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  1. - Top - End - #1
    Pixie in the Playground

    Join Date
    Jun 2013

    Default Flamy-O! The Pyromancer.

    The Pyromancer
    Pathfinder Base Class

    Level BAB Fort Ref Will Class Features
    1 +0 +2 +2+ 0 Flames
    2 +1 +3 +3 +0 Heat Ray
    3 +2 +3 +3 +1 Endurance
    4 +3 +4 +4 +1 Fire Shield
    5 +3 +4 +4 +1 Fireblast
    6 +4 +5 +5 +2 Flame Burst
    7 +5 +5 +5 +2 Fire Rollers
    8 +6/+1 +6 +6 +2 Heat Aura 10 ft.
    9 +6/+1 +6 +6 +3 Heat Ray d8
    10 +7/+2 +7 +7 +3 Enhanced Fireblast
    11 +8/+3 +7 +7 +3 Blast Burn, Heat Aura 15 ft.
    12 +9/+4 +8 +8 +4
    13 +9/+4 +8 +8 +4 Hellfire
    14 +10/+5 +9 +9 +4 Heat Aura 20 ft.
    15 +11/+6/+1 +9 +9 +5 Heat Ray d10
    16 +12/+7/+2 +10 +10 +5
    17 +12/+7/+2 +10 +10 +5 Heat Aura 25 ft.
    18 +13/+8+3 +11 +11 +6 Firestorm 1/day
    19 +14/+9/+4 +11 +11 +6
    20 +15/+10/+5 +12 +12 +6 Elemental Apotheosis, Firestorm 3/day, Heat Aura 30 ft.
    Skill Points at each Level: 2+Int Mod
    Class Skills: Bluff (CHA), Concentration (CON), Craft (INT), Knowledge [Nature] (INT), Knowledge [The Planes] (INT), Perception (WIS), Survival (WIS)
    Proficiencies: A pyromancer is proficient in all simple weapons and light armor.

    Class Abilities
    Flames (EX) – Pyromancers have a unique understanding of fire in all of its forms. The most basic ability that all pyromancers start with is the ability to Produce Flames like the spell at will. He uses his pyromancer level as the caster level for this ability and uses his charisma as the casting score. Using this ability is a standard action that does not provoke attacks of opportunity.

    Heat Ray (EX) – At second level the pyromancer may use small jets of elemental energy to generate rays of heat. This ability functions as the Scorching Ray spell using the pyromancer’s level as the caster level and charisma as the casting score. Using this ability is a standard action that does not provoke attacks of opportunity. At 9th and again at 15th level the damage die of the rays increase by one step; first to a d8, then to a d10.

    Endurance – At 3rd level the constant exposure to high temperatures grants the pyromancer Endurance as a bonus feat.

    Fire Cloak (EX) – At 4th level the pyromancer may call his flames to cloak him in protective fire. As a swift action the pyromancer may raise the cloak giving him a +1 deflection bonus to armor class per 4 levels of pyromancer he possesses. In addition these flames bestow fire resistance equal to his pyromancer level. The fire cloak also damages enemies that attack the pyromancer; it deals 1d6 fire damage plus 1 for each level of pyromancer he possesses to enemies that attack him with melee weapons or natural attacks. Enemies wielding melee weapons with reach are not subject to this damage if they attack you. Any foe grappling with the pyromancer is subject to this damage each round it remains grappling the pyromancer. He may have the fire cloak active for rounds equal to 1 per pyromancer level plus his charisma modifier. This ability may be stopped as a free action.

    Fireblast (EX) – At 5th level the pyromancer may unleash blasts of fire from his body. These flames may be a 20 ft. cone, a 30 ft. line, or explode in a 15 foot radius around him. Whichever way the flames are focused they deal 1d6 fire damage per pyromancer level, those caught in the blast may make a reflex save to take half damage. Creatures that fail their save are set on fire, taking 1d6 damage every round for 1d4 rounds or until they put out the flames with a move action. The pyromancer may use this ability a number of times per day equal to his pyromancer level plus his charisma modifier. At 10th level the dimensions double to 40 ft. cone, 60 ft. line, and 30 ft. radius and half of the damage dealt becomes force damage.

    Flame Burst (EX) – Beginning at 6th level whenever the pyromancer throws fire with his flames ability, he may have the flames explode in a 10 ft. radius dealing 1d6 fire damage for every 2 levels of pyromancer possessed rounded down. Creatures caught in the blast may make reflex saves for half damage. If he targets a creature and it hits, that creature does not receive a reflex save, if he misses the blast explodes in a random square adjacent to the creature. The pyromancer may enhance his flames this way a number of times per day equal to his pyromancer level.

    Fire Rollers (EX) – At 7th level the pyromancer may create a ball of fire that seeks out and deals damage to enemies. Directing the ball toward a specific enemy is a move action that does not provoke attacks of opportunity. If not directed the ball will seek out the closest hostile enemy and attempt to crash into it dealing 1d6/ 2 pyromancer levels of fire damage. The enemy targeted gets a reflex save to avoid the damage completely. The ball of fire remains for 1+the pyromancer’s charisma modifier rounds. At 10th and again at 13th level an additional fire ball is created whenever you use this ability. Only one instance of this ability may be active at a single time, if it is used again the previous use expires. This ability may be used up to Charisma Modifier times per day.

    Heat Aura (EX) – At 8th level the pyromancer may raise the air temperature around him to unbearable levels while remaining cool himself. As a standard action that does not provoke attacks of opportunity he may radiate an aura in a 10 ft. radius around himself. This aura deals 1d8 fire damage to any creature (including allies) in it at the start of the pyromancer’s turn. This ability damages unattended objects as well and can be hazardous if left unattended. At 11th level and every three levels afterward the radius increases by 5 ft. and the fire damage increases by 1d8. There is no limit to how many rounds this ability may be active but it can only be lowered as a move action that does not provoke attacks of opportunities. At 14th level the aura causes water to boil and metal to become red hot dealing double damage to water creatures and an additional 1d4 fire damage to creatures wearing metal armor or wielding metal weapons.

    Blast Burn (EX) – At 11th level the pyromancer can discharge his heat aura to momentarily summon a concentrated primal fire inside it. Whenever he uses this ability the pyromancer must make a fortitude save (DC = 10 +1 per 5 ft. of aura + 1 for each d8 in the aura) or take the damage from the ability as well. This ability is a Full-Round action that does not provoke attacks of opportunity. Each creature must make a fortitude save or take 1d12 points of fire damage per pyromancer level. Creatures that make the save still take half of the damage. The heat from this ability is so intense it overcomes up to 1 point of fire resistance per pyromancer level. Using this ability ends his heat aura ability and he may not use it again until he has completed 8 hours of rest.

    Hellfire (EX) – At 13th level the pyromancer gains the ability to manifest a body of flames that completely surrounds him. These flames weave themselves around the pyromancer in either a shape fitting the pyromancer’s personality. This gives any weapon the pyromancer wields an additional 2d6 fire damage. The pyromancer also gains 2 claw attacks that deal damage as a creature 1 size larger than the pyromancer. All damage dealt by the claws is fire damage, otherwise they function as natural attacks that the pyromancer is proficient with. The pyromancer gains the effects of his fire cloak while using this ability. Hellfire may be used a number of rounds equal to the pyromancer’s level each day.

    Firestorm (EX) - At 18th level the pyromancer gains ultimate control over fire. He becomes able to summon a maelstrom of fire and debris to assail his enemies. He must concentrate each round to continue the attack (DC = 20+1 per round the firestorm remains active). The maelstrom has a radius of 300 feet and a height of 100 feet and is centered on the pyromancer.
    1st round - The air in the maelstrom becomes so hot that anyone in the maelstrom except the pyromancer takes 3d6 fire damage; this continues each round until it ends. Wooden objects catch fire, metal becomes burning hot, and plants wither and ignite.
    2nd round - 5 fireballs strike where you designate, dealing 1d6/level fire damage in a 20 foot radius with a reflex save for half, you may strike a creature with them by making a ranged touch attack, any creature hit by one does not receive a reflex save.
    3rd round - 10 fireballs strike where you designate, dealing 1d6/level fire damage in a 20 foot radius with a reflex save for half, you may strike a creature with them by making a ranged touch attack, any creature hit by one does not receive a reflex save.
    4th round - 3 pillars of fire (radius 20 ft) come down in random areas and deal 1d8/level fire damage to any caught inside them reflex for half (DC= 10 + level + cha mod)
    5th round - Giant flames shoot from the center of the Maelstrom in each cardinal direction forming walls of flames 10 ft thick and 20 ft high that continue to the edge of the Maelstrom. Anyone passing through the walls takes 5d6 fire damage (Ref for half) as well as anyone caught in the initial forming.
    6th round and on - You may continue the maelstrom for a number of additional rounds equal to your charisma modifier. Each even additional round 2 pillars of fire and 1 fireball hit random targets and each odd round 3 fireballs strike random targets.
    You may use the maelstrom 1/day at level 18 and 3/day at level 20.

    Eternal Flame (EX) - At 20th level the Pyromancer becomes one with the fire and heat. He gains a permanent +30 ft. to his base land speed and once per month when he would be killed for any reason he instead combusts dealing 1d6 damage per pyromancer level fire damage in a 50 ft. radius, creatures affected get a reflex save for half damage. 1d6+1 rounds after combusting, the pyromancer is reborn at full hitpoints, rising from the ashes like a pheonix. Additionally, he gains the active protection of fire. Fire elementals, even primals, will never attack him unless he attacks them first.

    Please review and give me feedback on this class, thanks!

  2. - Top - End - #2
    Ettin in the Playground
    Join Date
    Aug 2014

    Default Re: Flamy-O! The Pyromancer.

    This class is crushed by anything immune to fire, and fire immunity is common. Also, dead levels are bad. Thus, suggestions:

    At 8th level, once per day as a swift action, allow all fire damage dealt to fully ignore fire resistance and immunity for one minute. Gain an extra use/day at 12th and 16th levels.
    At 19th level, all fire damage dealt ignores fire resistance and deals three-quarters damage to creatures with fire immunity.

    Further suggestions:

    Replace Endurance with the Heat Endurance feat (it's in Sandstorm; 3.5, but adaptable easily). Switch Heat Ray and Endurance in the class progression, and change it such that Heat Ray's damage increases one die type every six levels (9th/15th/21st/etc) so there's a basis for an epic progression.
    This class never gets fire immunity. What's up with that?
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  3. - Top - End - #3
    Pixie in the Playground

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    Jun 2013

    Default Re: Flamy-O! The Pyromancer.

    I didn't want to include fire immunity because the user is wielding the power of fire but not becoming an elemental himself. Thanks for the advice as well.

  4. - Top - End - #4
    Ogre in the Playground
    Lacuna Caster's Avatar

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    Oct 2014

    Default Re: Flamy-O! The Pyromancer.

    Well, fluff-wise I'm sure you could give the class some specialised access to protection from energy.

    It does seem like a little bit of a one-trick pony, (though perhaps that's intentional.) But depending on how far you stretch the concept, you could include abilities related to emotion or blood magic (humours), ceramics & metallurgy (volcanism), light and knowledge (the sun), or death and rebirth (the phoenix). So, there is room for some added versatility there.

  5. - Top - End - #5
    Orc in the Playground

    Join Date
    Apr 2013
    near Milan / Italy

    Default Re: Flamy-O! The Pyromancer.

    Yeah the big problem here is, IMHO, that it's a fire-only-damage-oriented class. Like Extra Anchovies said, it's pretty easy to nullify: a 3rd level spell could block this class for a while even at high level.

    What i suggest, is replacing some abilities with others that are similar but help you overcome the "fire resistance" problem. The first thing it comes to my mind is to replace Scorching Ray with Searing light in "Heat ray".
    It doesn't change that much, but it doesn't deal fire damage while still being linked to fire (Searing light is focused sunlight, like the one you produce with a magnifying glass to ignite fire).
    Another option could be having the Heat aura inflict some kind of debilitating status (fatigued, exhausted).

    On the other side, you may need the ability to do more than simple damage. Here's a couple of suggestions that you could use to fill the dead levels.
    - You can produce fire from hands and feet and fly like a rocket (if you want damage that much, people adjancent to your path may have to make a Reflex save or take fire damage).
    - You can animate existing fire as elementals at your service: the bigger the fire, the bigger the elemental.
    - You can use an effect similar to Tree stride druid's spell but using fire instead of trees (maybe bigger fires allow you to travel further).
    - You can heat up the air around you and gain concealment or produce minor visual illusions as the air becomes blurred.
    - You could channel heat and melt stone with a touch, like Transmute Rock to Lava from 3.5 "Sandstorm".

    As a final, totally personal note, the 20th level capstone is cool but already being seen many times! The fire based class - phoenix couple has been used and abused, so maybe you could try to think about something else (or maybe not, like a said this is a matter of personal taste!).

    EDIT: i came up with a few other suggestions.
    The Fire Maelstorm is sure good but seems to me a little OP and a bit clumsy on it's mechanics. Maybe you could use this instead.

    Call the Outer Fire: You reach such a mastery in summoning fire to serve you that you are even able to force a portion of the Fire Elemental Plane into the Prime. Once a day you can call forth this tremendous power and give a 60ft area centered on you the following planar traits for one minute: Fire Dominant, Enhanced Magic (fire), Impeded Magic (cold).

    It seems fair to me: it deals damage every round (3d10 fire damage, no save, doubled on water creatures), it enhancesall your fire abilities and prevent others to use cold abilities. If you want to mantain the "maelstorm" effect you can add winds at "windstorm" and "hurricane" force.

    I also had an idea regarding the level 20 capstone: maybe you could use an ability (call it "Inner furnace") that keeps you forever warm (immune to cold damage), that melts/burns any non-magical weapon that touches you (preventing damage) and that make you release a stream of fire every time that someone deals to you piercing or slashing damage.
    The effect of this last ability would deal fire damage (3d6? 4d6? Reflex halves) to the attacker if he is in melee and cauterize the wound making you immune to bleeding damage.

  6. - Top - End - #6
    Orc in the Playground

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    Oct 2014

    Default Re: Flamy-O! The Pyromancer.

    Yeah, biggest problem I see is energy resistance/immunity. You could include an ability where you make a caster level check to overcome resistance. You could reduce their energy resistance by the result of your check in the case of resistance and maybe do energy immunity into ER (50-Check result) or something like that.
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  7. - Top - End - #7
    Barbarian in the Playground

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    Apr 2014

    Default Re: Flamy-O! The Pyromancer.

    Hmm.. don't a fair share of those fire resistant types have fire attacks of their own?

    If so, you might be able to get some play out of extending the "controls fire" things to control the enemies fire. Maybe something like forcing an enemy to make will save or suffer one of their own fire based attacks of your choice at reduced / no resistance (less armor on the inside and so on). Alternately, you could have those backfires deal bludgeoning or nonlethal damage to reflex the physical strain of having your abilities turned against you.

    For creatures made of fire, this can extend to outright domination and body control effects.

    For those fire resistance types who don't use fire, back up plan could be a 'heat siphon' move where you draw all the fire out of the target, effectively justifying a cold based attack as a clutch move. Alternately, you could toy with using rapid heating and cooling to justify something closer to bludgeoning or sonic damage, or a type of spiritual flame less resistable damage.

  8. - Top - End - #8
    Halfling in the Playground
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    Aug 2011

    Default Re: Flamy-O! The Pyromancer.

    Don't know what system we're operating under so I can't make comments about balance, really (though if it's 3.5, that 2nd level ability is -ridiculous-; Scorching Ray as an ability, unlimited, AND it upgrades over time?!) Flavorwise, though, I agree with some of the latter suggestions about doing more with the fire concept than just fire damage. The ability to make others' fire attacks impotent is excellent, as is the thought of exerting control over fire-subtypes. The thought of 'heat control' is also great. Rather than exerting heat, what if you can absorb it too? Perhaps you can give the Pyromancer a touch attack that draws heat OUT of the subject, doing cold damage and maybe empowering their fire?

    Another idea is giving them an ability to branch out, sort of like a fork in the road at some point in their level plan. To go a bit Dresden on you, maybe they get the option to use Soulfire (holy) or Hellfire (unholy) at some cost to themselves?

  9. - Top - End - #9
    Ogre in the Playground
    Tacitus's Avatar

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    May 2005
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    Default Re: Flamy-O! The Pyromancer.

    Quote Originally Posted by Arracor View Post
    (though if it's 3.5, that 2nd level ability is -ridiculous-; Scorching Ray as an ability, unlimited, AND it upgrades over time?!)
    It really isn't. Its marginally better than Eldritch Blast, with no customization allowed (or rather, customization pre-selected in the form of fire damage with no secondary effect, split rays, and damage boosts).

    Other than my support that an At-Will isn't crazy powerful (though maybe 4d6 at 2nd is a little strongk) I have little to add. Was super interested in Fire Rollers, but then you added a /day limit. Sads. Need to note a movement speed on the rollers, though, and if they have or maybe later gain the ability to roll through the sky. An interesting crowd control, I'll admit.
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