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    Dwarf in the Playground
     
    AeonsShadow's Avatar

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    Jul 2012
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    Default Pyromancer 20 Level Base Class

    Pyromancer

    MAKING A PYROMANCER
    Spoiler
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    “We Pyromancers are much too often mistaken as
    simple specialists within a domain of the school of
    evocation, indeed, nothing could be further from the
    truth. You see, Pyromancy is really an Art, and
    Sorcerer’s such as I are but Artists who devote their
    lives to this most divine of passions. It is only fitting
    that as we shape the perfection that is the Flame, all of
    those who are unworthy to behold it must burn to help
    in maintaining it.”
    ---Nazasrhall, Lord of the Red Tower[/I]

    A wizard who specialises in evocation magic or a cleric with the Fire domain may have significant power in shaping the energy of the Fire Plane, however, their talents are amateurish at best when they are compared with that of a true Pyromancer. A practitioner of ancient magic, a Pyromancer may gain his powers from various different sources; a deity, a demonic lord, the spirit of a red dragon, or even from the Fire Plane itself. He may be a consummate pyromaniac villain, or, in rare cases, a hero who uses his passion for fire to aid him in his fight against the forces of evil.

    Due to the dangerous nature of their lifestyle, Pyromancers have a much hardier and worldly build than the average cloistered wizard or sorcerer. They must learn how to maintain a vast amount of raw energy within themselves at all time so that they may later unleash it, often causing devastating damages to whoever was unfortunate enough to be their opponent. Pyromancers do not learn spells as quickly as wizards do, nor have access to such a great variety of spells, but they excel at their primary repertoire; fire-related spells. They are combat casters, and they tend to shine against groups of enemies, as their flames spread across the battlefield like a plague.

    Adventures: A Pyromancer will engage in a adventure as long as it will aid him in mastering his abilities. They may possess secondary motives such as wealth or honor, however, the desire to burn always surpasses them all.

    Religion: Pyromancers aren’t inclined towards any deity in particular. They are most likely to worship whatever consists of the source of their powers.

    Races: Humans are the most likely to become Pyromancers, followed by the gnomes and the haflings. Any of the other races, especially elves, are
    very unlikely to follow this path, although it isn’t unheard of.

    Other Classes: Pyromancers rarely seek aid, but the few who do, find great interest in other classes that are passion driven. Paladins, monks, and a few amongst the remaining professions may find powerful companionship with a Pyromancer. Druids in particular, and other neutral individuals, may have a much harder time befriending such characters.

    Role: A Pyromancer uses every ability in his arsenal to keep his enemies far away and relatively scorched. They are powerful ranged combatants, with a few tricks if they are ever engaged in melee combat, although, without assistance, they won’t last long. In the heat of battle, a Pyromancer is most advantageous if he remains in the rear, supporting his melee allies who are holding the frontline by making fire rain from above.
    .

    GAME RULE INFORMATION
    Pyromancers have the following game statistics.

    Abilities: Charisma determines how powerful a spell a Pyromancer can cast, how many spells he can cast per day, and how hard those spells are to resist. Like a sorcerer or wizard, a Pyromancer benefits from high Dexterity and Constitution scores.

    Alignment: Only a Chaotic or Lawful character may play a Pyromancer, since only those following either of these extremes can be fervent enough to consecrate their life to their passion for fire. No Pyromancer may be neutral in any way.

    Hit Die: d6.

    Class Skills
    The Pyromancer’s class skills are Bluff, Concentration, Craft, Diplomacy, Intimidate, Knowledge (arcana), Knowledge (planes), Profession, and Spellcraft.

    Skill Points at 1st Level: (2+ Int modifier) x 4. Skill Points at Each Additional Level: 2+ Int modifier.[/SPOILER]
    Class Features
    All of the following are class features of the Pyromancer.
    Weapon and Armor Proficiency: A Pyromancer is proficient with all simple weapons and with one martial weapon of his choice. His choice of martial weapon is made when the character takes his first level of Pyromancer and it cannot be changed. Pyromancers are also proficient with light armor, so they do not incur the normal arcane spell failure chance; however, they are still incompetent with shields and medium and heavy armors.

    Spellcasting: A Pyromancer casts arcane spells, which are drawn from the Pyromancer’s Spell List. Like a sorcerer, he can cast any spell he knows without preparing it ahead of time. When a Pyromancer gains access to a new level of spells, he automatically knows all the spells for that level given on the Pyromancer’s Spell List. To cast a spell, a Pyromancer must have a Charisma score of 10+the spell’s level. The Difficulty Class for a saving throw against a Pyromancer’s spell is 10+the spell’s level+his Charisma modifier. Like other spellcasters, a Pyromancer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given in Table 1-1: The Pyromancer. In addition, he receives bonus spells for a high Charisma score (see Table 1-1 on page 8 of the Player’s handboook.)

    {table=Head]{colsp=6}
    Table 1-1: The Pyromancer
    |{colsp=9}
    Spells per Day

    Level | Base Attack Bonus | Fort | Ref | Will | Special | 1st|2nd|3rd|4th|5th|6th|7th|8th|9th
    1st | +0 | +0 | +0 | +2 | Flaming Touch, Warm Blooded | 3 | — | — | — | — | — | — | — | —
    2nd | +1 | +0 | +0 | +3 | Smokeless Flame | 4 | — | — | — | — | — | — | — | —
    3rd | +1 | +1 | +1 | +3 | Fire Burst | 5 | — | — | — | — | — | — | — | —
    4th | +2 | +1 | +1 | +4 | Summon Familiar | 6 | 3 | — | — | — | — | — | — | —
    5th | +2 | +1 | +1 | +4 | Piercing Heat | 6 | 4 | — | — | — | — | — | — | —
    6th | +3 | +2 | +2 | +5 | Flaming Blast | 6 | 5 | 3 | — | — | — | — | — | —
    7th | +3 | +2 | +2 | +5 | Master of Flames | 6 | 6 | 4 | — | — | — | — | — | —
    8th | +4 | +2 | +2 | +6 | | 6 | 6 | 5 | 3 | — | — | — | — | —
    9th | +4 | +3 | +3 | +6 | | 6 | 6 | 6 | 4 | — | — | — | — | —
    10th | +5 | +3 | +3 | +7 | Infernal Blaze | 6 | 6 | 6 | 5 | 3 | — | — | — | —
    11th | +5 | +3 | +3 | +7 | | 6 | 6 | 6 | 6 | 4 | — | — | — | —
    12th | +6/+1 | +4 | +4 | +8 | Searing Heat (once a day) | 6 | 6 | 6 | 6 | 5 | 3 | — | — | —
    13th | +6/+1 | +4 | +4 | +8 | | 6 | 6 | 6 | 6 | 6 | 4 | — | — | —
    14th | +7/+2 | +4 | +4 | +9 | | 6 | 6 | 6 | 6 | 6 | 5 | 3 | — | —
    15th | +7/+2 | +5 | +5 | +9 | Improved Piercing Heat | 6 | 6 | 6 | 6 | 6 | 6 | 4 | — | —
    16th | +8/+3 | +5 | +5 | +10 | Dragon Breath | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | —
    17th | +8/+3 | +5 | +5 | +10 | | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | —
    18th | +9/+4 | +6 | +6 | +11 | Searing Heat (twice a day) | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3
    19th | +9/+4 | +6 | +6 | +11 | | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4
    20th | +10/+5 | +6 | +6 | +12 | Consumed by Fire | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5[/table]


    Ability Explanation

    Spoiler
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    Warm blooded (Ex): A Pyromancer’s body is attuned to heat as if he was an actual fire; he does not succumbs to the dangers of hot areas such as deserts and he has a Resistance to Fire equal to twice his level; however, he yields to cold environments twice as fast if he is not provided with a proper source of heat.

    Flaming Touch (Su): By concentrating the Fire that imbues his body on his hands, a Pyromancer can cause devastating damage to his foes. At will, but no more than once per round, he can make a melee touch attack that deals 1d8 points of damage, +1 per four class levels. This touch heals fire elementals, restoring 1d6 hit points per touch, +1 per four class levels.

    Smokeless Flame (Su): A 2nd level Pyromancer can summon at will, in his hand, a small flame as bright as a torch that harms neither him nor his equipment, nor does it produces heat or smoke. He may also create fires with the same characteristics. These fires can be anything from the size of a torch to a bonfire, and produce light accordingly. Each lasts half a day and can be suppress instantly by the Pyromancer. These fires can be created anywhere within Medium range.

    Fire Burst (Sp): As a full action, a Pyromancer can emit a burst of flames from his body, striking all creatures and objects within 10 feet of him, and inflicting 1d4 per two class levels of fire damage. A successful Reflex Save (DC 10 + ½ Level) can reduce the damage by half. He may use this ability once every 3 class levels a day.

    Summon Familiar: At 4th level or anytime thereafter, a Pyromancer can obtain a familiar. The familiar he acquires differs slightly with a standard wizard’s or sorcerer’s familiar. Although the choices (Bat, Cat, Hawk...) and bonuses acquired are the same, a Pyromancer’s familiar gains added characteristics similar to those of a Fire elemental (+3 DEX, +1d4 fire damage, Darkvision out to 60 feet, immunity to critical hits, paralysis, poison, sleep, and stunning). The familiar is also permanently engulfed in a magical fire that neither burn nor harm.

    Piercing Heat (Ex): From the 5th level onward, a Pyromancer’s Fire can cut through Fire Resistance, Fire Immunity, and Hardness. No more than ½ of the damage inflicted by his fire damage (spells and abilities) can be negated by hardness, immunity, or resistance to Fire.

    Flaming Blast (Su): Having mastered the manipulation of fire, a Pyromancer can now use his Flaming Touch ability to form a ball of fire, which he may than throw up to 100 feet. When doing so, the attack is considered a ranged touch attack (with no range penalty) and it deals the same damage as with the melee attack; however, it requires a full round to carry out.

    Master of Flames (Ex): Every time a Pyromancer inflicts Fire damage on a target, either with a spell or another source of fire (class abilities excluded), he inflicts an amount of extra Fire Damage equal to his Charisma modifier.

    Infernal Blaze (Sp): Once every 4 class levels a day, a Pyromancer can cause any creature or object to burst into flame. A creature must succeed a Fortitude Save (DC 10 + ½ Level + Charisma Modifier) or instantly catch on fire, suffering 1d6 of Fire damage per round. The creature can attempt to put itself out with a DC 20 Reflex save (see the DMG, p. 303). This ability can be used out to Medium range.

    Searing Heat (Su): A 12th level Pyromancer can generate an intense amount of heat, causing anything that touches his body to take 2d6 points of Fire damage. Creatures striking a Pyromancer with natural attacks or unarmed attacks are subject to this damage, but creatures striking with melee weapons are not affected. This heat can melt or char weapons; any weapon that strikes a Pyromancer must make a Fortitude save (DC 10 + ½ Level + Charisma Modifier) to avoid destruction. Magical weapons must fail there save twice to be destroyed. This ability lasts half an hour and can be used once a day at level 12, and twice a day at level 18.

    Improved Piercing Heat (Ex): A 15th level Pyromancer’s Fire ignores entirely any Fire Resistance or Immunity a creature may have (this does not include defence against overall magic).

    Dragon Breath (Sp): A Pyromancer can, as a full Action, concentrate fire in his lungs and breathe out, such as would a dragon, a destructive stream of flames. All creatures within this 20 feet cone-shaped burst suffer 4d8 of fire damage, unless they succeed their Reflex Save (DC 10 + ½ Level+Charisma), whereas they receive only half the damage. This ability may be used once a day.

    Consumed by Hellfire (Ex): A 20th level Pyromancer’s very essence is consumed by the power of fire. His type changes to Elemental, he no longer ages, and he gains the fire subtype, although he is immune to any banishment spells that would normally affect an elemental, due to his connections with the Prime Material Plane; however, if such spell is cast and the Pyromancer fails his save, his powers (spells excluded) are subdued for an amount of rounds equal to half the enemy caster’s level. The Pyromancer also gains a DR10/magic and the following Elemental Traits; Darkvision out to 60 feet, Immunity to fire, critical hits, paralysis, poison, sleep, and stunning, and +2 DEX. A Pyromancer’s appearance also changes and whenever cut or stabbed, his wounds will bellow fire instead of blood. Chaotic characters Appear as if they are burning from the inside, and often, their physical traits become barely recognizable as their body is permanently engulfed with fire; Lawful characters gain a strange glow to their skin, their blood having become liquid flames.


    Pyromancer’s Spell List
    Spoiler
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    The Pyromancer’s spell list appears below.
    1st Level: Burning Eyes1, Burning Hands, Flaming Missile, Animate Fire
    2nd Level: Flaming Sphere, Arrow Bane,
    Pyrotechnics, Flame Blade, Heat Metal, Scorch, Combust, Mark of Fire
    3rd Level: Fire Ball, Fiery Bolt, Fire Wings
    4th Level: Fire Shield (warm shield only), Wall of
    Fire, Blast of Flame, Fire Stride, Greater Mark of Fire
    5th Level: Inferno, Warmth Sphere, Summon Fire Elemental I
    6th Level: Fire Spiders, Incinerate
    7th Level: Delayed Blast Fireball, Animate Dragon Breath
    8th Level: Incendiary Cloud, Sunburst, Summon Fire Elemental II
    9th Level: Meteor Swarm, Elemental Swarm(fire elemental only), Transmute Rock to Lava, Summon Elemental Monolith (Fire only)

    All new spells will be posted below.

    Spoiler
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    Level 1
    Animate Fire
    Transmutation [Fire]
    Level: Pyro/Druid 1
    Components: V, S, M
    Casting Time: 1 round
    Range: Close (25ft +5 ft./2 levels)
    Target: One Small fire
    Duration: Concentration, up to 1 round/level (D)
    Saving Throw: None
    Spell Resistance: No

    You animate a fire, which must be approximately the size of a campfire. The animated fire has the statistics of a Small fire elemental (MM 98), and attacks as you direct. It cannot move beyond the range of its source fire (25ft +5 ft./2 levels).
    Material Component: A handful of charcoal, sulfur,and soda ash.

    Burning Eyes
    Transmutation [Fire]
    Level: Pyro/Sor/Wiz 1
    Components: V, S, M
    Casting Time: 1 action
    Range: 10 ft.
    Effect: Ray
    Duration: 1 minute (D)
    Saving Throw: None (see text)
    Spell Resistance: Yes

    When this spell is cast, beams of red heat begin to radiate from the eyes of the caster. Wherever these beams contact a surface within 10 ft., the material begins to heat up, igniting after a full round or turning red with forge-like heat after two full rounds. The beams can be used to ignite fires, burn ropes, and even slowly cut through metal. This spell will not inflict damage against a dodging target however, as the caster will be unable to focus the beams on one location for a sufficient duration to cause burns. Helpless targets will suffer 1d6hp plus 1hp per level of heat damage per round. Because targeting this spell requires focused vision and concentration, the caster is subject to opportunity attacks while attempting to ignite or melt materials. Shutting eyelids will temporarily disable the beams, and a successful blindness spell will immediately cancel the burning eyes spell.
    Material Components: A clear glass marble or a lens and a piece of glassy sulfur.

    Flaming Missile
    Evocation (Fire)
    Level: Pyro/Sor/Wiz 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft. +10 ft./level)
    Target: One or more creatures, no two of which can
    be more than 15 ft. apart.
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: Yes

    With this spell the caster creates one flaming missile, plus one for every two levels of experience. Thus, a caster will have one bolt at 1st level, two bolts at 3rd, three bolts at 5th, four bolts at 7th, and the maximum of five bolts at 9th level. This spell acts exactly like the more common magic missile spell except for the fact that it inflicts fire damage and can damage inanimate objects, although it cannot ignite them. Each flaming missile that hits its target does 1d4+1 points of damage, and they always strike faithfully.
    Material Component: A pinch of sulfur.

    Level 2
    Arrow Bane
    Evocation [Fire]
    Level: Pyro 2
    Components: V, S, F
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 hour/level or until discharged
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    A fiery disc is created around the target, burning or altering the trajectory of whatever physical projectiles of normal size that are thrown at it. The warded creature thus gains resistance to ranged weapons. The subject gains damage reduction 10/magic against ranged weapons. (This spell doesn’t grant you the ability to damage creatures with similar damage reduction). Once the spell has prevented a total of 10 points of damage per caster level (maximum 100 points), it is discharged.

    Combust
    Evocation [Fire]
    Level: Pyro/Sorcerer/Wizard 2
    Saving Throw: Reflex half
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Touch
    Target: Touched creature or combustible objects that
    weighs no more than 25lb./level
    Duration: Instantaneous
    Saving Throw: Reflex partial
    Spell Resistance: Yes

    This spell makes a combustible object or a creature’s combutible equipment burst into flame, even if damp. If the target is a creature, the initial eruption of flame causes 1d8 points of fire damage per caster level (maximum 10d8) with no saving throws. Further, the creature must make a DC 15 Reflex save or catch fire (DMG 303).
    If the target is a combustible, unattended object, the initial eruption of flame deals fire damage to the object as noted above. The object takes 1d6 point of fire damage each round until consumed or someone puts out the fire.
    Material Component: A drop of oil and a piece of flint.

    Mark of Fire
    Evocation [Fire]
    Level: Drd 2, Sor/Wiz/Pyro 2
    Components: V, S
    Casting Time: Full round
    Range: Touch
    Target: One creature
    Duration: One hour/level or until discharged
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes

    The energy of this spell creates a red, flame-shaped mark on the face, hand, or other prominent feature of any creature, living or undead. Those bearing this mark gain a +2 enhancement bonus to Dexterity. They also possess the ability to cast from the palm of the hand a ray of fire that inflicts 3d6 points of damage, if a ranged touch attack strikes the target. Using this ray of fire ability immediately dismisses the mark of fire.

    Scorch
    Evocation [Fire]
    Level: Pyro/Sorcerer/Wizard 2
    Components: V, S, F
    Casting Time: 1 standard action
    Range: 30-ft.
    Area: 30-ft. line
    Duration: Instantaneous
    Spell Resistance: Yes

    This spell deals 1d8 points of fire damage per two casters levels, to a maximum of 5d8 points of damage, to each target it hits.

    Level 3
    Fiery Bolt
    Evocation [Fire]
    Level: Pyro/Sor/Wiz 3, Fire 3
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Medium (100 ft + 10 ft/level)
    Effect: 1 bolt/level
    Duration: 1 round/level (C)
    Saving Throw: None
    Spell Resistance: Yes

    You create fiery bolts that you can hurl at your enemies. The spell lasts 1 round per level, allowing the caster to throw one bolt per round. Any bolt unused is lost. A bolt requires a ranged touch attack and does 3d6 fire damage.
    Material Component: A few splinters of wood.

    Fire Wings
    Transmutation [Fire]
    Level: Pyro/Druid 3
    Components: V, S, M, F
    Casting Time: 1 round
    Range: Personal
    Target: You
    Duration: 1 minute/level

    This spell transform your arms into wings of brilliant fire, that can neither harm nor damage you or your belongings. While the spell is activated, you cannot hold items or cast spells that require somatic components. The wings allow you to fly at a speed of 60 feet (or 40 feet if you wear medium or heavy armor), with good maneuverability. You can charge but not run while flying, and you canot carry more than a light load aloft. Using a fire wings spell requires only as much concentration as walking, so you can take other actions normally. If the spell expires or is dispell while you are aloft, you descend at a rate of 60 feet per round for 1d6 rounds, as if under a featherfall spell, and then fall the rest of the distance if you haven’t already landed. If you are not flying, you can make up to two attacks each round with the fire wings as if they were natural weapons. A successful attack deals 2d6 points of fire damage. The wings can be extinguished by a quench spell, immersion in water, or a wind of hurricane or greater force.
    Material Component: The feather of a bird, which you must burn when you cast the spell.

    Level 4
    Blast of Flame
    Conjuration (Creation) [Fire]
    Level: Pyro/Sorcerer/Wizard 4
    Components: V, S, M
    Casting Time: 1 standard action
    Range: 60ft.
    Target: Cone-shaped burst
    Duration: Instantaneous
    Saving Throw: Reflex half
    Spell Resistance: No

    Flames fill the area, dealing 1d6 points of fire damage per caster level (maximum 10d6) to any creature in the area that fails its saving throw.
    Material Component: A bit of wick soaked in oil.

    Greater Mark of Fire
    Evocation [Fire]
    Level: Drd 4, Sor/Wiz/Pyro 4

    As mark of fire, except that the mark provides +4 enhancement bonus to Dexterity and instead of the ray of fire ability, it grants the ability to throw a 4d6 fireball that explodes with a 25-foot radius (a successful Reflex saving throw allows half damage), immediately dismissing the greater mark of fire.

    Fire Stride
    Transmutation [Fire/Teleportation]
    Level: Pyro/Sorcerer/Wizard 4
    Components: V, S
    Casting Time: 1 standard action
    Range: Personal
    Target: You

    Duration: 10 minutes/level or until expended; see text
    You gain the ability to step into fires and move from one fire to another. The fires you enter and move between must be at least as big around as you are. Fire elementals and other fire creatures are not considered to be fires for the purpose of this spell, nor are sources of great heat such as pools of lava. Once in a fire, you instantly know the locations of all suitable fires within long range (400 ft. +40ft./level) and can transport yourself to one of them. Each transport counts as a full round action. With each casting of the spell, you can transport yourself once per caster level. If a fire’s location doesn’t offer enough space for you, it is not a viable destination and you don’t sense its location. If a fire rests on a surface that can’t support you, it is still a viable destination and you suffer the appropriate consequences if you transport yourself to it. Fire stride provides no protection against fire, so it is advisable to obtain such protection before using the spell.

    Level 5
    Inferno
    Transmutation [Fire]
    Level: Druid/Pyro 5
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature
    Duration: 6 rounds; see text
    Saving Throw: Fortitude negates and Reflex partial;
    see text
    Spell Resistance: Yes

    The target of the inferno takes 6d6 points of fire damage unless it makes a Fortitude save. In each round thereafter, the fire deals 1d6 fewer points of damage (minimum 1d6) until the spell ends or the subject manages to extinguish the flames. Thus, the fire deals 5d6 points of damage in the second round, 4d6 points in the third round, and so forth. Flammable, nonmagical items carried by the target automatically fail their saves to resist this damage. After the first round, the subject can attempt a DC 15 Reflex save as a full-round action to extinguish the flames before taking additional damage. Rolling on the ground (the subject becomes prone) allows the target a +2 bonus on this save. Leaping into a large body of water or magically extinguishing the flames automatically ends the effect.
    Material Component: A gob of beeswax.

    Summon Fire Elemental I
    Conjuration [Fire, Summoning]
    Level: Pyro 5
    Components: V, S, F/DF
    Casting Time: 1 round
    Range: Close (25 ft. + 5 ft./2 levels)
    Effect: One or more summoned creatures, no two of
    which can be more than 30 ft. apart.
    Duration: 1 round/level (D)
    Saving Throw: None
    Spell Resistance: No

    This spell summons 1d2 Medium fire elementals that are fully under your control.

    Warthm Sphere
    Evocation [Fire]
    Level: Pyro 5
    Components: V, S
    Casting Time: 1 standard action
    Range: 10 ft.
    Area: 10-ft.-radius emanation centered on you
    Duration: 15 minutes/level (D)
    Saving Throw: None
    Spell Resistance: Yes

    A barrier of warmth is formed around you, heating the area and melting whatever ice or snow that surrounds you. All creatures within the area of the spell gain immunity to cold damage. In addition, the emanation prevents the entrance of any creature with the cold subtype. The effect hedges out such creatures in the area when it is cast.

    Level 6
    Fire Spiders
    Conjuration (Summoning) [Fire]
    Level: Sorcerer/Wizard/Pyro 6
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Effect: Fiery spiders that cover a 10-ft.-radius spread
    Duration: 1 round/level
    Saving Throw: Reflex half
    Spell Resistance: Yes

    You call forth a teeming mass of fire elementals the size of common spiders. A creature that starts its turn in the affected area takes 4d6 points of fire damage. Each round, you can use a move action to direct the spiders to move up to 30 feet. If the spiders are left undirected, they move at a speed of 15 feet toward the nearest living creature, if one isn’t already in the affected area. As fire elementals, the fire spiders have immunity to fire and are thwarted by barriers that block neutral outsiders. Any cold spell of 3rd level or higher can disperse the fire spiders, ending the spell.
    Material Component: A pinch of sulphur.

    Incinerate
    Transmutation [Fire]
    Level: Pyro 6
    Components: V, S, M/DF
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Effect: Ray
    Duration: Instantaneous
    Saving Throw: Fortitude partial (object)
    Spell Resistance: Yes

    Multiple rays of light spring from your finger, all merging back together as they swiftly approach your
    desired target. You must make a successful ranged touch attack to hit. Any creature struck by these rays takes 2d6 points of damage per caster level (to a maximum of 40d6). Any creature reduced to 0 or fewer hit points by this spell is entirely incinerated, leaving behind only ash. An incinerated creature’s equipment is unaffected. When used against an object, the rays simply incinerates as much as one 10-foot cube of nonliving matter. Thus, the spell incinerates only part of any very large object or structure targeted. The rays affect even objects constructed entirely of force, such as Bigby’s forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field. A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely incinerated. Only the first creature or object struck can be affected; that is, the rays affect only one target per casting. Arcane Material Component: A piece of coal and a pinch of dust.

    Level 7
    Animate Dragon Breath
    Transmutation [Fire]
    Level: Pyro 7
    Components: V, S
    Casting Time: 1 standard action
    Range: Personal
    Target: Your breath weapon
    Duration: 2 round/level

    For this spell to function, you must have the Dragon Breath ability. When you successfully cast this spell, you imbue the energy of your breath with coherence, mobility, and a semblance of life. The animated breath then attacks whomever or whatever is designate. The animated breath uses the statistics of a Huge fire elemental (MM99), with the following exceptions; the
    creature does not have the burn ability, or a vulnerability to cold.

    Level 8
    Summon Fire Elemental II
    Conjuration [Fire, Summoning]
    Level: Pyro 8
    Components: V, S, F/DF
    Casting Time: 1 round
    Range: Close (25 ft. + 5 ft./2 levels)
    Effect: One or more summoned creatures, no two of
    which can be more than 30 ft. apart
    Duration: 1 round/level (D)
    Saving Throw: None
    Spell Resistance: No

    This spell permits you to summon either one Greater fire elemental or 1d3 Huge fire elementals that are fully under your control.

    Level 9
    Transmute Rock to Lava
    Transmutation [Earth, Fire]
    Level: Druid 9, Sorcerer/Wizard/Pyro 9
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Area: One 10-ft. cube
    Duration: Instantaneous
    Saving Throw: Reflex half; see text
    Spell Resistance: No

    You transform natural, uncut, or unworked rock of any sort into an equal volume of red-hot molten lava. All creatures in the spell’s area that make successful Reflex saves take 6d6 points of fire damage, provided they can physically escape the area on their next turn. Creatures that fail their saves, or those unable to escape the area, take 20d6 points of fire damage in each round they remain in the area. Creatures in the lava have their speed reduced to 5 feet and take a –2 penalty on attack rolls and to Armor Class. Even after leaving the area of the spell, creatures that were exposed to the lava take half damage (either 3d6 or 10d6) for 1 additional round. If transmute rock to lava is cast upon the ceiling of a cavern or tunnel, the lava falls to the floor and spreads out in a 15-foot-radius pool at a depth of approximately 1-1/2 feet. The rain of lava deals 2d6 points of fire damage to anyone caught directly beneath (Reflex half). In addition, creatures take 10d6 points of fire damage each round when they are caught in the area of the pool. Although constructions of worked stone can’t be targeted with this spell, casting it on unworked stone below or adjacent to such structures deals 10d6 points of fire damage per round to any part of the structure in contact with the lava. Wooden structures in contact with lava instantly burst into flame. The lava cools naturally from its surface toward its center, and it no longer deals fire damage after 2d6 hours as it slowly reverts to stone. Though a 15-footradius pool can take as long as two days to completely cool, the core of a 10-foot cube of lava might remain molten for a month or more. Magical or enchanted stone is not affected by the spell.
    [/SPOILER]
    Last edited by AeonsShadow; 2012-08-21 at 07:50 PM.
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    Default Re: Pyromancer 20 Level Base Class

    The ability explanations section needs some spoilerblocks detailing for each ability why its fitting fluff- or mechanics-wise for the class.
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    Default Re: Pyromancer 20 Level Base Class

    Quote Originally Posted by Morph Bark View Post
    The ability explanations section needs some spoilerblocks detailing for each ability why its fitting fluff- or mechanics-wise for the class.
    Understood.
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    Default Re: Pyromancer 20 Level Base Class

    Not sure you need that many spoiler.

    Game statistics, Class features, and the Table, notably, should not be in any kind of spoiler. You may also combine ''Fluff'' and ''Making a Pyromancer'' as only one spoiler.

    Edit : I corrected the table for you. I suggest you look at this thread. Do you like?

    {table=Head]{colsp=6}
    Table 1-1: The Pyromancer
    |{colsp=9}
    Spells per Day

    Level | Base Attack Bonus | Fort | Ref | Will | Special | 1st|2nd|3rd|4th|5th|6th|7th|8th|9th
    1st | +0 | +0 | +0 | +2 | Flaming Touch, Warm Blooded | 3 | — | — | — | — | — | — | — | —
    2nd | +1 | +0 | +0 | +3 | Smokeless Flame | 4 | — | — | — | — | — | — | — | —
    3rd | +1 | +1 | +1 | +3 | Fire Burst | 5 | — | — | — | — | — | — | — | —
    4th | +2 | +1 | +1 | +4 | Summon Familiar | 6 | 3 | — | — | — | — | — | — | —
    5th | +2 | +1 | +1 | +4 | Piercing Heat | 6 | 4 | — | — | — | — | — | — | —
    6th | +3 | +2 | +2 | +5 | Flaming Blast | 6 | 5 | 3 | — | — | — | — | — | —
    7th | +3 | +2 | +2 | +5 | Master of Flames | 6 | 6 | 4 | — | — | — | — | — | —
    8th | +4 | +2 | +2 | +6 | | 6 | 6 | 5 | 3 | — | — | — | — | —
    9th | +4 | +3 | +3 | +6 | | 6 | 6 | 6 | 4 | — | — | — | — | —
    10th | +5 | +3 | +3 | +7 | Infernal Blaze | 6 | 6 | 6 | 5 | 3 | — | — | — | —
    11th | +5 | +3 | +3 | +7 | | 6 | 6 | 6 | 6 | 4 | — | — | — | —
    12th | +6/+1 | +4 | +4 | +8 | Searing Heat (once a day) | 6 | 6 | 6 | 6 | 5 | 3 | — | — | —
    13th | +6/+1 | +4 | +4 | +8 | | 6 | 6 | 6 | 6 | 6 | 4 | — | — | —
    14th | +7/+2 | +4 | +4 | +9 | | 6 | 6 | 6 | 6 | 6 | 5 | 3 | — | —
    15th | +7/+2 | +5 | +5 | +9 | Improved Piercing Heat | 6 | 6 | 6 | 6 | 6 | 6 | 4 | — | —
    16th | +8/+3 | +5 | +5 | +10 | Dragon Breath | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | —
    17th | +8/+3 | +5 | +5 | +10 | | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | —
    18th | +9/+4 | +6 | +6 | +11 | Searing Heat (twice a day) | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3
    19th | +9/+4 | +6 | +6 | +11 | | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4
    20th | +10/+5 | +6 | +6 | +12 | Consumed by Fire | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5[/table]
    Last edited by Network; 2012-08-16 at 11:45 AM.

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    Default Re: Pyromancer 20 Level Base Class

    I'd add the spell "summon elemental monolith (fire only)" to the level 9 spell list (from complete arcane)
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    Neutral Good Human Wizard (2nd Level)

    Ability Scores:
    Strength- 15
    Dexterity- 13
    Constitution- 16
    Intelligence- 18
    Wisdom- 15
    Charisma- 11


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    Default Re: Pyromancer 20 Level Base Class

    Quote Originally Posted by Network View Post
    Not sure you need that many spoiler.

    Game statistics, Class features, and the Table, notably, should not be in any kind of spoiler. You may also combine ''Fluff'' and ''Making a Pyromancer'' as only one spoiler.

    Edit : I corrected the table for you. I suggest you look at this thread. Do you like?
    THANK YOU. I'll put this up immediately. I admit I am rather new to the forum and do not yet know all the tips and tricks yet.

    Quote Originally Posted by Nopraptor View Post
    I'd add the spell "summon elemental monolith (fire only)" to the level 9 spell list (from complete arcane)
    I will look at it and if it fits well I will add it.

    EDIT: yeah I like it, I'll add it now.
    Last edited by AeonsShadow; 2012-08-21 at 07:49 PM.
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