artimus261
2017-03-11, 03:44 PM
The pyromancer is a powerful fire mage that specializes purely in the art of incineration and conflagration. They are a more refined form of spellcaster and though they lack the full swagger of a sorcerer or intellect of a wizard they manage to blend these methods together for chilling effect. Despite their affinity for the scorching power of fire the pyromancer also believes in performing his abilities in style, enjoying the role of a showman with his talents. They also possess many divinations spells to find what they wish and conjuration spells to fill certain needs and conjure fire elementals. There are few abjurations and illusions they possess, though many of these are simple in effect and motivation.
HD: d6
BAB: Poor
Fort: Poor
Ref: Good
Will: Poor
Class Skills: Appraise(Int), Bluff(Cha), Concentration(Con), Craft(Int), Intimidate(Cha), Knowledge[arcana](Int), Knowledge[the planes](Int), Perform(Cha), Sense Motive(Wis), Sleight of Hand(Dex), Spellcraft(Int), Spot(Wis), Tumble(Dex)
Skill Points at 1st Level: 4 x (4 + Int)
Skill Points: 4 + Int
Weapon and Armor Proficiency: A pyromancer is proficient with all simple weapons. They are proficient with light armor and with light shields.
Armored Mage(Ex): Normally, armor of any type interferes with an arcane spellcaster’s gestures, which can cause your spells to fail if those spells have a somatic component. A pyromancer’s limited focus and specialized training, however, allow you to avoid any chance of arcane spell failure as long as you restrict yourself to light armor and light shields. This training does not extend to any other form of armor, nor does this ability apply to spells gained from other spellcasting classes.
Fingerflame(Su): A Pyromancer is always able to create flame, even if it is a very small one. The Pyromancer can produce a small flame from his fingertip as a free action. This flame sheds light as a candle and can be used to make touch attacks that deal 1 point of fire damage. The primary use of this flame is to light torches or lanterns, start campfires, or to ignite something else flammable. The flame can also be dismissed as a free action.
Fiery Burst: The pyromancer gains Fiery Burst(Complete Mage pg43) as a bonus feat at 1st level. They can continue to use this ability even if they are out of spells for the day as if they still had a 1st level fire spell.
Theatrical Display (Ex): The pyromancer is a true artist when it comes to his explosive craft and is able to illicit interesting reactions from his viewers. The pyromancer can use this ability in two ways: shock and awe. The pyromancer's allies are immune to both of these effects.
Shock: While in combat the pyromancer can put on a display that frightens opponents who are watching. By targeting an object or structure, like an unattended carriage or tree, with a spell with the fire descriptor and making an intimidate check as a full round action all enemies who can see it must make a will save with a DC equal to the spell's normal DC or the pyromancer's intimidate check, whichever is higher. Any creature that fails it's save is shaken for a number of rounds equal to the spell's level plus the pyromancer's Charisma modifier and actively avoids attacking the pyromancer for the duration unless it is damaged by him. A creature that's fails it's save by 5 or more is struck with such terror that it cowers for the duration given above unless damaged. A creature that makes a saving throw against this effect is immune to it for 24 hours whether it passes or fails.
Awe: While out of combat the pyromancer is able to put on an entertaining display, whether it's to earn a little gold or to entertain a group of bandits. By casting a spell into the open air or at a destructible object made for the performance, like a straw dummy or an airborne flask, and making a perform check, or a simple Charisma check if he possesses no perform ranks, the pyromancer can cause all watching creatures to succeed on a Will save with a DC equal to the spell's normal DC or the pyromancer's perform check, whichever is higher. On a failed save creatures are fascinated by the pyromancer's display and simply sit and watch. Even on a successful saving throw creatures are not under attack and still may simply watch the display. The fascination lasts a number of rounds equal to the spell's level + the pyromancer's Charisma modifier. However the pyromancer can keep his targets fascinated by continuing his performance by using Awe again before the duration is over. Creatures that are hostile cannot be fascinated by Awe.
Quickness of Flame(Ex): A pyromancer is able to spring into action with the quickness of an igniting flame. Beginning at 3rd level the pyromancer gains a +2 bonus on all Initiative checks. Additionally they gain a +10ft bonus to their landspeed and a +2 dodge bonus to their AC for the first 3 rounds of combat.
Fire Specialization(Ex): The pyromancer has a powerful knack for casting their fire magic and grow stronger more quickly than others. Beginning at 4th level the Pyromancer gains a +1 bonus on his caster level when casting spells with the fire descriptor. They continue to gain a further bonus to their caster level as they advance in levels. At 8th the bonus increases to +2, at 12th +3, at 16th +4, and at 20th +5.
Energy Resistance(Ex): The pyromancer is fueled by flame and ember and has become resistant to external sources of flame as a result. At 5th level the pyromancer gains Energy Resistance(fire) 10. This increases to Energy Resistance 20 at 9th level. At 14th level the Pyromancer becomes immune to fire damage all together.
Explosive Potential(Ex): The pyromancer is far more powerful than other magic users when it comes to fire magic. Beginning at 6th level pyromancer applies his Intelligence modifier as a bonus to the maximum amount that a spell with the fire descriptor can benefit from his caster level. For instance a sorcerer casting fireball can only deal up to 10d6 at 10th level, however a pyromancer with 14 Intelligence could deal up to 12d6 with his fireballs at 9th level(with his caster level bonuses included). This also allows spells whose durations are based on the mage’s caster level to last longer if they have a maximum number of rounds. This bonus is applied to specifically the caster level that spells can apply as a benefit. For instance Lesser Orb of Fire cast by a pyromancer with 14 Intelligence could deal up to 6d8 points of fire damage instead of the normal 5d8 since the spell would be able to benefit from an additional two caster levels but only gain 1d8 from those two caster levels(provided the pyromancer’s total caster level is 12).
Blazing Inspiration(Ex): The pyromancer’s magic is simple for him to manipulate, easily controlling the flames he creates. Beginning at 7th level the pyromancer can begin to perform Concentration checks for spells with the fire descriptor that have a duration of Concentration, such as animate fire or summon elemental monolith, as a swift action and can direct spells with the fire descriptor as a swift action, such as flaming sphere or fire spiders. However if the pyromancer is performing their Concentration checks for such spells as a swift action or is directing a spell as a swift action and must make a Concentration check for whatever reason, such as being attacked or distracted, the DC is increased by 5.
Searing Spell: The pryomancer has begun to understand how to penetrate the defenses of creatures that would normally laugh at his magic. At 10th level the pyromancer gains Searing Spell(Sandstorm pg53) as a bonus feat. The pyromancer can apply this to his spells without increasing the effective level of the spell but it still increases the casting time as normal.
Hit the Deck(Ex): The pyromancer has a lot of experience in dealing with blasts and other forms of area effects and has learned how to avoid them better than most. Beginning at 11th level a pyromancer who fails a Reflex saving throw, he can immediately attempt the saving throw again. He must take the second result, whether it succeeds or fails. He becomes prone immediately after attempting the second roll. A pyromancer who has the Dive for Cover feat gains a +4 bonus whenever he attempts this second Reflex saving throw.
Blistering Spell: The pyromancer gains Blistering Spell(Player’s Handbook II pg91) as a bonus feat at 13th level. Additionally the effects of this feat is automatically applied to all applicable spells with the fire descriptor without adjusting the spell’s level or increasing it’s casting time.
Fiery Spell: The pyromancer has unlocked the secret to truly devastating fire magic. At 15th level the pyromancer gains Fiery Spell(Sandstorm pg49) as a bonus feat. Using this feat does not increase the level of the spell being used but does still increase the casting time of the spell.
World Ablaze (Ex): The pyromancer has become flame incarnate and can set targets ablaze with ease. Beginning at 17th level any creature that takes fire damage from the pyromancer bursts into flames(see Catching on Fire, DMG 303) without any saving throw. Additionally the DC to put out the flames of a pyromancer gains a bonus equal to his Charisma modifier. This flame differs from natural fire however. Each round a creature remains on fire the damage they take in the following round increases by 1d6(2d6 2nd round, 3d6 3rd round, etc.) until it reaches a number of d6s equal to the pyromancer’s caster level for fire spells. Finally any creature attempting to aid a target caught on fire by the pyromancer must succeed on a Reflex saving throw, with the same DC to put out the fire, or catch fire as well.
Spells
The pyromancer casts spells from a extremely limited but focused list of spells. They know their spells as a sorcerer and know all spells on the following list. A pyromancer must have an Intelligence score of 10 + the spell level to cast his spells. The DCs for his spells are 10 + the spell level + his Charisma modifier. The pyromancer gains bonus spells from a high Charisma score.
Spells per Day
Level Spell Level
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 5 3 - - - - - - - -
2nd 6 4 - - - - - - - -
3rd 6 5 - - - - - - - -
4th 6 6 3 - - - - - - -
5th 6 6 4 - - - - - - -
6th 6 6 5 3 - - - - - -
7th 6 6 6 4 - - - - - -
8th 6 6 6 5 3 - - - - -
9th 6 6 6 6 4 - - - - -
10th 6 6 6 6 5 3 - - - -
11th 6 6 6 6 6 4 - - - -
12th 6 6 6 6 6 5 3 - - -
13th 6 6 6 6 6 6 4 - - -
14th 6 6 6 6 6 6 5 3 - -
15th 6 6 6 6 6 6 6 4 - -
16th 6 6 6 6 6 6 6 5 3 -
17th 6 6 6 6 6 6 6 6 4 -
18th 6 6 6 6 6 6 6 6 5 3
19th 6 6 6 6 6 6 6 6 6 4
20th 6 6 6 6 6 6 6 6 6 6
Spell List
0: Arcane Mark, Create Water, Dancing Lights, Detect Magic, Flare, Ghost Sound, Guidance, Mending, Prestidigitation, Read Magic
1st: Animate Fire(SpCmp), Aura Against Flame(SpCmp), Burning Hands, Detect Secret Doors, Hypnotism, Identify, Lesser Orb of Fire(SpCmp), Produce Flame, Raging Flame(SpCmp), Ray of Flame(SpCmp), Slow Burn(SpCmp), Wall of Smoke(SpCmp)
2nd: Arcane Lock, Burning Sword(SpCmp), Combust(SpCmp), Fireburst(SpCmp), Flame Blade, Flaming Sphere, Leomund’s Trap, Locate Object, Pyrotechnics, Scorch(SpCmp), Scorching Ray, Smoke Stairs(CmpScd)
3rd: Arcane Sight, Blur, Body Blaze(SndStrm), Clairaudience/Clairvoyance, Fire Trap, Fireball, Flame Arrow, Flashburst(SpCmp), Heat Metal, Incendiary Surge(CmpMg), Protection from Energy[fire only]
4th: Arcane Eye, Blast of Flame(SpCmp), Displacement, Energy Vortex[fire only](SpCmp), Explosive Cascade (SpCmp), Fire Shield[fire only], Orb of Fire(SpCmp), Quench, Scrying, Summon Elementite Swarm[fire only](SpCmp), Wall of Fire
5th: Antifire Sphere(SndStrm), Channeled Pyroburst(PHBII), Dispel Water(SndStrm), Explosive Rune Field(PHBII), Fire and Brimstone(CmpMg), Firebrand(SpCmp), Greater Fireburst (SpCmp), Fire Stride(SpCmp), Leomund’s Secure Shelter
6th: Fire Spiders(SpCmp), Flame Strike, Inferno(SpCmp), Leomund’s Secure Chest, Lingering Flames(CmpMg), Prying Eyes, Shroud of Flame(SpCmp)
7th: Analyze Dweomer, Delayed Blast Fireball, Dwarmij’s Instant Summons, Emerald Flame Fist(SpCmp), Mass Fire Shield[fire only](SpCmp), Summon Greater Elemental[fire only](SpCmp)
8th: Fire Storm, Incendiary Cloud, Summon Elemental Monolith[fire only](SpCmp), Vision
9th: Discern Location, Elemental Swarm[fire only], Meteor Swarm
PHBII: Player’s Handbook II
SpCmp: Spell Compendium
CmpMg: Complete Mage
CmpScd: Complete Scoundrel
SndStrm: Sandstorm
HD: d6
BAB: Poor
Fort: Poor
Ref: Good
Will: Poor
Class Skills: Appraise(Int), Bluff(Cha), Concentration(Con), Craft(Int), Intimidate(Cha), Knowledge[arcana](Int), Knowledge[the planes](Int), Perform(Cha), Sense Motive(Wis), Sleight of Hand(Dex), Spellcraft(Int), Spot(Wis), Tumble(Dex)
Skill Points at 1st Level: 4 x (4 + Int)
Skill Points: 4 + Int
Weapon and Armor Proficiency: A pyromancer is proficient with all simple weapons. They are proficient with light armor and with light shields.
Armored Mage(Ex): Normally, armor of any type interferes with an arcane spellcaster’s gestures, which can cause your spells to fail if those spells have a somatic component. A pyromancer’s limited focus and specialized training, however, allow you to avoid any chance of arcane spell failure as long as you restrict yourself to light armor and light shields. This training does not extend to any other form of armor, nor does this ability apply to spells gained from other spellcasting classes.
Fingerflame(Su): A Pyromancer is always able to create flame, even if it is a very small one. The Pyromancer can produce a small flame from his fingertip as a free action. This flame sheds light as a candle and can be used to make touch attacks that deal 1 point of fire damage. The primary use of this flame is to light torches or lanterns, start campfires, or to ignite something else flammable. The flame can also be dismissed as a free action.
Fiery Burst: The pyromancer gains Fiery Burst(Complete Mage pg43) as a bonus feat at 1st level. They can continue to use this ability even if they are out of spells for the day as if they still had a 1st level fire spell.
Theatrical Display (Ex): The pyromancer is a true artist when it comes to his explosive craft and is able to illicit interesting reactions from his viewers. The pyromancer can use this ability in two ways: shock and awe. The pyromancer's allies are immune to both of these effects.
Shock: While in combat the pyromancer can put on a display that frightens opponents who are watching. By targeting an object or structure, like an unattended carriage or tree, with a spell with the fire descriptor and making an intimidate check as a full round action all enemies who can see it must make a will save with a DC equal to the spell's normal DC or the pyromancer's intimidate check, whichever is higher. Any creature that fails it's save is shaken for a number of rounds equal to the spell's level plus the pyromancer's Charisma modifier and actively avoids attacking the pyromancer for the duration unless it is damaged by him. A creature that's fails it's save by 5 or more is struck with such terror that it cowers for the duration given above unless damaged. A creature that makes a saving throw against this effect is immune to it for 24 hours whether it passes or fails.
Awe: While out of combat the pyromancer is able to put on an entertaining display, whether it's to earn a little gold or to entertain a group of bandits. By casting a spell into the open air or at a destructible object made for the performance, like a straw dummy or an airborne flask, and making a perform check, or a simple Charisma check if he possesses no perform ranks, the pyromancer can cause all watching creatures to succeed on a Will save with a DC equal to the spell's normal DC or the pyromancer's perform check, whichever is higher. On a failed save creatures are fascinated by the pyromancer's display and simply sit and watch. Even on a successful saving throw creatures are not under attack and still may simply watch the display. The fascination lasts a number of rounds equal to the spell's level + the pyromancer's Charisma modifier. However the pyromancer can keep his targets fascinated by continuing his performance by using Awe again before the duration is over. Creatures that are hostile cannot be fascinated by Awe.
Quickness of Flame(Ex): A pyromancer is able to spring into action with the quickness of an igniting flame. Beginning at 3rd level the pyromancer gains a +2 bonus on all Initiative checks. Additionally they gain a +10ft bonus to their landspeed and a +2 dodge bonus to their AC for the first 3 rounds of combat.
Fire Specialization(Ex): The pyromancer has a powerful knack for casting their fire magic and grow stronger more quickly than others. Beginning at 4th level the Pyromancer gains a +1 bonus on his caster level when casting spells with the fire descriptor. They continue to gain a further bonus to their caster level as they advance in levels. At 8th the bonus increases to +2, at 12th +3, at 16th +4, and at 20th +5.
Energy Resistance(Ex): The pyromancer is fueled by flame and ember and has become resistant to external sources of flame as a result. At 5th level the pyromancer gains Energy Resistance(fire) 10. This increases to Energy Resistance 20 at 9th level. At 14th level the Pyromancer becomes immune to fire damage all together.
Explosive Potential(Ex): The pyromancer is far more powerful than other magic users when it comes to fire magic. Beginning at 6th level pyromancer applies his Intelligence modifier as a bonus to the maximum amount that a spell with the fire descriptor can benefit from his caster level. For instance a sorcerer casting fireball can only deal up to 10d6 at 10th level, however a pyromancer with 14 Intelligence could deal up to 12d6 with his fireballs at 9th level(with his caster level bonuses included). This also allows spells whose durations are based on the mage’s caster level to last longer if they have a maximum number of rounds. This bonus is applied to specifically the caster level that spells can apply as a benefit. For instance Lesser Orb of Fire cast by a pyromancer with 14 Intelligence could deal up to 6d8 points of fire damage instead of the normal 5d8 since the spell would be able to benefit from an additional two caster levels but only gain 1d8 from those two caster levels(provided the pyromancer’s total caster level is 12).
Blazing Inspiration(Ex): The pyromancer’s magic is simple for him to manipulate, easily controlling the flames he creates. Beginning at 7th level the pyromancer can begin to perform Concentration checks for spells with the fire descriptor that have a duration of Concentration, such as animate fire or summon elemental monolith, as a swift action and can direct spells with the fire descriptor as a swift action, such as flaming sphere or fire spiders. However if the pyromancer is performing their Concentration checks for such spells as a swift action or is directing a spell as a swift action and must make a Concentration check for whatever reason, such as being attacked or distracted, the DC is increased by 5.
Searing Spell: The pryomancer has begun to understand how to penetrate the defenses of creatures that would normally laugh at his magic. At 10th level the pyromancer gains Searing Spell(Sandstorm pg53) as a bonus feat. The pyromancer can apply this to his spells without increasing the effective level of the spell but it still increases the casting time as normal.
Hit the Deck(Ex): The pyromancer has a lot of experience in dealing with blasts and other forms of area effects and has learned how to avoid them better than most. Beginning at 11th level a pyromancer who fails a Reflex saving throw, he can immediately attempt the saving throw again. He must take the second result, whether it succeeds or fails. He becomes prone immediately after attempting the second roll. A pyromancer who has the Dive for Cover feat gains a +4 bonus whenever he attempts this second Reflex saving throw.
Blistering Spell: The pyromancer gains Blistering Spell(Player’s Handbook II pg91) as a bonus feat at 13th level. Additionally the effects of this feat is automatically applied to all applicable spells with the fire descriptor without adjusting the spell’s level or increasing it’s casting time.
Fiery Spell: The pyromancer has unlocked the secret to truly devastating fire magic. At 15th level the pyromancer gains Fiery Spell(Sandstorm pg49) as a bonus feat. Using this feat does not increase the level of the spell being used but does still increase the casting time of the spell.
World Ablaze (Ex): The pyromancer has become flame incarnate and can set targets ablaze with ease. Beginning at 17th level any creature that takes fire damage from the pyromancer bursts into flames(see Catching on Fire, DMG 303) without any saving throw. Additionally the DC to put out the flames of a pyromancer gains a bonus equal to his Charisma modifier. This flame differs from natural fire however. Each round a creature remains on fire the damage they take in the following round increases by 1d6(2d6 2nd round, 3d6 3rd round, etc.) until it reaches a number of d6s equal to the pyromancer’s caster level for fire spells. Finally any creature attempting to aid a target caught on fire by the pyromancer must succeed on a Reflex saving throw, with the same DC to put out the fire, or catch fire as well.
Spells
The pyromancer casts spells from a extremely limited but focused list of spells. They know their spells as a sorcerer and know all spells on the following list. A pyromancer must have an Intelligence score of 10 + the spell level to cast his spells. The DCs for his spells are 10 + the spell level + his Charisma modifier. The pyromancer gains bonus spells from a high Charisma score.
Spells per Day
Level Spell Level
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 5 3 - - - - - - - -
2nd 6 4 - - - - - - - -
3rd 6 5 - - - - - - - -
4th 6 6 3 - - - - - - -
5th 6 6 4 - - - - - - -
6th 6 6 5 3 - - - - - -
7th 6 6 6 4 - - - - - -
8th 6 6 6 5 3 - - - - -
9th 6 6 6 6 4 - - - - -
10th 6 6 6 6 5 3 - - - -
11th 6 6 6 6 6 4 - - - -
12th 6 6 6 6 6 5 3 - - -
13th 6 6 6 6 6 6 4 - - -
14th 6 6 6 6 6 6 5 3 - -
15th 6 6 6 6 6 6 6 4 - -
16th 6 6 6 6 6 6 6 5 3 -
17th 6 6 6 6 6 6 6 6 4 -
18th 6 6 6 6 6 6 6 6 5 3
19th 6 6 6 6 6 6 6 6 6 4
20th 6 6 6 6 6 6 6 6 6 6
Spell List
0: Arcane Mark, Create Water, Dancing Lights, Detect Magic, Flare, Ghost Sound, Guidance, Mending, Prestidigitation, Read Magic
1st: Animate Fire(SpCmp), Aura Against Flame(SpCmp), Burning Hands, Detect Secret Doors, Hypnotism, Identify, Lesser Orb of Fire(SpCmp), Produce Flame, Raging Flame(SpCmp), Ray of Flame(SpCmp), Slow Burn(SpCmp), Wall of Smoke(SpCmp)
2nd: Arcane Lock, Burning Sword(SpCmp), Combust(SpCmp), Fireburst(SpCmp), Flame Blade, Flaming Sphere, Leomund’s Trap, Locate Object, Pyrotechnics, Scorch(SpCmp), Scorching Ray, Smoke Stairs(CmpScd)
3rd: Arcane Sight, Blur, Body Blaze(SndStrm), Clairaudience/Clairvoyance, Fire Trap, Fireball, Flame Arrow, Flashburst(SpCmp), Heat Metal, Incendiary Surge(CmpMg), Protection from Energy[fire only]
4th: Arcane Eye, Blast of Flame(SpCmp), Displacement, Energy Vortex[fire only](SpCmp), Explosive Cascade (SpCmp), Fire Shield[fire only], Orb of Fire(SpCmp), Quench, Scrying, Summon Elementite Swarm[fire only](SpCmp), Wall of Fire
5th: Antifire Sphere(SndStrm), Channeled Pyroburst(PHBII), Dispel Water(SndStrm), Explosive Rune Field(PHBII), Fire and Brimstone(CmpMg), Firebrand(SpCmp), Greater Fireburst (SpCmp), Fire Stride(SpCmp), Leomund’s Secure Shelter
6th: Fire Spiders(SpCmp), Flame Strike, Inferno(SpCmp), Leomund’s Secure Chest, Lingering Flames(CmpMg), Prying Eyes, Shroud of Flame(SpCmp)
7th: Analyze Dweomer, Delayed Blast Fireball, Dwarmij’s Instant Summons, Emerald Flame Fist(SpCmp), Mass Fire Shield[fire only](SpCmp), Summon Greater Elemental[fire only](SpCmp)
8th: Fire Storm, Incendiary Cloud, Summon Elemental Monolith[fire only](SpCmp), Vision
9th: Discern Location, Elemental Swarm[fire only], Meteor Swarm
PHBII: Player’s Handbook II
SpCmp: Spell Compendium
CmpMg: Complete Mage
CmpScd: Complete Scoundrel
SndStrm: Sandstorm