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Pathfinder 1E Pyromancer Hombrew Class. Critique it?

A pyromancer is one who has seen the unpredictable power that fire hasto offer, and has dedicated their life to the mastery of it. Bynature, fire is unpredictable and fickle force, killingindiscriminately, but maybe thats what draws the pyromancers in. Theystudy creature who have mastered control of it, and try to emulatethem. Such power is often very destructive, even to those who wouldwield it, but to those few who can master it, fire is the mostpowerful weapon that they could ever wield.


Role:A pyromancer is first and foremost, and damage dealer. Theyspecialize in using fire to burn away their foes, and leave nothingbut ashes. However, due to none of their abilities being arcanespellcasting, they can wear any armor they choose, if they take theproficiency for it, meaning they could be a tank too.


StartingWealth: 4d6x 10gp


ClassSkills: Craft,Heal, Intimidate, Knowledge(Arcana), Knowledge(Dungeoneering),Knowledge(Nature), Knowledge(Planar), Preform, Profession, SenseMotive, Survival, Use Magic Device.

SkillPoints:4 + INT Mod.
Level
BAB
Fort
Ref
Will
Special
1
2
Spark of Life(See Table)
2
1
3
Where There's Smoke
3
2
1
1
3
Body of Fire
4
3
1
1
4
Bonus Feat
5
3
1
1
4
Spark of Life
6
4
2
2
5
Feel the Burn
7
5
2
2
5
Dragon Soul
8
6/1
2
2
6
Bonus Feat
9
6/1
3
3
6
There's Fire
10
7/2
3
3
7
Spark of Life,
11
8/3
3
3
7
Blast Wave
12
9/4
4
4
8
Bonus Feat
13
9/4
4
4
8
Feel the Burn
14
10/5
4
4
9
Persisting Flame
15
11/6/1
5
5
9
Spark of Life
16
12/7/2
5
5
10
Bonus Feat
17
12/7/2
5
5
10
Cinder Burst
18
13/8/3
6
6
11
Ally of Flame
19
14/9/4
6
6
11
Feel the Burn
20
15/10/5
6
6
12
Spark of Life, Rise from Ashes
Weapon and ArmorProficiency: Any light ormedium armor and shields other than tower shield. Any simple ormartial weapons, and the Pyromancer's Gauntlet.


Spark of Life: Thepyromancer awakens the Spark within herself, this is the first stepin a long journey of fire mastery. The Spark is the pyromancer'ssoul, burning with an unquenchable flame. This proves hard to tame,and early pyromancers often hurt themselves as the fire is hard tocontrol. The Spark allows the pyromancer to manifest fire in a numberof ways:
Claws:The Spark surrounds the arms of the pyromancer, turning her handsinto searing claws. The pyro can make a melee attack simular to thenatual claw attack.
FireBlast: The pyromancer learns to fire the attack in a beam of sorts.This allows the pyro to make a ranged touch attack against heropponent. Range 30ft
FireBall: The pyro learns to gather a large amount of energy up beforethrowing it as a massive fireball. This is a ranged touch attack. Thefireball explodes upon impact, hitting everyone(even friendlies) in a30ft area. The target of the attack does not get a saving throw, buteveryone else in the area does. Reflex DC 10 + ½ Pyro Level + INTMod.
InfernoTempest: The pyro learns to release a enormous amount of energy atonce, allowing her to create a blast wave centered on herself.Everyone in a 20ft radius except the pyro gets hit, reflex to halveDC 10 + ½ Pyro Level + INT Mod.
Incinerate:The pyro learns to create a fire so intense, that only the strongestcan survive its blast. Once per day, the pyro may use incinerate totry to instantly burn her foes alive. Incinerate can be used with anyof the previous attacks, but the target must pass a Fort Save or beinstantly incinerated. If the target passes they still take doubledamage from the attack.

Level
Damage
Special
1-4
1d6/1d6
Fire Claws
5-9
1d8/1d4
Fire Blast
10-14
2d6
Fire Ball
15-19
2d8
Inferno Tempest
20
4d6
Incinerate

Where There's Smoke: At2ndlevel the pyro learns to move as smoke and fire do, granting the pyroan uncanny ability to get out of the way of attacks. This grants thepyro Evasion.


Bodyof Fire: The pryo's internalbody temperature begins to rise as they gain more and more energy.This causes anyone that strikes the pyro with a natural weapon totake 1 point of fire damage for 1 point of fire damage for every 3pyro levels they posses, up to a maximum of 6 at 18thlevel. In addition to that, the pyro is immune to cold temperaturesdue to this increase, and immune to hot temperatures due to his bodygrowing accustomed to the heat. The pyro's unarmed strikes now deal1d6 fire damage, and can no longer be used for non lethal damage.


BonusFeat: At 4thlevel, and every four levels thereafter, the pyro gains a bonus feat.


Feelthe Burn: At 6thlevel the pryo begins learning how to increase the temperature of herflames to an unprecedented level. A pyro can ignore any fireresistance that is 5 or lower. This increase to 10 or lower at 13thlevel, and at 19thlevel the pyro can surpass 15 fire resistance. At 19thlevel the pyro's flames are so hot that no creature can boastimmunity from them. In addition to ignoring fire resistance 15 orlower, any creature that has fire immunity takes halve damage fromthe pyro's attacks.


Dragon'sSoul: At 7thlevel the pyromancer begins to learn to copy the masters of firethemselves, dragons. The pyro can spew a 15ft cone of fire, dealing1d6/2 levels of fire damge a number of times per day equal to her CONMod. Reflex to halve DC 10 + ½ Pyro Level + CON Mod.


There'sFire: A continuation of WhereThere's Smoke, this grants thepyro Improved Evasion at level 9, as the pyro has learned to move inrapid and unpredictable ways, similar to the fire they worship.


BlastWave: ThePyromancer can focus his energies into a wave of energy that knockspeople down. At level 11, as a standard action, the Pyromancer canmake a ranged touch attack against a single enemy within 30ft. of thePyromancer. If successful, the Pyromancer may make a ranged bull rushattempt against the enemy using hisINTMod instead of STR. This does not provoke attacks of opportunity.


PersistingFlame:By 14thlevel the pyro's flames burn so hot that they cause lasting damage.Any foe damaged by one of the pyro's fire based attacks takes halfthe damage again on their next turn. The foe gets a reflex save toavoid the damage DC 10+ ½ Pyro Level + INT Mod.


CinderBurst:At 17thlevel, whenever the pyromancer kills an opponent with her Spark ofLife ability, or her Dragon's Soul ability, the creature explodes,dealing half the damage it just took to all adjacent creatures(evenfriendlies), and the creatures ashes hang in the air, creating theeffects of fog cloud for 1d4 rounds.


Allyof Flame:The pyromancer's hard work and dedication has not gone unnoticed bythe denizens of the fire plane. At level 18 the pyromancer gains aElder Fire Elemental Ally that she can summon as a standard action.Once summoned, the elemental stays for a number of rouns equal to 3 +Pyro INT Mod, and cannot be dismissed. The Elemental is NOT under thepyro's control, but is it's ally, and as such, tries to aid thepyromancer. If it is slain the pyromancer cannot summon another oneuntil she completes a ritual that takes 1 day and 1000gp worth ofmaterials.


RiseFrom Ashes: At20thlevel, the pyromancer has at last mastered the flames, and as such,can now prevent any friendly fire damage. In addition to that, herstudy of creatures of fire has concluded, and she has learned themost powerful ability that fire has to offer, that of the Phoenix. Aslain pyro remains dead for only 1d4 days unless its body iscompletely destroyed by an effect such asdisintegrate.Otherwise, a fully healed pyro emerges from the remains 1d4 daysafter death, as if brought back to life via resurrection. The phoenixgains 1 permanent negative level when this occurs, although most useGreater Restoration to remove this negative level as soon aspossible. A pyro can self-resurrect only once per year. If a phoenixdies a second time before that year passes, its death is permanent. Aphoenix brought back to life by other means never gains negativelevels as a result.
 

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I should specify, seeing as i forgot to, the second set of dice in the Spark of Life table on levels 1-4 and 5-9(1d6, and 1d4 respectively) are burn damage to yourself. And the damage to yourself drops off at level 10.
 

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