Pyromancer (3.5e Class)

Summary::A caster who can manipulate and invoke fire with extreme proficiency. Length::20 Minimum Level::1 Base Attack Bonus Progression::Poor Fortitude Save Progression::Poor Reflex Save Progression::Poor Will Save Progression::Good Class Ability::Prepared Arcane Spellcasting Class Ability Progression::Full

Pyromancer
Pyromancers are spellcasters that can invoke flames. They started as a cabal of evokers obsessed with the power of the flames, and eventually branched into a whole new class. They cast much like wizards, with a few exceptions.

Making a Pyromancer
Pyromancer are good blasters who did not sacrifice utility. They are good all-rounders, with the exception of their formidable attack power.

Abilities: A pyromancer's main casting ability is charisma. She also needs constitution and dexterity in order to survive.

Races: Any races can be pyromancers; aquatic races, however, tend to shun the class, since early pyromancy is impossible to really use underwater.

Alignment: Any, though chaotic minded individuals tend to take the class more often than lawful ones.

Starting Gold: As wizard.

Starting Age: Complex

Class Features
All of the following are class features of the Pyromancer.

Weapon and Armor Proficiency: Pyromancers are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a pyromancer’s movements, which can cause her spells with somatic components to fail.

A pyromancer must choose and prepare her spells ahead of time (see below).

To learn, prepare, or cast a spell, the pyromancer must have an Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a pyromancer’s spell is 10 + the spell level + the pyromancer’s Charisma modifier.

Like other spellcasters, a pyromancer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Pyromancer. In addition, she receives bonus spells per day if she has a high Charisma score.

Unlike a bard or sorcerer, a pyromancer may know any number of spells; however, she must choose two schools other than evocation and divination. She may not learn or casts spell from those schools. Unlike other prepared spellcasters, a pyromancer needs a specific ritual in order to prepare the spell from her repertoire (see Rites of Flames below).

Whenever she gains a level, she may receive a favorite spell (see the Pyromancer Favorite Spells table below). She may cast any of her favorite spells spontaneously by expending a spell slot of the appropriated level. Her favorite spells may only be evocation, divination, or spells with the [fire] descriptor. Spells with the [fire] descriptor may be taken from any spell list, but are always cast as arcane spells even if taken from a divine class.

At 8th level, the Pyromancer receives the Arcane Thesis feat for all of her favorite spells. This bonus applies retroactively.

She cannot prepare any spell not in her repertoire, except for read magic and her favorite spells, which all pyromancers can prepare from memory.

A pyromancer begins play with all 0-level pyromancer spells (except those from her prohibited school or schools) plus three 1st-level spells of your choice in her repertoire. For each point of Charisma bonus the pyromancer has, her repertoire holds one additional 1st-level spell of your choice. Unlike a wizard, a pyromancer does not know any new spells from leveling (except her favorite spells). At any time, a pyromancer can add spells found in wizards’ spellbooks to her repertoire. A pyromancer may add spells to her repertoire like a wizard adds spell to her spellbook.

Any time she wishes to prepare her spells for the day, she needs to perform the Rites of Flames. The rite itself is simplistic, requiring the pyromancer only an hour of uninterrupted chanting and access to a flame of any size (a candle would do, although most pyromancers prefer large fire). Doing so allows her to access her repertoire. If, for some reason, she cannot perform the rite, she is unable to prepare new spells (although she can still spontaneously cast her favorite spells). Once the rites of flames are done, the spells are prepared as normal. The rites of flames can only be performed once every 24 hours.

 : A pyromancer is used to the flame, and the flames accept her as one. She gains resistance to fire equal to her class level &times; 3. She is also immune to mundane flames.

 : A pyromancer has no trouble with simple cantrips and the like. Whenever she casts a cantrip, she does not expend the spell slot used to prepare it. Additionally, she may cast produce flames at will as a swift or immediate action.

Some pyromancer tricks have prerequisites which must be met.

 : As a standard action, you may cover your skin with ash and soot for 1 minute, giving you resistance to cold equal to your class level &times;3 and the benefit of endure elements.

 : Half of all Fire damage is instead dealt by light (undead and oozes take double damage; fire resistance and immunity don't work but light resistance does), and the spell gains the [Light] descriptor. Creatures that fail their saves are blinded for 2 rounds. The pyromancer must be level 10th or higher in order to take this pyromancer trick.

 : The pyromancer's flames are chaotic beyond reason, following illogical patterns that are impossible to predict. The pyromancer's [fire] spells now ignore evasion and mettle and any improved version of both abilities. The pyromancer must be level 10th or higher in order to take this pyromancer trick.

 : Whenever a creature is slain by one of your [fire] spells or abilities that dealt fire damages, you may have that creature burst into a cloud of ashes, replicating the effect of fog cloud centered on the creature. The body is then reduced into fine ashes as dust to dust.

You may take it even if you have chosen conjuration as a prohibited school. The pyromancer must be level 4th or higher in order to take this pyromancer trick.

The pyromancer must be level 4th or higher in order to take this pyromancer trick.

 : The pyromancer gains energy absorption (fire). The pyromancer must be level 8th or higher in order to take this pyromancer trick.

 : As a swift action, you conjure a whip made of fire lasting for 3 rounds. As a standard action, you may attack with the whip. All creatures in a (your reach + 5) foot cone must make a Reflex save or take 1d6/character level fire damage, reflex half.

 : When the pyromancer's skin is covered in ash, it is as sturdy as obsidian. Whenever the pyromancer calls upon ash skin, she gains a natural armor of 3+half her class level.

 : 3/day, you may cast fireball as a spell-like ability. Add fireball to your favorite spells list. The pyromancer must be level 6th or higher in order to take this pyromancer trick.

 : Whenever you cast a spell, by spending an additional spell slot of the same level or higher, you may treat the spell as a [fire] spell. If the spell dealt damage, it now deals fire damage.

 : You may expend a spell slot of any level to make a powerful flame attack. Centered on you, a wave of fire extends to spell level &times; caster x 5', and all creatures and unattended objects in the way take 1d6/caster level plus 2d6/expended spell level fire damage. You are immune to your own pyroclasm.

 : By expending a spell slot of at least 3rd level or higher, the pyromancer may invoke a deadly blast of sulfur and smoke. Treat this ability as a cone of cold, except it deals half-fire, half-acid damage. Then the area affected by the sulfuric spray is covered in a stinking cloud for 3 rounds. If a spell slot of 6th level or higher was expended, the stinking cloud is replaced by a cloudkill. The pyromancer must be level 10th or higher in order to take this pyromancer trick.

The pyromancer must be level 12th or higher and have the volcanic fire trick in order to take this pyromancer trick.

Her spells and abilities ignore fire resistance, while fire immunity simply halves the damage. The pyromancer must be level 6th or higher in order to take this pyromancer trick.