Pyromancer of the Great Swamp (3.5e Prestige Class)

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Pyromancer of the Great Swamp[edit]

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-fluff about this prestige class->

More warlock prestige classes here.

Becoming a Pyromancer of the Great Swamp[edit]

<-why characters pursue this class, what other classes they typically have, and what abilities are important->

Entry Requirements
Alignment: Any neutral.
Skills: Knowledge(arcana) 4 ranks, Knowledge(nature) 2 ranks.
Invoking: Invocation: Brimstone Blast.
Special: Another pyromancer must share its flame with the character.
Table: The Pyromancer of the Great Swamp

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Invoking
Fort Ref Will
1st +0 +2 +0 +2 Eldritch blast +1d6, Mire's Green Flame +1 level of existing invocation-using class
2nd +1 +3 +0 +3 New lesser invocation: Witchwood Step, Great combustion +1 level of existing invocation-using class
3rd +2 +3 +1 +3 Eldritch blast +1d6, Inner Flame 5 +1 level of existing invocation-using class
4th +3 +4 +1 +4 Great Fireball, Gift of the marsh +1 level of existing invocation-using class
5th +3 +4 +1 +4 Eldritch blast +1d6, New lesser invocation: Sludge Fester +1 level of existing invocation-using class
6th +4 +5 +2 +5 Inner Flame 7 +1 level of existing invocation-using class
7th +5 +5 +2 +5 Eldritch blast +1d6, Swamp shield +1 level of existing invocation-using class
8th +6 +6 +2 +6 New greater invocation: Toxic Mist +1 level of existing invocation-using class
9th +6 +6 +3 +6 Eldritch blast +1d6, Inner Flame 10 +1 level of existing invocation-using class
10th +7 +7 +3 +7 New dark invocation: Chaos Storm +1 level of existing invocation-using class

Class Skills (4 + Int modifier per level)

Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge(arcana) (Int), Knowledge(geography) (Int), Knowledge(nature) (Int), Profession (Wis), Spellcraft (Int), Survival (Wis), Swim (Str), Use Magic Device (Cha).

Class Features[edit]

<-fluff about class features; class features should be listed in the order which they are gained. Abilities gained at the same level should be listed alphabetically->. All of the following are class features of the pyromancer of the Great Swamp.

Weapons and Armors proficiency: A pyromancer of the Great Swamp gains no proficiency with weapons or armors.

Invocations: At each level, you gain new invocations and an increase in caster level as if you had also gained a level in a invoking class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained.

Eldritch blast (Sp): As the class feature of the same name of the warlock. It increases by +1d6 at 1st, 3rd, 5th, 7th and 9th level.

Mire's Green Flame (Ex): Your mastery of fire evolves and now you may turn flames in dangerous acid and vice versa. All your invocations that deal fire damage may convert half of that damage in acid damage. You may even apply the same effect with any acid damage-dealing invocation, making half of it fire damage. You choose to do this as you use the invocation, and it costs no additional actions.

This ability comes with a cost: you may not learn any invocation that deals elemental damage other than acid or fire, and if you do you lose all pyromancer's class features and benefits. If you already have such invocations you must immediatly replace them with invocations of the same grade.

New lesser invocation: Witchwood Step (Sp): At 2nd level, you gain the witchwood step invocation as a bonus invocation. Its effect is as follows: your movement is unaffected by undergrowth or rubble of any kind, and you are immune to being entangled. You can even walk on water, as the water walk spell. This invocation lasts for 24 hours.

It counts as a 3rd level spell.

Great combustion (Su): Starting from 2nd level you may produce flames that burn through fire resistance. A number of times per day equal to your Constitution modifier (minimum 1) as you use the invocation, you may increase the potency of fire invocations making them ignore fire resistance and even deal half damage to creatures immune to fire damage. You may not combine this ability with the Mire's Green Flame feature.

Starting from 6th level you may produce the same effect with invocations that deal acid damage, overcoming acid resistance and immunity, as previously described. You may use these two version of the feature a number of times per day equal to your Constitution modifier (minimum 1).

When you use this feature you take half the damage that you deal as non-lethal damage.

Inner Flame (Su): From 3rd level you gain acid and fire resistance 5. It increases to 7 at 6th level and to 10 at 9th level.

This energy resistance doesn't stack with the energy resistance feature of the same type that you gain from the warlock class.

Great Fireball (Sp): From the 4th level you may replicate the spell fireball as a spell-like ability a number of times per day equal to your Constitution modifier (minimum 1).

Use your class level as caster level for this feature.

Gift of the marsh (Ex): At 4th level you become immune to natural diseases and poisons of any kind.

New lesser invocation: Sludge Fester (Sp): From the 5th level you gain a new lesser invocation. It replicates the spell contagion or poison (your choice at the time of casting). You may channel it through your eldritch blast but it may not deal any direct damage this way.

It counts as a 4th level spell.

Swamp shield (Sp): From the 7th level you may create an effect similar to the spell fire shield as a spell-like ability a number of times per day equal to your Constitution modifier (minimum 1).

It works differently as its benefits apply, at the same time, against fire and acid attacks. You apply your energy resistance after halving the damage, if it is the case.

Use your class level as caster level for this feature.

New greater invocation: Toxic Mist (Sp): From 8th level you gain the toxic mist invocation. It works as the spell acid fog, but with these exceptions: the mist deals 3d6 of acid damage and it has 40 feet in radius and 40 feet in height (12x12 meters).

Anyone starting its round in the mist or entering it must save on Fortitude to avoid being nauseated for one round. Those who pass the save throw or are immune to nausea are instead sickened for one round.

The mist is highly inflammable. When exposed to any kind of flame it burns rapidly, inflicting 6d6 of fire damage to anyone in the area (a succesful Reflex save halves the damage). The mist dissipates after this.

It counts as a 7th level spell.

New dark invocation: Chaos Storm (Sp) At 10th level you gain a bonus dark invocation. It causes columns of fire to appear in a 20-feet radius (6 meters) with range equal to your eldritch blast's range. Anyone caught in the area must resist a trip attempt, as the fire erupts from the ground. You use your caster level and Charisma modifier for the trip. They can't trip you back. On a failed attempt to resist they suffer your eldritch blast's damage as fire damage and catch fire, suffering 2d6 of fire damage each round.

Those who resist the trip attempt may do a Reflex save to half the damage and avoid catching fire.

The round after the explosion everyone still in the area suffer half the damage that they already endured. Those standing are allowed a Reflex save to half the damage again.

It counts as a 8th level spell.

Table: The Epic <-class name->
Level Special
11th <-any improvements to class features gained at this level, including any bonus feats->
12th <-any improvements to class features gained at this level, including any bonus feats->
13th <-any improvements to class features gained at this level, including any bonus feats->
14th <-any improvements to class features gained at this level, including any bonus feats->
15th <-any improvements to class features gained at this level, including any bonus feats->
16th <-any improvements to class features gained at this level, including any bonus feats->
17th <-any improvements to class features gained at this level, including any bonus feats->
18th <-any improvements to class features gained at this level, including any bonus feats->
19th <-any improvements to class features gained at this level, including any bonus feats->
20th <-any improvements to class features gained at this level, including any bonus feats->

The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> feats) every <-# of levels-> levels after <-usually the last non epic level->.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->

Ex-<-pluralized class name->[edit]

<-What happens (if anything) if characters of this class lose an entry requirement or violate their code of conduct (if this class has one). Delete this section if there are no contingencies for continuing in this class->

Campaign Information[edit]

Playing a <-class name->[edit]

Combat: <-Typical role in combat->

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->

Resources: <-What kind of assistance members of this class can expect from each other including possible organizations->

<-pluralized class name-> in the World[edit]

<-Some quote from a character of this class->

<-Where characters of this class fit in a d20 world->

NPC Reactions: <-How NPCs react to characters of this class->

<-class name-> Lore[edit]

Characters with ranks in <-the appropriate skills-> can research <-insert prestige class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
11 <-not so common knowledge->.
16 <-rare information->.
21 <-very rare information->.
26 <-information so obscure that members of this class might not even know it->.

<-pluralized class name-> in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play->

Adaptation: <-Fitting this class in your campaign->

Sample Encounter: <-DM placement for NPC of this class->

EL whatever: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter->



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