one for every 3 Pyromancy levels beyond the first (ie +2 at 4, +3 at 7, +4 at 10 ), and lasts for 5 rounds.
First Upgrade:
Inner Defense(Su): As an immediate action you may sacrifice a prepared spell slot to gain (1 + Pyromancy-Level/2) to AC, you also gain and (1+ Pyromancy-Level/3) to CMD and all saves for Pyromancy-Level rounds.
Second Upgrade:
Field Expediency(Su): As a swift action you may sacrifice a spell slot to gain a extra attack at your highest attack bonus during full attack actions for the next Pyromancy-Level rounds.
Third Upgrade:
Burn Through It(Su): As an immediate action after failing a save, you may sacrifice a prepared spell slot to gain + Pyromancy-Level/2 to that save type (fort, reflex, or will) for 1 round and retry the save.
Fourth Upgrade:
Flash Point(Su): As a immediate action you may sacrifice a spell slot to gain another full turn immediately, this only be done once every 3 rounds.



Path of Immunity:

Note: to sacrifice a prepared spell slot for the abilities in this path, the spell slot must be at least 50% full.

Basic:
Improved Resistance(Su): Pyromancy-Level times per day you main gain either 5 fire or 5 acid resistance as a immediate action; this lasts for 1 round.
First Upgrade:
Acclimated(Su): You permanently gain Pyromancy-Level +5 resistance to either fire or acid. This choice can be changed by sacrificing a spell slot and spending a minute in meditation to acclimate yourself to the other element.
Second Upgrade:
Living Antidote(Su): You gain Pyromancy-Level/3 to all saves against poison.
Third Upgrade:
Immunity(Su): Pyromancy-Level/3 times per day you may gain complete immunity to either fire, acid, or poison for 3 rounds. Activating this is an immediate action.
Fourth Upgrade:
Perfect Acclimation(Su): You gain immunity to either fire or acid. This choice can be changed by sacrificing a spell slot and spending a a minute in meditation to acclimate yourself to the other element. This ability replaces Acclimated.




Path of the Old Masters:


Basic:
Gain an additional pyromancy spell slot.
First Upgrade:
Gain an additional pyromancy spell slot.
Second Upgrade:
Hot-Swap(Su): Once per day this allows you to replace any unused pyromancy spell slot with a different pyromancy spell as a full round action.
Third Upgrade:
Gain an additional pyromancy spell slot.
Fourth Upgrade:
Pyromancy Recovery(Su): Once per day you may replenish a fully emptied spell slot as a swift action.




Bonus Feats: You may select any combat oriented feat that you qualify for, or any feat the directly enhances pyromancy.


Ignition(Su): Having reached the pinnacle of pyromancy you have gained great knowledge of your soul. You have now discovered how a Phoenix can resurrect itself in flames. Once per month when you would be reduced to 0 hit points or less you have the option to instead have your whole self combust in a raging inferno of heat and flame, leaving nothing behind by fine white ash. Anything within a 20ft radius of you takes 1d10 fire damage per Pyromancy-Level with no save. This effect may be modified by any class path abilities you have. Then, 2d4 rounds after this occurs your body reforms in the exact spot where you were slain. However you gain 3 permanent negative levels when this occurs, although they may be removed with greater restoration.





~Pyromancy Feats~

Pyromancy School Aptitude.
Prerequisite: Able to cast Pyroamncies.
Benefit: Choose one pyromancy school, either Classic, Actualization, or Toxic; you gain one additional casting per day of all spells in your chosen school with casting time of a standard action or less.
Special: This feat may only be taken once.

Pyromancy School Focus.
Prerequisite: Able to cast Pyroamncies.
Benefit: Choose one pyromancy school, either Classic, Actualization, or Toxic; spells of your chosen school have their save DC increased by 1.
Special: This feat may only be taken once.

Chaos Flames
Requisites: Pyromancy-Level 8+.
Benefit: Pyromancy-level/2 times per day, you may cause any spell cast via Pyromancy that deals fire damage to not subject to the Evasion special ability if it normally would be. Creatures with Improved Evasion special ability still take no damage on a successful save, however they take full damage on a failed save.



~SPELL LIST BY SCHOOL~

There are 3 schools of Pyromancy : Classic, Toxic, and Actualization.

Classic: The most basic school of Pyromancy that deals with the creation and manipulation of fire.




Pyroblast:

Casts per slot: 16
Cast Time: Standard Action
Effect: By utilizing the fire within, you cause a vent of flames to blast out from your palm. You make make a touch attack as a standard action or as one attack in a full attack action, if the attack is successful the target takes 1d4 fire damage per Pyromancer level. This may effect swarms and the like as it fills 1 5ft square. Casting this spell does not provoke an attack of opportunity.


Great Pyroblast:

Casts per slot: 8
Cast Time: Standard Action
Effect: By utilizing the fire within, you cause a large vent of flames to blast from your palm. You make make a touch attack as a standard, if successful the target takes (1d8) fire damage per Pyromancer level. This may effect swarms and the like as it fills 1 5ft square. Casting this spell does not provoke an attack of opportunity.


Fire Bomb:

Casts per slot: 8
Cast Time: Standard Action
Effect: You will a small ball of fire into existence in your hand and may then throw it to set off a small fiery explosion. You may make a ranged touch attack on any target within 30 ft. If the attack hits the target takes (1d4+1) fire damage per Pyromancy-Level. This fills 1 5ft square.


Improved Fire Bomb:

Casts per slot: 6
Cast Time: Standard Action
Area of Effect: 5ft radius
Effect: You will a ball of fire into existence in your hand and may then throw it to set off a blistering explosion of fire. You may make a ranged touch attack on any target within 30 ft. If the attack hits the target takes (1d6+1) fire damage per Pyromancy-Level. Others caught in the 5 ft blast radius make make a DC (13+ Pyromancy-Level/2) reflex save for half damage.


Great Fire Bomb:

Casts per slot: 4
Cast Time: Standard Action
Area of Effect: 10ft radius
Effect: You will a large ball of fire into existence in your hand and may then throw it to set off a localized inferno. You may make a ranged touch attack on any target within 30 ft. If the attack hits the target takes (1d8+1) fire damage per pyromancer level. Others caught in the 10 ft blast radius make make a DC (13+ Pyromancy-Level/2) reflex save for half damage.


Magmabolt:

Casts per slot: 16
Cast Time: Standard Action
Effect: You you create a crossbow bolt of pure molten rock that fires out of your palm at a single target within 120 ft (+10 ft per Pyromancy-Level) This counts as a standard ranged attack and may be cast as a standard action or as one attack in a full attack action. If the attack hits the target takes 1d10 (+1 per Pyromancy-Level) fire damage. Since this spell counts as a ranged attack, it is able to be effected by feats like Point Blank Shot, Deadly Aim, Rapid Shot, Many Shot etc.


Greater Magmabolt:

Casts per slot: 8
Cast Time: Standard Action
Effect: You you create a crossbow bolt of pure molten rock that fires out of your palm at a single target within 120 ft (+10 ft per Pyromancy-Level) This counts as a standard ranged attack and may be cast as a standard action or as one attack in a full attack action. If the attack hits the target takes 1d10 (+2 per Pyromancy-Level) fire damage. Since this spell counts as a ranged attack, it is able to be effected by feats like Point Blank Shot, Deadly Aim, Rapid Shot, Many Shot etc.


Firestorm:

Casts per slot: 1
Cast Time: 1 round
Area of Effect: 30ft radius
Effect: After focusing fire energy into your hands for 1 complete round you then slam this ball of flame into the ground (yes, you need floor for this to work) causing a total of 20 vents of 10ft tall flame to spring from the ground at any vertex you desire within 30 ft. Each vent of flame deals (1d6) fire damage per pyromancer level. If a target would be effected by multiple vents he must a make save for each one. The target of this spells can attempt a DC (13+ Pyromancy-Level/2) reflex save, and if he succeeds only take half damage.
If you take any damage while casting, you must make a concentration check DC (10 + damage dealt ) or waste the spell.


Fire Tempest:

Casts per slot: 1
Cast Time: 2 rounds
Area of Effect: 30ft radius
Effect: After focusing fire energy into your hands for 2 complete rounds you then slam this ball of flame into the ground (yes, you need floor for this to work) causing a total of 20 vents of 10ft tall flame to spring from the ground at any vertex you desire within 30 ft. Each vent of flame deals (1d8 +1) fire damage per pyromancer level. If a target would be effected by multiple vents he must a make save for each one. The target of this spells can attempt a DC (16 + Pyromancy-Level/2) reflex save, and if he succeeds only take half damage.
If you take any damage while casting, you must make a concentration check DC (10 + damage dealt ) or waste the spell.


Absorb Flames:

Casts per slot: 16
Cast Time: Standard Action
Effect: By placing your hand inside a body of flame you may join the fire to the fire of your own soul and absorb it. You may absorb up to you 1+ Pyromancy-Level squares of fire in this way. Absorbing fires of size 2 squares or more heals 1 hp per 2 squares of fire absorbed. This is a common spell amongst pyromancers to avoid causing unwanted destruction with there other spells. You may also absorb fire based spells with this via counter-spelling. A successfully countered spell grants 1 hp per caster level (or pyromancer level) of the absorbed spell.


Concussive Blast:

Casts per slot: 16
Cast Time: Move Action
Effect: You will your soul to create a ball of highly heated and compressed air in your hand and crush it into your palm. This creates a shockwave that attempts to knockback everyone in a 5ft radius. This acts like a bull rush combat maneuver with a CMB of Pyromancy-Level*1.5



Explosion:

Casts per slot: 6
Cast Time: Move Action
Effect: You will your soul to create a ball of highly heated and compressed flame in your hand and crush it into your palm. This creates a shockwave that attempts to knockback everyone in a 5ft radius and deals 1d4 fire damage per Pyromancer level to everything in that radius. This acts like a bull rush combat maneuver with a CMB of Pyromancy-Level*2


Warmth:

Casts per slot: 4
Cast Time: 1 round.
Duration: 10 rounds.
Effect: You will your soul to create a glowing ball of gently glowing golden flame. This creates a 5ft radius area of healing light. Anyone who stands in this light is healed 1 point of damage for every 2 rounds they spend in the light. The amount of healing is increased by 1 for every 4 Pyromancy-Levels.



Flame Weapon:

Casts per slot: 10
Cast Time: Standard Action.
Duration: 10 minutes, or until you stop touching the targeted weapon.
Effect: You will imbue a small part of your soul into a held weapon, granting it the power of fire. Any attacks made with this weapon deals an additional 1d6 fire damage plus an additional 1d6 per 3 Pyromancy-Levels. This spell has no effect on natural weapons.





Actualization: The second school, created by the great pyromancer Carmina the Wise. Carmina realized that since the soul is flame, then pyromancy is actually the art physically realizing your own soul as you see fit. With this knowledge she developed a similar technique could be harnessed to actualized the inner self into reality, at least temporarily.
These spells usually have both a positive and negative effect.




Flash Sweat:
Casts per slot: 4

Cast Time: Standard Action
Duration: 1 hour per pyromancer level
Description: You focus the power of your soul into a bright blue ball of fire in your hand and then slam it into the middle of your chest.
Positive Effect: This causes your body to emit a small amount of fog, just enough to barely be visible, but when fire or acid nears this fog quickly concentrates into a wall of water to protect you. The result of this is that you gain fire and acid resistance equal to 10 + Pyromancy-Level*2.
Negative Effect: None.



Purifying Heat:

Casts per slot: 3
Cast Time: Standard Action
Duration: 1 minute.
Effect: You will a ball of fire into existence in your hand and then crush it between your hands.
Positive Effect: This Causes you body temperature to rise drastically for 1 minute, with no ill effects to yourself. The result is that all non-magical diseases you have are cured at the end of the one minute. At Pyromancy-Level 7+ This also cure magical diseases.
Negative Effect: None.



Steel Flesh:

Casts per slot: 1
Cast Time: Standard Action
Duration: 2* Pyromancy-Level rounds
Description: You focus the power of your soul into a metallic gray ball of flame in your hand and then slam it into the middle of your chest. Your flesh to changes into solid but movable metal.
Positive Effect: You gain DR/- and resistance to all energy types equal to equal to (3+ Pyromancy-Level) as well as + Pyromancy-Level bonus to CMD. All energy types means: Fire, cold, acid, electric, sonic, force, positive, and negative energy.
Negative Effect: This effect is encumbering and you are now treated as though you are moving with a heavy load or your normal load (whichever is worse). You loose an additional 20ft of movement speed, (down to a minimum of 5ft). Your natural weight also is now 7 times heavier than it normally is (ie a 110 lb character now weighs 770 lbs). You are treated as a metal object for the purpose of spells and abilities, such as a Rust Monster's “Rust” attack or the spell heat metal.

Immolation:

Casts per slot: 2
Cast Time: Standard Action
Duration: 20 rounds
Description: You focus the power of your soul into a ball flames in your hand and then slam it into the middle of your chest. Your body now burns with bright flames as a torch.
Positive Effect: By actualizing your inner power your body generates heat so intense that anything touching its body takes Pyromancy-Level points of fire damage. Creatures striking a casterwith natural attacks or unarmed strikes are subject to this damage, but creatures striking with melee weapons are not. Any natural attacks dealt by the caster also deal this damage. The heat can melt or burn weapons; any weapon that strikes a caster is allowed a DC (16 + Pyromancy-Level/2) Fortitude save to avoid taking damage.
Negative Effect: You are take a total of (1 +Pyromancy-Level/2) fire damage every round for the duration of the spell. This damage is subject to fire resistance (and the author recommends you take advantage of that).


Power Within:

Casts per slot: 1
Cast Time: Standard Action
Duration: 20 rounds
Description: You focus the power of your soul into a ball of red and black flames in your hand and then slam it into the middle of your chest. Your body now glows with ethereal flames of pure crimson.
Positive Effect: By actualizing your inner power you gain (Pyromancy-Level/2 minimum 0) bonus to BAB, damage, ranged damage, and Pyromancy-Level (calculate all effects before this applies). The extra damage dealt on attacks is non-elemental magic damage. At Pyromancy-Level 5+ you also gain the effect of a Haste spell while Power Within is in effect.
Negative Effect: You are overdrawing the power of your soul to do this and as such take a total of (2+ Pyromancy-Level) non-elemental damage every 5 rounds for the duration of the spell. This damage may not be mitigated or reduced in any way (though it still effects temporary hit points first).



Perfected Self:

Casts per slot: 1
Cast Time: Standard Action
Duration: 2*Pyromancy-Level rounds
Description: You focus the power of your soul into a golden ball of flame in your hand and then slam it into the middle of your chest. Your body suddenly disappears and in its place you reappear as a version of yourself made of pure golden light.
Positive Effect: You gain (1+ Pyromancy-Level/2 ) to Str, Dex, Con, Int, Wis, and Cha for the duration of the spell. At Pyromancy-Level 5+ you also gain immunity to poison, disease, and exhaustion both magical and mundane for the duration of the spell. At Pyromancy-Level 7+ you also Gain the effect of the spell Freedom of Movement and Pyromancy-Level*5 extra to your base land speed. At Pyromancy-Level 10+ you (and your spells) may interact with both corporeal beings as if they were corporeal, and an stand/walk/run though the air for the duration of the spell.
Negative Effect: When the spell ends, your normal body returns and you are rendered unconscious for Pyromancy-Level rounds as your soul recuperates. In this state nothing (except perhaps miracle or wish at DM discretion) will wake you and are considered helpless.


Anti-Magic Existence:

Casts per slot: 2
Cast Time: Standard Action
Duration: 20 rounds
Description: You focus the power of your soul into a white ball of flame in your hand and then slam it into the middle of your chest. Your body now glows with ethereal flames of pure silver and
Positive Effect: You gain Spell Resistance equal to (15 + Pyromancy-Level). At Pyromancy-Level 10+ you gain complete immunity to magic and magical effects, and any magical effects on you are ended when this spell is cast, though very long spells such as curses and Geas/Quest are merely suppressed until the end of the spell. Additionally at Pyromancy-Level 10+ you and any creature you touch are effected by a Dimensional Anchor spell. At Pyromancy-Level 15+ any spell that would effect you immediately fails and ends (fireballs don't explode, beams fizzle, charms fail, walls of fog dissipate, force cages shatter etc), and you now are the center of a constant Dimensional Lock spell.
Negative Effect: While under the effect of this spell you may not cast any magic of any kind, this includes pyromancy, as well spell completion items, potions or any other spell or spell-like effect including Spell-Like-Abilities.



Souls Senses:

Casts per slot: 1
Cast Time: Standard Action
Duration: 2*Pyromancy-Level
Description: You focus the power of your soul into a white ball of flame in your hand and then slam it into the middle of your chest. This causes a ring of fire to float over you head and your eyes to to change into balls of the purest clear crystal.
Positive Effect: You gain a (Pyromancy-Level) bonus against all mind-affecting and Fear effects, darkvision to 60ft, and a Pyromancy-Level bonus to the Perception Skill. At Pyromancy-Level 5+ you gain blind-sense 60ft and gain the effect of Arcane Sight spell for the duration of Soul Senses. At Pyromancy-Level 10+ you gain the effect of the True Seeing spell and blind-sight for the duration of Soul Senses. At Pyromancy-Level 15+ you gain the effects of the spell Greater Arcane Sight for the duration of the Soul Senses.
Negative Effect: When the spell ends you are rendered deaf, mute, and blind for the same duration as the spell. In this state nothing (except perhaps miracle or wish at DM discretion) will restore your senses until the duration is over.


One with the Flames:

Casts per slot: 2
Cast Time: Standard Action
Duration: Pyromancy-Level, may be ended as a free action.
Description: You focus the power of your soul into a small vortex flame in your hand and then slam it into the middle of your chest.
Positive Effect: You immediately transform into a whirlwind of pure flame with radius 5ft plus an additional 5ft per 2 Pyromancy-Levels. This whirlwind deals 1d4+(1 per Pyromancy-Level) fire damage to all targets caught in it (DC 13+ Pyromancy-Level reflex save for half damage) and dissipates after 1 round. The whirlwind also effects all flammable objects in range, such as non-magical: wood, cloth, trees and vegetation etc (DM discretion what is considered flammable). You now exist as a localized fire, you may pick anything you set fire to or any flames touched by the you fire whirlwind, and that fire is now you. You are subject to these rules:

The fire that makes up you may be 2 squares per Pyromancy-Level or smaller.
If the fire you inhabited is more than a square in size you appear as a fiery apparition and may attempt to cause the fire to grown in any direction as long as there is a fuel source there as a full round action.
You may also cause the flames to take in any shape you like as a free action, this can be used to spell out works, symbols, or even move the flames out of an area to protect someone from the flames.
If your fire is extinguished before you end the spell, then you die leaving behind no body.
At the end of the spell the fire you inhabit re-materializes into you body and is extinguished, you are left with 5 hp for every two 5ft squares of fire you inhabited.
If nothing was set on fire and your flames contacted no other source of fire, you immediately re-materialize in the same spot you cast the spell and are reduced to 0 hp.


Negative Effect: None.
Note: Carmina famously used this spell while fighting a red dragon by merging with the dragon's fire breath and healing herself.




Toxic: The newest school of pyromancy that draws on the the inner bitterness and vitriol of the soul for the creation and manipulation of caustic and poisonous things. This is school is is not well accepted amongst most pyromancers, and some consider it an abomination to the art of pyromancy.



Poisonous Smoke:

Casts per slot: 6
Cast Time: Standard Action
Duration: 4 rounds
Effect: You will your soul to create a ball slowly swirling purple smoke in your hand and eat it. You then breath out a 10ft radius cloud of poisonous smoke that you are immune to. This cloud can be centered on any vertex within 30ft of you, and persists for 4 rounds. Anyone entering the cloud must make a A DC (13+ Pyromancy-Level/2) fort save or be poisoned. Creatures in the cloud must make this save every round at the beginning of their turn or become poisoned. The poison can deal any type of ability damage that you wish, but this type must be chosen when the spell is prepared, not when it is cast. Once poisoned, targets take 1d2 ability damage + an additional (1d2 per 5 Pyromancy-Levels) ability damage per round until the save is made. This effects ends after 3 rounds or on a successful save. The save against being poisoned must be made every round that a creature stands in the cloud. Damage is halved for constitution, but round up.



Toxic Smoke:

Casts per slot: 2
Cast Time: Standard Action
Duration: 6 rounds
Effect: You will your soul to create a ball slowly swirling black smoke in your hand and eat it. You then breath out a 10ft radius cloud of poisonous smoke that you are immune to. This cloud can be centered on any vertex within 30ft of you, and persists for 4 rounds. Anyone entering the cloud must make a A DC (15+ Pyromancy-Level/2) fort save or be poisoned. Creatures in the cloud must make this save every round at the beginning of their turn or become poisoned. The poison can deal any type of ability damage that you wish, but this type must be chosen when the spell is prepared, not when it is cast. Once poisoned, targets take 1d3 ability damage + an additional (1d3 per 5 Pyromancy-Levels) ability damage per round until the save is made. This effects ends after 3 rounds or on a successful save. The save against being poisoned must be made every round that a creature stands in the cloud. Damage is halved for constitution, but round up.


Lingering Acid:

Casts per slot: 6
Cast Time: Full Round Action
Duration: 6 rounds
Effect: You will your soul to create a small green-glowing point of latent caustic energy. This point is about the size of a gnat and glows with the same amount of light a dimly red coal from a fire. This point may be placed at any one vertex within 20ft of the caster when the spell is cast. This point will detonate if any creature aside from the caster enters a square that is touching the point of light. When it explodes all creatures within a 10ft radius take (1d8) acid damage per Pyromancer-Level. Any creature caught in the blast may atempt a DC (13+ Pyromancy-Level/2) reflex save for half damage.


Acid cloud:

Casts per slot: 6
Cast Time: Standard Action
Duration: 10 rounds
Effect: You will your soul to create a ball green liquid. When thrown the ball will explode into a 15ft radius cloud of strong acid upon contact with a target or the ground. Targeting a creature, object, or vertex with this spell is a ranged touch attack with a range increment of 30ft. Anything in the cloud takes (1+ Pyromancy-Level/3) acid damage per round.


Great Acid cloud:

Casts per slot: 3
Cast Time: Standard Action
Duration: Pyromancy-Level
Effect: You will your soul to create a ball of red liquid. When thrown the ball will explode into a 20ft radius cloud of strong acid upon contact with a target or the ground. Targeting a creature, object, or vertex with this spell is a ranged touch attack with a range increment of 30ft. Anything in the cloud takes (Pyromancy-Level/2) acid damage per round. At Pyromancy-Level 5+ this cloud is thick enough to obstruct vision like the spell Fog Cloud. At Pyromancy-Level 10+ this cloud is thick enough to slow movement like the spell Solid Fog.


Acid Burst:

Casts per slot: 16
Cast Time: Standard Action
Effect: By utilizing the toxicity within, you cause a splash of concentrated acid to blast out from your palm. You make make a touch attack as a standard action or as one attack in a full attack action, if the attack is successful the target takes 1d4 acid damage per Pyromancer level. This may effect swarms and the like as it fills 1 5ft square. Casting this spell does not provoke an attack of opportunity.


Great Acid Burst:

Casts per slot: 8
Cast Time: Standard Action
Effect: By utilizing the toxicity within, you cause a deluge of concentrated acid to blast out from your palm. You make make a touch attack as a standard action, if successful the target takes (1d8) acid damage per Pyromancer level. This may effect swarms and the like as it fills 1 5ft square. Casting this spell does not provoke an attack of opportunity.


Caustic Apparitions:

Casts per slot: 1
Cast Time: 1 round
Duration: 4 rounds
Effect: After focusing toxic energy into your hands for 1 complete round you then explode this ball and release Pyromancy-Level/2 flying spirits called Caustic Apparitions. These spirits are actually pieces of your own soul that you may control with a thought, to control the entire group of apparitions takes a move action. A caustic apparition is incorporeal, has fly speed 120' with good maneuverability, the Flyby Attack feat, and Pyromancy-Level*2 hp. Each round a caustic apparition attempt a touch attack (that does not provoke an attack of opportunity) with total attack modifier of Pyromancy-Level to dive though an opponent. If successful this causes the target to take acid damage and make a DC (13+ Pyromancy-Level/2) fortitude save or be poisoned as though by the pyromancy spell Poisonous Smoke.
A caustic apparition's touch attack deals (1d4+1) acid damage per Pyromancy-Level.
If you take any damage while casting, you must make a concentration check DC (10 + damage dealt ) or waste the spell.



Toxic Apparitions:

Casts per slot: 1
Cast Time: 2 round
Duration: 6 rounds
Effect: After focusing toxic energy into your hands for 2 complete rounds you then explode this ball and release Pyromancy-Level/2 flying spirits called Caustic Apparitions. These spirits are actually pieces of your own soul that you may control with a thought, to control the entire group of apparitions takes a move action. A toxic apparition is incorporeal, has fly speed 120' with good maneuverability, the Flyby Attack feat, and Pyromancy-Level*4 hp. Each round a caustic apparition attempt a touch attack (that does not provoke an attack of opportunity) with total attack modifier of Pyromancy-Level to dive though an opponent. If successful this causes the target to take acid damage and make a DC(15+ Pyromancy-Level/2) fortitude save or be poisoned as though the pyromancy spell Toxic Smoke.
A toxic apparition's touch attack deals (1d8+1) acid damage per Pyromancy-Level.
If you take any damage while casting, you must make a concentration check DC (10 + damage dealt ) or waste the spell.


Absorb Acid:

Casts per slot: 16
Cast Time: Standard Action
Effect: By placing your hand on/in a body of acid you may join the acid to the that of your own soul and absorb it. You may absorb up to you 1+ Pyromancy-Level squares of acid in this way. Absorbing acid of size 2 squares or more heals 1 hp per 2 squares of acid absorbed. This is a common spell amongst pyromancers to avoid causing unwanted destruction with there other spells. You may also absorb acid based spells with this via counter-spelling. A successfully countered spell grants 1 hp per caster level (or pyromancer level) of the absorbed spell.


Absorb Poison:

Casts per slot: 16
Cast Time: Standard Action
Effect: By placing your hand poison or something containing poison you may join the poison to the toxicity of your own soul and absorb it. You may absorb up to you 1+ Pyromancy-Level doses of poison in this way. This may also be used to neutralize poison from creatures, such as absorbing a cobra's poison to make its bite a mere physical attack. Doing so is a touch attack that does not provoke an attack of opportunity. The target creature can negate this effect this with a DC (13+ Pyromancy-Level/2) fortitude save. Doing so removes a creatures method of poisoning for 1d4 hours. If used on a poisoned person, the poison immediately ends, but any damage it did is left.




My Thoughts on the class:

It still needs work.
The balance is off. The question is: how off is it, and is it balanced enough? I honestly don't think pure damage dealing can break a class unitl you hit Blastificer levels of nonsense. Thus I tend to think this class is roughly balanced (unless of course I missed some crazy combo that actually breaks it).
It could use some re-fluffing in parts.
I think it should be a decent blaster; and that's all this class is designed to do, deal damage in melee or close to melee range.
With all the restrictions on modifying spells, it should be hard to break.
I'm a little bit concerned about melee survivability.



Things That I Know Need Work:

The spells Caustic/Toxic Apparitions need to be made more precise.
The save DC formula could use a rework. Currently, the formula is DC (13+ Pyromancy-Level/2) for most spells and DC (15+ Pyromancy-Level/2) for spells that have very few uses per slot and long casting times.
The damage amounts and scaling on many spells will likely need to be tweaked.
The level 20 capstone ability is ridiculous, and could use to be completely replaced.
The Spell Lists for Actualization, and Toxic need more spells. Any suggestions?
Some of the Paths might need to be rebalaced.
Still needs More Archetypes.
Archetypes need balancing/play-testing.
Still needs PRCs.




Questions, Comments, Suggestions.. Insults? :smallsmile:



*edit1: Typos >.<
*edit2: Improved formatting.
*edit3: rebalanced some spells and changed wording on others after first play test
*edit4: same as 3, but after second play test.

CoolOhm
2014-03-10, 12:53 AM
ARCHETYPES:

Cryomancer

Path of Cryomancy (Ex):

Any and all effects generated or pertaining to Pyromancy that use fire and/or flame now use ice and/or cold. This applies to: spells, Paths ( For Example change Path of Soulfire to Path of Soulice), abilities granted by paths, and class abilities such as Ignition.
This ability replaces your First Path and all of its upgrades.





Acolyte of the Inner Self


Weapon Proficiency:
Acolytes of the Inner Self are proficient with the brass knuckles, cestus, clubs, daggers, hand-axes, javelins, and quarterstaves.

Armor and Shield Proficiency:
Acolytes of the Inner Self are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, he loses his AC bonus, as well as his fast movement and flurry of blows abilities.


Monk Features (Ex):

An Acolyte of the Inner Self gain the Monk Class Features: Flurry of Blows, Unarmed Damage, AC Bonus, and Fast Movement as though they were a member of the Monk class with class level equal to their class levels Acolyte of the Inner Self.
This ability replaces your First Path and all of its upgrades.

Narrow Focus:

An Acolyte of the Inner Self only casts with HALF of his Pyromancy-Level when using spells outside of the Actualization school.

Pyromancy Focus: Actualization:

At first level an Acolyte of the Inner Self gains the “Pyromancy Focus” for the Actualization school.

Perfect Actualization (Su):

Pyromancy-Level/3 times per day starting at eighth level an Acolyte of the Inner Self may cast a spell from the Actualization school and and ignore the listed Negative Effects of the spell when he casts an Actualization spell.
This ability replaces your Bonus Feat normally gained at level 8.

CoolOhm
2014-03-10, 12:55 AM
RESERVED FOR Prestige Classes:


Bastion of Flame (WIP):

Heavy-Armor/Shield based PRC.
In times of war, pyromancers tend to find themselves in military service; some willingly, some not. Those who accept this fate usually alter the path they were taking to become more suited to military style life and combat. They focus more on martial training and staying alive at all costs as opposed to advancing their art of pyromancy. Those who survive are know as Bastions of Flame, and their wrath is terrible.

Requirements:
Special: Pyromancy-level 5+
Feats: Endurance.

Hit Dice: d10

Class Skills:
Climb (Str), Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (geography) (Int), Knowledge (Engineering) (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), Survival (Wis), and Swim (Str).
Skill Points per level: 2+Int Modifier

Table 2-1 Bastion of Flame

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialPyromancy Advancement

1st+1+2+0+2Pyromancy, Deflective Shield, Armor Training-
2nd+2+3+0+3Poised Pyromancy, Bonus Feat +1 level of existing pyromancy class
3rd+3+3+1+3Tougher Than Nails -
4th+4+4+1+4Armor Training+1 level of existing pyromancy class
5th+5+4+1+4Bonus Feat - [/COLOR]
6th+6/+1+5+2+5Tougher Than Nails +1 level of existing pyromancy class
7th+7/+2+5+2+5Melee Pyromancer, Armor Training -
8th+8/+3+6+2+6Bonus Feat+1 level of existing pyromancy class
9th+9/+4+6+3+6Tougher Than Nails-
10th+10/+5+7+3+7Armor Training, Flames of War+1 level of existing pyromancy class


Weapon and Armor Proficiency: Bastions of Flame are proficient in all simple weapons, and are proficient with one-handed axes, even if they are technically martial weapons (this does not include exotic type weapons). They are proficient with all armor, and all shields.

Deflective Shield (Ex):
At 1st level, a Bastion of Flame specializes in using his shield to deflect attacks. He gains a +1 bonus to his touch AC, and this bonus increases for every four levels in this class beyond the 1st ( +2 at 5th level, +3 at 9th...); however, this bonus cannot exceed the sum of the armor and enhancement bonus to AC provided by the shield that the Bastion of Flame is currently carrying. If a character has the ability with the same name from the Armor Master Archetype levels of the two classes stack to determine the maximum bonus.

Armor Training (Ex):
Starting at 1st level, a Bastion of Flame learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every 3 levels thereafter (4th, 7th, and 10th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed. If a character has the ability with the same name from the Fighter class levels of the two classes stack to determine the maximum bonus.

In addition, a Bastion of Flame also moves at his normal speed while wearing medium armor. At 4th level, he can move at his normal speed while wearing heavy armor.

Poised Pyromancy (Ex):
Many hours of practice casting pyromancies in melee has granted you an uncanny ability to cast your pyromancies in the face of danger and harm. When Casting pyromancies defensively, you gain a +1 bonus to concentration checks for every level in this class.

Also, if you are injured, you may ignore the first 4*(Pyromancy-Level) damage when calculating the concentration check needed to not loose the spell. If this would reduce the effective damage taken to 0, then you do not need to make a concentration check.

Bonus Feat:
You may select any feat you qualify for as long as it is combat or pyromancy focused.

Tougher Than Nails (Ex):
While wearing medium or heavy armor, you gain an additional +1 armor bonus to AC that stacks with other sources of armor; you additionally a +2 bonus to CMD. The previously mentioned bonuses increase to +2/+4 at 6th level ad +3/+6 at 9th level.

Melee Pyromancer (Ex):
You no longer provoke attacks of opportunity when casting pyromancies with a casting time less than 1 round while in melee.

Flames of War (Ex):
Once per day you may cast any pyromancy you have prepared and cause it to be powered in part by all the flames of war, the flames that scour the land and level cities in the chaos of battle. Calling on this power causes the spell it casts to gain the following effects: 50% extra damage, ignores energy resistance and immunity, and the spell automatically succeeds as as though its target(s) was(were) hit and failed their save(s) with no rolls required.




Chaos Pyromancer (WIP):


Throughout their studies, some pyromancers feel the pull of a power greater than themselves, the pull of the of something more, something the cries out them them from every flame. This call to embrace the very essence of flame the burning roiling chaos, madness and power of fire. Those who do become chaos pyromancers, calling not on just the power within themselves, but on the power of the Flame of Chaos in all its incomprehensible glory. By doing this they gain great power but at a great personal cost, for eventually they are all consumed by the Chaos they wield.

Requirements:
Special: Pyromancy-level 8+
Feats: Chaos Flames.

Hit Dice: d8

Class Skills:
Acrobatics (Dex), Climb (Str), Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), Survival (Wis), and Swim (Str).
Skill Points per level: 4+Int Modifier


Table 2-2 Chaos Pyromancer

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialPyromancy Advancement

1st+0+2+0+0Pyromancy, Basic Chaos Pyromancy -
2nd+1+3+0+0 Chaotic Attunement+1 level of existing pyromancy class
3rd+2+3+1+1 Inner Chaos +1 level of existing pyromancy class
4th+3+4+1+1 Chaotic Attunement +1 level of existing pyromancy class
5th+3+4+1+1 Inner Chaos +1 level of existing pyromancy class [/COLOR]
6th+4+5+2+2 Chaotic Attunement+1 level of existing pyromancy class
7th+5+5+2+2 Advanced Chaos Pyromancy, Inner Chaos +1 level of existing pyromancy class
8th+6/+1+6+2+2 Chaotic Attunement +1 level of existing pyromancy class
9th+6/+1+6+3+3 Inner Chaos +1 level of existing pyromancy class
10th+7/+2+7+3+3 Chaotic Attunement, One With Chaos+1 level of existing pyromancy class



Basic Chaos Pyromancy (Su):
You have learned the art of drawing on the Flame of Chaos to cast pyromancies. When preparing spells you may choose to prepare the chaos version of any pyromancy that would normally deal damage. Chaos pyromanciestake 2 spell slots to prepare, but deal 50% extra damage (as though empowered), deal 50% chaos aligned damage, have their save DCs increased by 2, and any area they effect is filled with chaos flame for 1 round after the pyromancieswould normally end (anything that touches this flame takes damage as though they were hit by the initial pyromancies cast again). However chaos pyromancies only have half of their normal casts per day (minimum zero, round down), take one time step longer to cast (standard to full round, full round to 1 round, 1 round to 2 rounds etc) and when cast force the pyromancer to make a DC (7 + Pyromancy-level) fortitude save, or take 2 wisdom damage.
If a chaos pyromancer is ever reduced to 0 wisdom while he has any wisdom damage from chaos pyromancies, his soul is consumed and he is transformed into a random chaotic aligned outsider with Hit Dice equal to his Pyromancy-level. This creature has no relation to the pyromancer, except for vague memories of what the pyromancer did in life, and is in all other ways a normal oustider of that type . The only way to bring back the pyromancer is by first killing the outsider he spawned , and then combining this with either Miracle or Wish and True Resurrection (ie roll a new character this one is toast).
A Chaos Pyromancer may prepare 1 chaos pyromancy spell per day (this still uses normal pyromancy spell slots). You may only prepare pyromancies with a casting time of a standard action or less as chaos pyromancies.

Chaotic Attunement (Su):
You may prepare 1 additional chaos pyromancy spell per day (this still uses normal pyromancy spell slots).

Inner Chaos (Su):
You gain an additional pyromancy spell slot that may only be used to pay the extra spell slot cost of chaos pyromancies.

Advanced Chaos Pyromancy:
You intuitive knowledge of the flame of chaos has advanced. You are now able to prepare any damage dealing pyromancy as a chaos pyromancies, regardless of casting time. in addition all you chaos pyromancies have their save DC increased by an additional 2.

One with Chaos:
Once per day when you cast a chaos Pryromancy, you may double all effects granted to the pyromancy from being a chaos spell. This means the spell gets +100% damage, +8 DC, 100% chaos damage, lingering chaos flames for 2 rounds), and takes 2 extra time steps to cast. You also take 4 wisdom damage, but a DC (10 + Pyromancy-level) fortitude save reduces this to 2 wisdom damage.

Allnightmask
2014-03-11, 10:15 PM
Love what you did here, it's usable and nothing unbalancing as far as I saw. The spell slot mechanics are nice and feel like the gameplay. I'm going to be watching for your homebrew. :smallbiggrin:

CinuzIta
2014-03-16, 08:33 AM
Being a huge fan of Dark Souls (and pyromancy itself) I like what you did here as well. Some time ago I thought about a Pyromancer class loosely inspired to DS as well, here there are two class features I thought of; you could use them as feats if you like them.

Chaos Flame
Requisites: Able to cast Pyromancies, Pyromancy Level 9th.
Benefit: a creature with the Evasion special ability can't use it any more on spells casted via Pyromancy by a character with this feat. Creatures with the Improved Evasion special ability still takes the full damage if they fail their Reflex save.

Improved Chaos Flame
Requisites: Chaos Flame, Pyromancy Level 12th.
Benefit: any spell casted via Pyromancy that deals fire damage is no more subject to any kind Fire Resistance that the target creature may have, as if it was Hellfire.

Hope you like them :smallwink:

CoolOhm
2014-03-20, 12:54 AM
Hey, sorry for the slow replys, since Dark Souls 2 came out I have been a bit busy :smallbiggrin: [that and work has been nuts].

Speaking of DS2, there are a few new Pyromancy spells that change the feel of the class quite a bit, and honestly I'm not sure I like all of them.

Warmth -- creates a ball of glowing light ~5ft radius that gives anything inside in a weak heal over time.
Lingering Flame -- creates a small floating point of flame, that will explode into a large ball of fire when approached by any creature aside from you.
Flame Swath -- essentially a giant fireball that only works after it has traveled a certain distance.
Immolation -- Set yourself on fire, but deal damage to anything near you and a large amount of damage to anything that strikes you.
Flame Weapon -- Adds fire damage to one held weapon.

Not sure that Warmth and Flame Weapon fit the general feel of the class, so I have to think on those. Any thoughts? Warmth is my main concern as I am wary to give healing to a blaster, not to mention the idea of an AOE heal over time seems extremely strong for 3.X or 3.P.




Love what you did here, it's usable and nothing unbalancing as far as I saw. The spell slot mechanics are nice and feel like the gameplay. I'm going to be watching for your homebrew. :smallbiggrin:

Thanks! I've put quite a bit of thought into it. That said, if you [or anyone else for that matter] has input on spells and balance I'm all ears.


Being a huge fan of Dark Souls (and pyromancy itself) I like what you did here as well. Some time ago I thought about a Pyromancer class loosely inspired to DS as well, here there are two class features I thought of; you could use them as feats if you like them.

Chaos Flame
Requisites: Able to cast Pyromancies, Pyromancy Level 9th.
Benefit: a creature with the Evasion special ability can't use it any more on spells casted via Pyromancy by a character with this feat. Creatures with the Improved Evasion special ability still takes the full damage if they fail their Reflex save.

Improved Chaos Flame
Requisites: Chaos Flame, Pyromancy Level 12th.
Benefit: any spell casted via Pyromancy that deals fire damage is no more subject to any kind Fire Resistance that the target creature may have, as if it was Hellfire.

Hope you like them :smallwink:

I like Chaos Flame! This seems like a good way to get the chaos type spells in . It should probably become available 2ish levels after Rogues get evasion... that would make it level 4. That Seems a bit low, I'll make it level 8. Thanks!

Sadly [I]Improved Chaos Flame steps on the toes of my Path of SoulFire, with the whole bypassing fire resistance concept. So I need to think on that one. But hey, thanks :smallsmile:.



By the way anyone have some ideas on more spells for the Actualization or Toxic spell schools? How about Prestige Classes? I'm thinking of one PRC with Full Bab, half spell progression; and another with some sort of multi-casting PRC(arcane/pyromancy or divine/pyromancy). Any other ideas?

Allnightmask
2014-03-20, 01:56 AM
I don't see an issue with giving a blaster a low healing effect, just less bleeding out at low levels and hardly noticed at high levels. As for flame weapon allowing a more gish-ey feel doesn't strike me as a bad thing.

Where do you think you would take the prestige classes? Like anything off the top of your head to let us ruminate on?

As for more spells that a bit harder...I got nothing right now.

CinuzIta
2014-03-20, 03:53 AM
1. Hey, sorry for the slow replys, since Dark Souls 2 came out I have been a bit busy :smallbiggrin: [that and work has been nuts].

2. Speaking of DS2, there are a few new Pyromancy spells that change the feel of the class quite a bit, and honestly I'm not sure I like all of them.

Warmth -- creates a ball of glowing light ~5ft radius that gives anything inside in a weak heal over time.
Lingering Flame -- creates a small floating point of flame, that will explode into a large ball of fire when approached by any creature aside from you.
Flame Swath -- essentially a giant fireball that only works after it has traveled a certain distance.
Immolation -- Set yourself on fire, but deal damage to anything near you and a large amount of damage to anything that strikes you.
Flame Weapon -- Adds fire damage to one held weapon.

Not sure that Warmth and Flame Weapon fit the general feel of the class, so I have to think on those. Any thoughts? Warmth is my main concern as I am wary to give healing to a blaster, not to mention the idea of an AOE heal over time seems extremely strong for 3.X or 3.P.

3. I like Chaos Flame! This seems like a good way to get the chaos type spells in . It should probably become available 2ish levels after Rogues get evasion... that would make it level 4. That Seems a bit low, I'll make it level 8. Thanks!

Sadly [I]Improved Chaos Flame steps on the toes of my Path of SoulFire, with the whole bypassing fire resistance concept. So I need to think on that one. But hey, thanks :smallsmile:.

4. By the way anyone have some ideas on more spells for the Actualization or Toxic spell schools? How about Prestige Classes? I'm thinking of one PRC with Full Bab, half spell progression; and another with some sort of multi-casting PRC(arcane/pyromancy or divine/pyromancy). Any other ideas?


1. Ah, I know what you're talking about! Since DS2 has been released I had very few free time to think about other things (excluded for my studies, sadly)! :smallbiggrin:

2. I agree with you (on videogaming terms): I don't think warmth fit with the general feel of pyromancy, as well as lingering flame and flame swath..on the other hand, I find flame weapon to be very useful since I use an unenchanted longsword +10: that surely increase my damage output! Lastly, Immolation fits the whole pyromancy theme real well!

3. Do as you like, I just proposed some suggestions, you're free to take them and change them as you wish!:smallwink:

4. I can't think of other pyromancies at the moment, but what about a Chaos
Daughter/Chaos Servant PrC? That would also allow you to introduce proper Chaos pyromancies!

CoolOhm
2014-03-20, 01:23 PM
I don't see an issue with giving a blaster a low healing effect, just less bleeding out at low levels and hardly noticed at high levels. As for flame weapon allowing a more gish-ey feel doesn't strike me as a bad thing.

Where do you think you would take the prestige classes? Like anything off the top of your head to let us ruminate on?

As for more spells that a bit harder...I got nothing right now.

Yeah I'm just a bit wary of giving out an AoE heal at low levels. Perhaps if I make the scaling awful like (1+ Pyromancy-Level/4) healing every 3rd round (1st, 4th, 7th, 10th...), with the healing area lasting 20 rounds. That would make it somewhat useful at low levels and useful out of combat combat.

True, Flame Weapon would give it a more gishy feel.

Anyway one of the prestige classes I'm thinking about making:

Full Bab
Heavy Armor use (probably with some sort of incentive via class feature)
Tower Shields (probably with some sort of incentive via class feature)
Half Pyromancy Progression
Really focused on the ability to wade into combat and blast/slice the opponent without taking to much damage.
I kind of want it to have the feel of a tank (the kind with treads and cannons, not the MMO archetype). Slow, high defense and powerful.

CoolOhm
2014-03-20, 01:32 PM
1. Ah, I know what you're talking about! Since DS2 has been released I had very few free time to think about other things (excluded for my studies, sadly)! :smallbiggrin:

2. I agree with you (on videogaming terms): I don't think warmth fit with the general feel of pyromancy, as well as lingering flame and flame swath..on the other hand, I find flame weapon to be very useful since I use an unenchanted longsword +10: that surely increase my damage output! Lastly, Immolation fits the whole pyromancy theme real well!

3. Do as you like, I just proposed some suggestions, you're free to take them and change them as you wish!:smallwink:

4. I can't think of other pyromancies at the moment, but what about a Chaos
Daughter/Chaos Servant PrC? That would also allow you to introduce proper Chaos pyromancies!

Actually I liked Lingering Flame, it was really fun to have a spell that made traps.

Hm a Chaos Servant PRC? Yeah that could work, I could give them access to a new chaos Pyromancy every level. Make the Chaos Flame feat a prerequisite, and on the way.

CoolOhm
2014-04-02, 09:38 PM
Updates!


Updated the main class to the new table format.
Added new spells: Lingering Acid, Warmth, Flame Weapon, and Immolation.
The Purifying Heat spell changed schools from Classic to Actualization.



Sadly, I'm still thinking on the prestige classes and how I want to go about them. So no updates there... yet.

CoolOhm
2014-04-24, 12:55 AM
OK, 2 PRCs are made! I would classify them as beta quality PRCs, what do you guys think?

Also please report any typos in this class (I know there are plenty ><)

DarkWheelBluez
2014-06-04, 03:18 PM
First I'd just like to say that I think the class was a great idea, as the idea of using the soul for magical powers is a pretty universal fantasy theme. I also love that you found a way to just add the dark souls magic system so smoothly into pathfinder rules.

I had an idea for the Actualization spell school,
Ignited Mind:
Casts per slot: 1
Cast Time: Standard Action
Duration: 3*Pyromancy-Level rounds
Description: You press a burning hand to your forehead and flick your fingers, just as a blazing light appears behind your eyes and your forehead begins to radiate heat.
Positive Effect: For the duration of the spell you may add your pyromancy level to knowledge checks if you are trained in that knowledge skill, or you may make an untrained check in a knowledge skill with your base intelligence modifier (or any other modifiers you add to knowledge checks).
You also gain a more advanced understanding of pyromancy, and the soul itself, for a short amount of time. All pyromancy spells you cast are made at +1 pyromancer level. This bonus increases to +2 at pyro level 9, and +3 at pyro level 17.
Negative Effect: The fire burning within your mind makes it far more malleable, and susceptible to attack. You take a penalty to saves against mind affecting effects equal to half your pyromancer level.
Also, as the flame of knowledge burns itself it within your mind, you feel as if your brain has turned to ash. After the duration of this effect ends, you cast all pryomancy spells at a negative lvl modifier equal to the amount added by this effect (-1, then -2 at lvl 9, and -3 at lvl 17) for a number of rounds equal to twice the number of rounds you spent under this effect.

Hope you like the idea :D