Pyromancer (3.5e Class)

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Pyromancer[edit]

Pyromancy is a form of primal arcane magic, an energy from when the world was young and magic was but a dream the races could not even fathom. As a pyromancer, you have access to this ancient and powerful art, using primal magical energy to power your flaming attacks and conjure powerful supernatural abilities to aid you in battle against those who dare incur your wrath.

Making a Pyromancer[edit]

Pyromancers are primarily a combat-based class. While you are hardier than the average caster-esque class, such as a dragonfire adept or a warlock, you are not nearly as hardy as a fighter or barbarian. Thanks to the pyromancer's unique abilities, you will be most helpful from close behind primary melee combatants, using your powerful fire-based abilities and flame lash to provide cover fire for your allies.

Abilities: Dexterity, constitution, and charisma are all important ability scores for the class. Dexterity allows you to act before your enemies and improves your normally lackluster defenses, constitution allows you to more easily make concentration checks that power many of your class abilities, and charisma determines the saving throws of many of your class powers.

Races: Pyromancers are not commonly seen among the races due to the secretive and ancient nature of this primal arcana. Among the base races, orcs, half-orcs, humans, and dwarves are most likely to become pyromancers. Of the more exotic races, firenewts (see Monsters of Faerun for more details) are most likely to become pyromancers.

Alignment: Any, although most pyromancers lean towards chaotic.

Starting Gold: 2d4x10 gp.

Starting Age: As fighter.

Table: The Pyromancer

Hit Die: d8

Level Base
Attack Bonus
Saving Throws special
Fort Ref Will
1st +0 +2 +2 +0 Fire Lash, Invoke Flames, Control Flames (Small)
2nd +1 +3 +3 +0 Fireball, Fire Seeds, Dancing Lights, Lava Missile
3rd +2 +3 +3 +1 Fiery Adaptation, Pyrotechnics, Faerie Fire, Scorching Ray
4th +3 +4 +4 +1 Hand Afire, Fiery Conjuring, Control Flames (Medium)
5th +3 +4 +4 +1 Incendiary Cloud, Improved Fire Lash
6th +4 +5 +5 +2 Flaming Weapon, Fiery Conjuring Alteration, Fire Wings
7th +5 +5 +5 +2 Nimbus of Flame,
8th +6/+1 +6 +6 +2 Blazing Flight, Control Flames (Large)
9th +6/+1 +6 +6 +3 Fire Storm, Fiery Conjuring Alteration
10th +7/+2 +7 +7 +3 Golden Companion, Improved Fiery Adaptation
11th +8/+3 +7 +7 +3 Explosion
12th +9/+4 +8 +8 +4 Greater Flaming Weapon, Fiery Conjuring Alteration, Control Flames (Huge)
13th +9/+4 +8 +8 +4 Fireball Swarm,
14th +10/+5 +9 +9 +4 Purging Heat
15th +11/+6/+1 +9 +9 +5 Fiery Conjuring Alteration
16th +12/+7/+2 +10 +10 +5 Heat Death, Improved Purging Heat, Control Flames (Gargantuan)
17th +12/+7/+2 +10 +10 +5 Explosion Greater
18th +13/+8/+3 +11 +11 +6 Conflagration, Fiery Conjuring Alteration
19th +14/+9/+4 +11 +11 +6
20th +15/+10/+5 +12 +12 +6 Aspect of Flame, Control Flames (Colossal)

Class Skills (4 + Int modifier per level, ×4 at 1st level)
The pyromancer’s class skills are Climb (Str), Concentration (Con), Craft (any) (Int), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Listen (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha). Its key abilities are constitution and charisma.

Class Features[edit]

Pyromancers are skilled wielders of the primal element of fire. All of the following are class features of the Pyromancers.

Weapon and Armor Proficiency: Pyromancers are proficient with all simple weapons and with their fire lashes. They are proficient with light armor but not with shields. Pyromancers are unique in that they do not use spells or invocations, but rather supernatural abilities; as such, their magic is unaffected by arcane spell failure chance.

Fire Lash (Su) A pyromancer begins play at 1st level with their trusted fire lash, a fiery manifestation of their connection with the primal element of fire. This lash is a 15-foot-long whip of fire created from unstable elemental energy. A pyromancer may create this as a move-equivalent action. She takes no damage from a fire lash she creates, and if she releases her hold, it immediately dissipates. The lash deals 1d8 points of fire damage per class level (maximum 20d8) to a target within 15 feet on a successful ranged touch attack. At 5th level, a pyromancer’s fire lash improves; they can choose to make a second whip, or make a single whip that instead has a 25 foot reach and deals 1d10 fire damage per level (maximum 20d10). A pyro can take Weapon Focus and Weapon Specialization (if she otherwise meets the prerequisites) in conjunction with the fire lash, as well as any feats that apply to the use of a standard whip. The whip remains in existence as long as the Pyromancer holds it.

Invoke Flames (Su) A pyromancer begins play at 1st level with the ability to invoke flames as bright as a torch appear in their open hand. The flames harm neither them nor their equipment, and last for 1 minute per level. In addition to providing illumination, the flames can be hurled or used to touch enemies. A pyromancer can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 +1 point per level (maximum +5). Alternatively, they can hurl the flames up to 120 feet as a thrown weapon. When doing so, the pyromancer attacks with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner does the pyromancer hurl the flames than a new set appears in their hand. Each attack they make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves. This spell does not function underwater.

Control Fire (Su)A pyromancer begins play at 1st level with pyrokinetic control over small flames (large campfire or smaller). A pyromancer can freely switch control between fire sources, or change the nature of their control, while they maintain concentration, but only one specified change (keeping a fire burning, animating it, or altering its size) can be made to one fire source in a round. When their control over a fire source lapses, that fire immediately returns to its original state (or goes out if it has no fuel or has been moved away from its original location). With this power, a pyromancer can artificially keep a fire burning that would normally expire for lack of fuel; even dousing a controlled flame with water does not put it out (though completely submerging the flame would). Normally, a creature at risk of catching on fire can avoid this fate by making a DC 15 Reflex saving throw, with success indicating that the fire has gone out. If the fire is one that has been kept burning by the use of control flames, then the DC of the Reflex save needed to put out the flames increases to 25.

This power also enables a pyromancer to make a fire move as if it were a living creature. They can animate only a naturally burning fire; if they attempt to animate one that has been increased or decreased in size by their augmentation of this power, the fire immediately returns to its original size. An animated fire moves at a speed of 30 feet. A fire that moves away from its fuel or its original location dies as soon as their control over it lapses. An animated fire can enter any square, even if a creature already occupies it. If an animated fire enters a square occupied by a creature, that creature can make a Reflex save to get out of the way (DC 11 + the number of dice of damage the fire does + Cha modifier). A successful Reflex save moves the creature to the nearest unoccupied square. The flames deal 2d6 to any creature that is either on fire or surrounded by the flames (in the fire’s space). At the start of the pyromancer's turn, the animated fire deals damage to any creature in its space, and the creature catches on fire unless it makes a Reflex save. A victim on fire takes 1d6 points of damage each round. Additional rounds in the same space as the animated fire occupies mean additional chances of ignition. The damage from multiple normal fires stacks, but the victim gets a saving throw each round to negate each fire. It is possible to switch control from the animated fire (causing it to disappear) to intensify flames that are already burning (thus denying the foe Reflex saves after the first).

Starting at 4th level, a pyromancer can control bigger flames. The max flame size goes up by 1 category every 4 class levels. 4th level brings it to medium flames (forge), 8th is large (bonfire), 12th is huge (burning shack), 16th is gargantuan (burning tavern), 20th is colossal (burning inn). Likewise, each size up from small deals 1d6 more damage (small is 2d6, and colossal is 7d6).

Fireball (Su) At 2nd level, a pyromancer, as a standard action, can launch fireballs at will, doing so fires out an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per level (maximum 20d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure. The pyromancer points their finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. (An early impact results in an early detonation.) If they attempt to send the bead through a narrow passage, such as through an arrow slit, it must “hit” the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.

The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.

Fire Seeds (Su) At 2nd level, a pyromancer may enchant plants into explosive weapons. As a standard action, she may enchant up to 5 small plants per turn, or as a swift action, 1 per turn. Depending on what plant she enchants she will get a different effect. Each amount limit is separate. Once enchanted, these plants will work even in an antimagic field (antimagic field only negates the creation of more).

- Acorn Grenade: As many as (2 + 1 per class level) acorns can be turn into special splash weapons that can be hurled as far as 100'. A ranged touch attack roll is required to strike the intended target. Together, the acorns are capable of dealing 1d6 points of fire damage per class level (maximum 20d6). Each acorn explodes upon striking any hard surface. In addition to its regular fire damage, it deals 1 point of splash damage per die, and it ignites any combustible materials within 10'. A creature within this area that makes a successful Reflex saving throw (DC 15 x the number of acorns) takes only half damage; a creature struck directly is not allowed a saving throw.

- Holly Berry Bombs: As many as (4 + 2 per class level) holly berries into special bombs. The holly berries are usually placed by hand, since they are too light to make effective thrown weapons (they can be tossed only 5'). If you are within 200' and speak a word of command, each berry instantly bursts into flame, causing 1d8 points of fire damage +1 point per caster level to every creature in a 5' radius burst and igniting any combustible materials within 5'. A creature in the area that makes a successful Reflex saving throw (DC 15 x the number of berries) takes only half damage.

- Molotov Coconut: As many as (1 + 1 per 2 class levels) coconuts can be turned into special splash weapons that can be hurled as far as 50'. Upon hitting any hard surface, the coconut shatters, splashing liquid flames on anyone in a 5' radius, igniting any combustible materials within that range, and will cling onto them for 5 rounds, dealing 1d6 points if fire damage per 2 class levels each round (maximum 10d6). A creature within this area that makes a successful Reflex saving throw (DC 15 x the number of coconuts) takes only half damage; a creature struck directly is not allowed a saving throw.

Dancing Lights (Su) A pyromancer can create up to 4 orbs of light, that cast the same amount of light as a torch, The orbs must stay within a 10-foot-radius area in relation to each other but otherwise move as the pyromancer's desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell’s range.

Lava Missile (Su) A pyromancer can fire a missile of magical energy darts forth from their fingertip at a target, dealing 1d4+1 points of fire damage. The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell. For every two caster levels beyond 2nd, she gains an additional missile—two at 4th level, three at 6th, four at 8th, and the maximum of five missiles at 10th level or higher. If she shoots multiple missiles, she can have them strike a single creature or several creatures. A single missile can strike only one creature. She must designate targets before she checks for spell resistance or roll damage.

Fiery Adaptation (Ex) At 3rd level, a pyromancer becomes resistant to fire, gaining a +4 bonus on all saving throws against fire and heat spells and effects. In addition, she can exist comfortably in temperatures up to 140 degrees and gains resistance to fire 10. At 10th level, these bonuses increase to +8 to her saving throws and fire resistance 20 and gains immunity to ill effects from environmental heat.

Pyrotechnics (Su) At 3rd level, a pyromancer can turn a fire into either a burst of blinding fireworks or a thick cloud of choking smoke, depending on the version you choose.

- Fireworks: The fireworks are a flashing, fiery, momentary burst of glowing, colored aerial lights. This effect causes creatures within 120 feet of the fire source to become blinded for 1d4+1 rounds (Will negates). These creatures must have line of sight to the fire to be affected. Spell resistance can prevent blindness.

- Smoke Cloud: A writhing stream of smoke billows out from the source, forming a choking cloud. The cloud spreads 20 feet in all directions and lasts for 1 round per caster level. All sight, even darkvision, is ineffective in or through the cloud. All within the cloud take –4 penalties to Strength and Dexterity (Fortitude negates). These effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud. Spell resistance does not apply.

Faerie Fire (Su) At 3rd level, a pyromancer can fire a burst of light from himself, hitting all targets in a 5' radius. A pale glow surrounds and outlines the subjects hit. Outlined subjects shed light as candles. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light. The faerie fire can be blue, green, or violet, according to your choice at the time of casting. The faerie fire does not cause any harm to the objects or creatures thus outlined.

Scorching Ray (Su) At 3rd level, a pyromancer can blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage. The rays may be fired at the same or different targets, but all bolts must be aimed at targets within 30 feet of each other and fired simultaneously.

Hand Afire (Su) A pyromancer of 4th level or higher can activate this ability as a move-equivalent action. Flames engulf one of the pyromancer hands (but do her no harm). Her unarmed attacks with that hand are treated as armed. Such attacks deal an extra 2d6 points of fire damage. This bonus lasts until the beginning of the pyromancer's next turn.

Fiery Conjuring (Su) Starting at 4th level, as a standard action, a pyromancer can launch a bolt of supernaturally manifested fire at any target in line of sight within 45 feet. This effect is treated as a ranged touch attack and deals 1d6 points of fire damage for every two levels of pyromancer the character has. At 6th level and every 3 levels hereafter, a pyromancer gains the ability to make alterations to their fiery conjuring. Each alteration has a specific penalty to the dice pool of the pyromancer's fiery conjuring. The available Alterations are listed below:

- Bolt range becomes 150'. Penalty: -1 dice.

- Bolt explodes on contact, dealing damage to all targets within a 15' radius of the first target struck by the bolt. Targets in this radius may make a reflex save for half. Penalty: -2 dice.

- Bolt ignores cover and concealment. Penalty: -1 dice.

- Bolt can instead be converted to a 30' cone of flame as a swift action twice per day (reflex save 10 + half pyromancer level + cha modifier). Penalty: -2 dice.

- Bolt can instead be converted into 2 bolts as a swift action twice per day. Penalty: -2 dice.

Alternatively, instead of gaining an alteration, you may instead regain one lost die from your fiery conjuring's dice pool.

Fire Wings (Su) This spell transforms your arms into wings of brilliant fire. The flame does not damage you or any items you carry. Because your arms are transformed, you cannot hold items in your hands or cast spells that require somatic components, but rings, bracers, and other items worn on your arms when you cast the spell still function normally. The wings allow you to fly at 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 cannot 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 duration expires while you are aloft, you descend at a rate of 60 feet per round for 1d6 rounds, then fall the rest of the distance if you haven't already landed. Because dispelling a spell effectively ends it, the subjects also descends in this way if the fire wings spell is dispelled, but not if it is negated by and antimagic field. 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 (and the spell canceled) by a quench spell, immersion in water, or a wind of hurricane or greater force.

Incendiary Cloud (Su) At 5th level, a pyromancer can create a cloud of roiling smoke shot through with white-hot embers. The smoke obscures all sight as a fog cloud does. In addition, the white-hot embers within the cloud deal 4d6 points of fire damage to everything within the cloud on her turn each round. All targets can make Reflex saves each round to take half damage.

As with a cloudkill spell, the smoke moves away from her at 10 feet per round. Figure out the smoke’s new spread each round based on its new point of origin, which is 10 feet farther away from where she was when she cast the spell. By concentrating, she can make the cloud (actually its point of origin) move as much as 60 feet each round. Any portion of the cloud that would extend beyond her maximum range dissipates harmlessly, reducing the remainder’s spread thereafter. As with fog cloud, wind disperses the smoke, and the spell can’t be cast underwater.

Flaming weapon (Su) At 6th level and higher, a pyromancer can activate this ability as a move-equivalent action. Flames that harm neither her nor the weapon engulf one weapon she holds (which can be a projectile such as a stone, bullet, arrow, or bolt). The weapon deals an extra 2d6 points of fire damage on a successful hit. This ability can affect the pyromancer’s fire lash weapon. This damage bonus lasts until the beginning of the pyromancer's next turn.

Nimbus of Flame (Su) Beginning at 6th level, a pyromancer can activate this ability as a move-equivalent action. Flames that harm neither the pyromancer nor her equipment engulf her entire body. While she is aflame, the character gains a +4 bonus to grapple and concentration checks, a +4 bonus to her charisma score, she can make a melee touch attack for 2d6 points of fire damage, and she gains damage reduction 5/magic. This touch attack can be used in conjunction with a pyromancer’s fire lash weapon. If she is struck in melee, the attacker takes 2d6 points of fire damage. This ability lasts for up to 1 minute per pyromancer level and is usable once per day for every three levels in pyromancer you have.

Explosion (Su) You cause a massive explosion that deals fire, force, and sonic damage to both creatures and to objects. You channel your arcane powers into a mighty spell at a target location that you can both see and focus on for a full round. Then, pointing both palms at the target location, you unleash a devastating magical explosion. A glowing, tangerine-sized bead streaks from the midpoint between the pointed palms and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the explosion at that point. (An early impact results in an early detonation.) If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.

Medium or smaller creatures within the target area are shunted 5 feet per caster level away from the epicenter of the spell's effect and are knocked prone. If they collide with an obstruction such as a wall or a rock, then they take falling damage equal to the distance that they were shunted past said obstruction. For instance, if a kobold is shunted 20 feet into a wall that is 5 feet away, then they take 15 feet worth of falling damage.

All creatures within the target area must succeed on a reflex saving throw or take 1d6 fire damage per caster level, 1d8 force damage per caster level, and 1d4 sonic damage per two caster levels. Affected creatures must also succeed on a fortitude saving throw or be blinded, deafened, and stunned for 1 turn per caster level.

Objects, structures, carried equipment, and the like are also damaged by the spell. Additionally the spell has a 60% chance of igniting flammable materials in the target area, causing mundane fires as a result.

Creatures within 120 feet of the epicenter of of the explosion (but not within the target area) must succeed on a fortitude saving throw to negate being deafened for 1 turn per two caster levels. Also, creatures within 1 mile of the affected area may make a DC 8 listen check to determine the location/direction of the explosion, the DC increases by 2 for every mile thereafter. After the spell's effect occurs a cloud of smoke that is 100 ft per caster level tall rises from the affected area.

It should be noted that the spell has the capacity to damage if not destroy small buildings and as a result it can cause for the battlefield to be littered with rubble, resulting in parts of it being considered difficult terrain.

Blazing flight (Su) Beginning at 8th level, as a move action, a pyromancer may use her innate fire to give her a boost and take to the skies. To do this, a pyromancer must succeed a DC 20 concentration check. If she succeeds, she may move at double her speed in all directions, including vertically, but cannot move more than quadruple her speed in a round. A flying pyro leaves a trail of flame in the air that disperse in 2 rounds, but her tread does not deal damage. If a pyromancer makes a charge attack while using this ability she deals an additional 4d6 fire damage. A pyromancer may utilize this ability for a number of rounds equal to her pyromancer level.

Fire Storm (Su)

Golden Companion (Su) At 10th level, a pyromancer can summon a juvenile golden dragon as a standard action. This dragon can be summoned for up to 72 hours per week. For every 5 ECL the pyromancer has, the dragon will go up by one age category (maxing at great wyrm, after which it stops aging). After which, for every ECL she has past 40, the DC for the dragon's breath attacks increases by 1, the damage by 1d10, and health by 5d12 + 20 (52). Once the dragon's health drops below 5%, it will automatically be dismissed to recover. If the pyromancer's health drops below 10% the dragon will automatically come to protect her, even if it hadn't already been summoned or is below 5% health. If the dragon dies, then the pyromancer is knocked unconcious for 1d6 rounds and takes 5d6 of backlash damage; the dragon may not be summoned again for 1 month as it revives.

Greater Flaming Weapon (Su) At 12th level, when a pyromancer activates her hand afire ability or her weapon afire ability, her unarmed attack or weapon deals an extra 4d6 points of fire damage instead of 2d6. Touch attacks made while she uses the nimbus ability likewise deal 4d6 points of damage instead of 2d6. In addition, her hand afire and flaming weapon abilities now last a number of rounds equal to half her pyromancer level.

Fireball Swarm (Su) At 13th level, a pyromancer can now, as a standard action, fire out fireballs in either a burst or rapid succession. A pyromancer can now fire up to (5 + 1/2 level) fireballs per turn. The burst option spreads out in a cone (5' wider every 5' it travels, for max distance of 120'), instead rolls 1d8 per level for damage (max 20d8), and any creatures in the the cone must make a reflex save (DC 10 + 5 per fireball). The rapid fire option must do 1 attack roll per fireball, with a -1 penalty to each while standing still, and -5 while moving. If a 1 is rolled in any of the rapid fire rolls, then the attack ends with the fireball blowing up in the pyromancer's face for 3/4 damage.

Explosion Greater (Su) You cause a massive explosion that deals fire, force, and sonic damage to both creatures and to objects. You channel your arcane powers into a mighty spell at a target location that you can both see and focus on for a full round. Then, pointing both palms at the target location, you unleash a devastating magical explosion. A glowing, cantaloupe-sized sphere streaks from the midpoint between the pointed palms and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the explosion at that point. (An early impact results in an early detonation.) If you attempt to send the sphere through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the sphere strikes the barrier and detonates prematurely.

Large or smaller creatures within the target area are shunted 10 feet per caster level away from the epicenter of the spell's effect and are knocked prone. If they collide with an obstruction such as a wall or a rock, then they take falling damage equal to the distance that they were shunted past said obstruction. For instance, if a kobold is shunted 20 feet into a wall that is 5 feet away, then they take 15 feet worth of falling damage.

All creatures within the target area must succeed on a reflex saving throw or take 2d6 fire damage per caster level, 2d8 force damage per caster level, and 2d4 sonic damage per two caster levels. Affected creatures must also succeed on a fortitude saving throw or be blinded, deafened, and stunned for 1 turn per caster level.

Objects, structures, carried equipment, and the like are also damaged by the spell. Additionally the spell has a 80% chance of igniting flammable materials in the target area, causing mundane fires as a result.

Creatures within 240 feet of the epicenter of of the explosion (but not within the target area) must succeed on a fortitude saving throw to negate being deafened for 2 turns per two caster levels. Also, creatures within 2 miles of the affected area may make a DC 6 listen check to determine the location/direction of the explosion, the DC increases by 2 for every mile thereafter. After the spell's effect occurs a cloud of smoke that is 200 ft per caster level tall rises from the affected area.

It should be noted that the spell has the capacity to damage if not destroy small buildings and as a result it can cause for the battlefield to be littered with rubble, resulting in parts of it being considered difficult terrain.

Purging Heat (Su) At 14th level, a pyromancer’s flames burn so hot that they ignore 10 points of fire resistance. At 16th level, they ignore 20 points of fire resistance and deal half damage to creatures immune to fire with fire attacks.

Heat Death (Su) A pyromancer who reaches 16th level can make a DC 20 concentration check as a free action and take a full attack action to raise the internal temperature of one living creature within 30 feet to lethal levels. The target must succeed on a Fortitude saving throw (DC 10 + 1/2 class level + charisma modifier) or die horrifically as they are incinerated from the inside out. Even on a successful save, the target takes 4d8 points of fire damage from the heat. This ability has no effect on creatures with the fire subtype (instead they just take half damage from the second effect), though it affects undead and constructs. This ability may only be used twice per day.

Conflagration (Su) At 18th level, a pyromancer gains the ability to create a massive burst of raging flames around herself, burning everything in the area. As a standard action, she may expend one use of her nimbus ability and can use this ability to deal 15d6 points of fire damage in a 30-foot-radius burst emanating from herself. Any creature or object caught in the burst can make a Reflex saving throw (DC 12 + half the pyro’s class level + pyro’s Cha modifier) for half damage. Anyone failing the Reflex save against the conflagration must also make a Fortitude saving throw (same DC) or die due to being reduced to ash. The death effect has no effect on creatures of the fire subtype (instead only taking half damage on a failed saving throw, or none on a successful reflex save), though it effects undead and constructs.

Aspect of Flame(Su) At 20th level, a pyromancer may take on the aspects of a mighty fire elemental. Once per day, the pyromancer may, as a standard action, expend one use of their nimbus class ability and allow themselves to become consumed by fire, becoming a powerful flaming creature. They transform into an elder fire elemental as a druid would (see wild shape for more information), but with a few modifications. The save for the elemental’s burn attack uses your hit dice and your new constitution modifier, they gain all the benefits of their nimbus ability while in this state, their slam attacks are resolved as though empowered by your greater flaming weapon class feature, and also gain a heat aura, causing all within 10 feet of the pyromancer take 2d6 fire damage per round (no save). This form lasts for a number of rounds equal to 3+ their charisma modifier. At the end of this transformation, a pyromancer is fatigued until they receive a short rest.

Epic Pyromancer[edit]

Table: The Epic Pyromancer

Hit Die: d8

Level Special
21st Ultimate fire lash
22nd bonus feat
23rd Improved nimbus (constitution)
24th Ultimate purging flames
25th Improved nimbus (dexterity)
26th bonus feat
27th Supreme Aspect of Flame
28th Blazing Portal
29th bonus feat
30th Ultimate Pyromancy

4 + Int modifier skill points per level.

Ultimate fire Lash: At 21st level, the pyromancer's trusted fire lash improves one final time. The pyromancer may choose to change the fire lash's length at will (up to a maximum of 30 feet, or 45 feet with the 25 foot lash) or increase the fire lash's damage by one step (1d10 if the pyromancer chose to create two lashes, or 2d6 if they chose to manifest it as a 25 foot lash).

Improved nimbus: In epic levels, the pyromancer's nimbus becomes more potent. At 23rd level, in addition to its previous benefits, it also grants the pyromancer a +4 bonus to constitution. At 25th level, the nimbus also grants a +4 bonus to dexterity.

Ultimate purging flames: At 24th level, the pyromancer ignores all fire resistance and deals full damage with their fire attacks to creatures of the fire subtype.

Supreme Aspect of Flame: At 27th level, the pyromancer's aspect of flame improves. They may now also take the shape of an elder Magma Paraelemental (see Manual of the Planes for more details) or a holocaust disciple (see Monster Manual 4 for more details). A holocaust disciple's heat aura stacks with the flame aura Aspect of Flame normally gives.

Blazing Portal: At 28th level, a pyromancer gains the ability to cast Gate as a spell-like ability (caster level equal to pyromancer level). This gate can only be opened to the elemental plane of fire, but it has an extra effect: when it is initially conjured, all within 50 feet of the summoned portal must make a reflex save (15 + pyromancer level + charisma modifier)or else take 20d6 fire damage as it bursts into existence in a fiery explosion. The pyromancer may then summon any creature from the plane of fire that has a challenge rating 3/4 less than her own challenge rating (ie if the summon has a challenge rating of 15, the pyromancer summoning it needs a challenge rating of 20).

Ultimate Pyromancy: At 30th level, a pyromancer becomes one with the primal element of fire. A pyromancer becomes an elemental (augmented {original creature type)), and gains all the benefits and penalties associated with the elemental creature type. A 30th level pyromancer is permanently affected by the nimbus of flame class ability, which grants them all the benefits of said ability. In addition, they gain the ability to cast their previous flame arcana spells at will, and gain the ability to cast Erupt, as the spell, once per day.

Bonus Feats: The epic Pyromancer gains a bonus feat (selected from the list of epic fighter bonus feats) as listed on "table: epic pyromancer".

Human Pyromancer Starting Package[edit]

Weapons: dagger, sling.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
intimidate 4 char "—"
concentration 4 cons "—"
knowledge (arcana) 4 int "—"
knowledge (the planes) 4 int "—"
climb 4 str -1

Feat: weapon finesse.

Bonus Feats: weapon focus (fire lash).

Gear: Studded leather armor, bedroll, tent.

Gold: 35 gp.

Campaign Information[edit]

Playing a Pyromancer[edit]

Pyromancers represent an ancient order of arcana forgotten by most of the world. As a pyromancer, your job is to understand and respect both the innate chaotic nature of flame but also its cold, merciless disregard for others. Pyromancers are often people of polar extremes; some of them are stoic and well-controlled in order to better understand the power of fire, while others are drawn to its chaotic and uncontrollable nature, utilizing its power for their own amusement or entertainment.

Religion: Most pyromancers worship Imix, the lord of evil elementals, for his vile yet controlling nature over the flames he wields generate great respect from many fledgling and experienced pyromancers. It is not uncommon to see pyromancers worship Pelor, Obad-Hai, or other similar gods who grant access to fire as a main source of power. Others still worship gods such as Erythnul or Olidammara, whose free will and uncontrollable nature give them inner peace about the power of flame.

Other Classes: Young or inexperienced Pyromancers tends to get along with other wild souls, such as barbarians and bards, for the freedom fire grants is something they can sympathize well with. Older, more experienced pyromancers often get along with clerics, wizards, and sorcerers, for the control one needs in order to avoid immolating oneself with fire requires expert training and incredible strength of will. Pyromancers tend to not get along well with druids, for the wanton use of fire is often seen as a threat to nature's sovereignty and health.

Combat: Pyromancers work best from behind melee-heavy characters but in front of mages. They are not as easily killed as most casters but are nowhere near as tough as a fighter or barbarian. Pyromancers work best supporting with their fiery conjurations and flame arcana, disorienting or sniping foes from afar.

Advancement: Pyromancers tend to choose weapon finesse, due to higher dexterity than strength. They also tend to choose feats that improve their speed or defenses, such as dodge or improved initiative. Pyromancers tend to multiclass well into melee classes, such as fighter or paladin, due to their supernatural abilities ignoring arcane spell failure chance.

Pyromancers in the World[edit]

"Before there were your petty schools and ridiculous religions, there were pyromancers. Our fire burned brightest in ancient days, but our time is far from gone. Nay, the time of the flame has only just begun!"
—Gorriah, orc pyromancer

Pyromancers are often loners, outsiders, or outcasts. Many societies do not understand or will not understand the importance and utility of pyromancy, so its practitioners are often persecuted. Pyromancers occasionally congregate in small groups called coveys, where they often worship the gods of flame or powerful elemental lords such as Imix. Some pyromancers are lucky and are not rejected from their societies; those lucky enough to receive this fate often become important individuals, such as historians or generals.

Daily Life: Most pyromancers spend their days meditating or preparing themselves for possible conflict. Young or inexperienced pyromancers are often wanton or chaotic, testing out their newfound abilities on anything they can find or otherwise simply showing off to others of their race. Older pyromancers often set up secret schools so that they may expand the arts of pyromancy to see that the art never truly fades.

Notables: Dugirsu the flame-tongued is believed to have been the founder of pyromancy. An elven outcast, it is said that Dugirsu sold himself to Imix and for his loyalty was granted the ancient secrets of fire. He used this power to train disciples and wage war against those who had exiled him.

Organizations: Monastery of the Flame-tongued is a secretive temple located high in frigid mountains, far away from the prying eyes of society. This secret monastery was founded by Dugirsu himself over 5,000 years ago. It is here that those who discover latent talents as pyromancers are trained to fully unlock their abilities.

NPC Reactions: It is rare for people of the world to accept a pyromancer as a friend. People fear fire, and one who controls fire as easily as normal people control their hands and feet frightens commoners and nobles alike. As such, pyromancers are often met with great suspicion and possibly even direct hostility should they make their abilities known.

Pyromancer Lore[edit]

Characters with ranks in knowledge (arcana) can research Pyromancers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (arcana)
DC Result
5 This is a pyromancer, a strange form of magic user who utilizes flames for combat.
10 Pyromancers actually tap into a primitive form of arcana to manifest and control the fire they use.
15 It is rumored that the father of pyromancy, Dugirsu the flame-tongued, made a pact with the evil lord of fire elementals, Imix, in order to gain access to the ability to wield fire. It is said he trained individuals in a lost monastery about these arts.
20 Pyromancers actually are exceedingly rare, despite what many people believe. The ability to truly use the primal flame is not something that comes easy to most people, and those who manifest such powers are often drawn to Dugirsu's ancient temple, the Monastery of the Flame-tongued, to truly unlock their maximum potential in the arts.

Pyromancers in the Game[edit]

A Pyromancer can potentially be a very interesting player character. Perhaps at early levels the character is eager to unlock their full potential and seeks to enter the Monastery of the Flame-tongued to truly reach their maximum power. Perhaps the player character is a latently powerful pyromancer who does not feel the need to make the pilgrimage to the Monastery of the Flame-tongued, and instead seeks to find enlightenment or simply travel the world.

Pyromancers can potentially make interesting NPCs as well. Perhaps they encounter a group of rogue pyromancers who utilize their powers wantaonly to spread destruction and chaos through the land, or perhaps they encounter and older, wiser pyromancer who simply wishes to be left alone, though will grant the player characters a tidbit of knowledge should they inquire enough. A pyromancer could also be a potentially dangerous villain, one who seeks to see the world burned, or perhaps he seeks to free Imix from the elemental plane of fire.

Adaptation: You could perhaps instead have pyromancers be similar to warlocks, but instead of having ties to fiends or fey, they have ties to the elemental plane of fire. You could also perhaps simply have pyromancers be a limited form of mage, similar to the warmage or the beguiler, who specializes in fire spells.



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