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ShneekeyTheLost
2007-03-21, 06:58 PM
Okay, this one is for all you anti-psionic guys who want to burn stuff. I've gone ahead and translated the Pyrokineticist into something Magic based rather than Psionic based.

Pyromancer

Hit Die
d8.
Requirements
To qualify to become a pyromancer, a character must fulfill all the following criteria.
Alignment
Any chaotic.
Skills
Concentration (http://www.d20srd.org/srd/psionic/skills/concentration.htm) 8 ranks, Craft (http://www.d20srd.org/srd/skills/craft.htm) (alchemy) 1 rank, Knowledge (Arcana) 2 ranks.
Special
Must have set fire to a structure of any size just to watch it burn.
Class Skills
The pyromancer’s class skills (and the key ability for each skill) are Climb (http://www.d20srd.org/srd/skills/climb.htm) (Str), Concentration (http://www.d20srd.org/srd/psionic/skills/concentration.htm) (Con), Craft (http://www.d20srd.org/srd/skills/craft.htm) (any) (Int), Intimidate (http://www.d20srd.org/srd/skills/intimidate.htm) (Cha), Jump (http://www.d20srd.org/srd/skills/jump.htm) (Str), and Spellcraft (Int).
Skill Points at Each Level
2 + Int modifier.

{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+0|+2|+2|+0|Fire Lash
2nd|+1|+3|+3|+0|Hands Afire, Fire Adaptation
3rd|+2|+3|+3|+1|Bolt of Fire
4th|+3|+4|+4|+1|Weapon Afire
5th|+4|+4|+4|+1|Nimbus
6th|+4|+5|+5|+2|Firewalk
7th|+5|+5|+5|+2|Fear No Fire
8th|+6|+6|+6|+2|Greater Weapon Afire
9th|+6|+6|+6|+3|Heat Death
10th|+7|+7|+7|+3|Conflagration[/table]

Class Features

All the following are class features of the pyromancer prestige class.
Weapon and Armor Proficiency

Pyromancers gain no proficiency (http://www.d20srd.org/srd/combat/combatModifiers.htm#weaponArmorAndShieldProficienc y) with any weapon or armor.
Fire Lash (Sp)

A pyromancer gains the ability to fashion a 15-foot-long whip of fire 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 to a target within 15 feet on a successful ranged touch attack (http://www.d20srd.org/srd/combat/combatStatistics.htm#touchAttacks). A pyro can take Weapon Focus (http://www.d20srd.org/srd/feats.htm#weaponFocus) and Weapon Specialization (http://www.d20srd.org/srd/feats.htm#weaponSpecialization) (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.

Fire Adaptation (Ex (http://www.d20srd.org/srd/specialAbilities.htm#extraordinaryAbilities))

At 2nd level, a pyromancer becomes resistant to fire, gaining a +4 bonus on all saving throws (http://www.d20srd.org/srd/combat/combatStatistics.htm#savingThrows) against fire and heat spells and effects. In addition, she gains resistance (http://www.d20srd.org/srd/specialAbilities.htm#resistanceToEnergy) to fire 10.

Hand Afire (Su)

A pyromancer of 2nd level or higher can activate this ability as a move-equivalent action. Flames engulf one of the pyromancer’s 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.

Bolt of Fire (Su)

Starting at 3rd level, as a standard action (http://www.d20srd.org/srd/combat/actionsInCombat.htm#standardActions), a pyromancer can launch a bolt of magically created fire at any target in line of sight within 60 feet. This effect is treated as a ranged touch attack (http://www.d20srd.org/srd/combat/combatStatistics.htm#touchAttacks) and deals 1d6 points of fire damage for each class level the pyro has.

Weapon Afire (Su)

At 4th 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. The weapon retains this effect for as long as the pyromancer wields it.

Nimbus (Su)

Beginning at 5th 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’s Charisma score increases by 4, she can make a melee touch attack (http://www.d20srd.org/srd/combat/combatStatistics.htm#touchAttacks) for 2d6 points of fire damage, and she gains damage reduction (http://www.d20srd.org/srd/specialAbilities.htm#damageReduction) 5/magic. 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.

Firewalk (Su)

Beginning at 6th level, as a free action (http://www.d20srd.org/srd/combat/actionsInCombat.htm#freeActions) a pyromancer can literally walk on air. She moves at her normal speed in all directions, including vertically, but cannot move more than double her speed in a round. A firewalking pyro leaves footprints of flame in the air that disperse in 2 rounds, but her tread does not deal damage. She must make a Concentration check (DC 15) on the first round, then add one additional point to the DC check for every extra round spent traveling in this fashion.

Fear No Fire (Ex (http://www.d20srd.org/srd/specialAbilities.htm#extraordinaryAbilities))

At 7th level, a pyromancer becomes highly resistant to fire, gaining a +8 bonus on all saving throws (http://www.d20srd.org/srd/combat/combatStatistics.htm#savingThrows) against fire and heat spells and effects and also gaining resistance (http://www.d20srd.org/srd/specialAbilities.htm#resistanceToEnergy) to fire 20.

Greater Weapon Afire (Su)

At 8th 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 (http://www.d20srd.org/srd/combat/combatStatistics.htm#touchAttacks) made while she uses the nimbus ability likewise deal 4d6 points of damage instead of 2d6.
Heat Death (Su)

A pyromancer who reaches 9th level can take a full round 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 (http://www.d20srd.org/srd/combat/combatStatistics.htm#fortitude) (DC 14 + pyro’s Cha modifier) or die horrifically as its blood (or other internal fluid) boils. Even on a successful save, the target takes 4d8 points of fire damage from the heat.

Conflagration (Su)

At 10th level, a pyromancer gains the ability to create a massive burst of raging flames around herself, burning everything in the area. Once per day, as a standard action (http://www.d20srd.org/srd/combat/actionsInCombat.htm#standardActions), she 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 (http://www.d20srd.org/srd/combat/combatStatistics.htm#reflex) (DC 15 + 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 extreme shock from the intense heat.

dukexx
2007-03-21, 08:08 PM
I like it. but in firewalk, it says you expend psionic focus. i thought this was magic based? im not exactly an expert in this, but....

ShneekeyTheLost
2007-03-21, 09:13 PM
I like it. but in firewalk, it says you expend psionic focus. i thought this was magic based? im not exactly an expert in this, but....
Fixed. Was just a quick copy/paste edit job from SRD. Must have missed one.

Maerok
2007-03-21, 09:57 PM
Fire Lash (Sp)
A pyromancer gains the ability to fashion a 15-foot-long whip of fire from unstable ectoplasm as a move-equivalent action.

>>Perhaps heat from the surrounding environment and air, or a focusing of one's internal body heat?

Firewalk (Su (http://www.d20srd.org/srd/specialAbilities.htm#supernaturalAbilities))

Beginning at 6th level, as a free action (http://www.d20srd.org/srd/combat/actionsInCombat.htm#freeActions) a pyromancer can literally walk on air. She moves at her normal speed in all directions, including vertically, but cannot move more than double her speed in a round. A firewalking pyro leaves footprints of flame in the air that disperse in 2 rounds, but her tread does not deal damage. She must pay 1 power point per round spent traveling in this fashion.

>>Forgot to remove?

AmberVael
2007-03-21, 10:47 PM
Oh, and for the Pyrokineticist it NEVER specifies, but-
What in the hell do you use for the Sp abilities's Caster level? Because you have to have one.

ShneekeyTheLost
2007-03-21, 11:43 PM
Oh, and for the Pyrokineticist it NEVER specifies, but-
What in the hell do you use for the Sp abilities's Caster level? Because you have to have one.

What do you need a Caster level for? All level dependent effects are already inherent.

Actually, I think most of those need to be Su not Sp...

AmberVael
2007-03-22, 11:25 PM
I'm afraid you do need it.

A pyrokineticist has his abilities as Ps, so you DO need to keep the abilities as Sp.
You need a caster level to use for Spell Resistance checks.

ShneekeyTheLost
2007-03-23, 09:51 PM
I'm afraid you do need it.

A pyrokineticist has his abilities as Ps, so you DO need to keep the abilities as Sp.
You need a caster level to use for Spell Resistance checks.

Umm... none of them offer SR. Hands Afire, Weapon Afire, Nimbus... all of these are self-buffs. Unless you wish to posit that the critter gets an SR check on every swing to see if the fire actually burns it, which is just silly. Or if the person wishes to try to use SR against his own self-buffs, which is even more silly...

AmberVael
2007-03-24, 12:36 AM
Bolt of Fire?
That is definitely an ability that would require SR. Same with Conflagration.
Or are those self buffs? :P

marjan
2007-03-24, 05:40 AM
Heat Death (Su)

A pyromancer who reaches 9th level can 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 14 + pyro’s Cha modifier) or die horrifically as its blood (or other internal fluid) boils. Even on a successful save, the target takes 4d8 points of fire damage from the heat.

Why does this require full attack? It never specifies if you need to hit with every attack or just single, does it work with ranged or melee attacks, how many times per it can be used (at will I guess). And you could add that creatures immune to fire are immune to this effect. Maybe you should switch it to full-round action.

@ Vael: It is Su so it doesn't allow SR.

AmberVael
2007-03-24, 12:58 PM
It is only Su because he changed it to Su. In a straight conversion from Pyrokineticist it should be Sp, which is what I am arguing about.

The_Scourge
2007-03-24, 04:56 PM
well as far as caster level goes, I'd say it'd be your initial caster level before you became a pyromancer plus your pyromancer level.
Edit@ marjan
It should say full round action, you don't make any actual attacks to boil someone alive

ShneekeyTheLost
2007-03-24, 08:45 PM
Bolt of Fire?
That is definitely an ability that would require SR. Same with Conflagration.
Or are those self buffs? :P

Read the description... it's a magically created bolt of fire that one flings at people. To me, this sounds like a Conjuration effect, much like Melf's Acid Arrows or the various elemental orb spells. As such, SR doesn't apply, because he's flinging real fire at you.

Same thing with Conflagration, it's a Conjuration effect, which doesn't allow SR anyways.

About the only effect I could see allowing SR is Heat Death, which has such an abysmal DC on the fort save that it won't be able to affect anything anyways by the time you get it, so it really doesn't matter.

Zeta Kai
2007-03-24, 09:02 PM
I hate to nitpick, but I noticed that your table has an error. The 3rd level row needs to be reparsed.

Other than that (& a the gripes others have made that I agree with), it looks rather good. It's interesting, because I was working on a number of element-based PrCs. My pyromancer has Conflagration as an 8th level ability, & slowly gains more fire resistance at each level. Yours seems to have a more diverse set of fire-based abilities, as mine is focused on greater & more potent displays of pyromania.

AmberVael
2007-03-24, 09:56 PM
If it isn't stated, you must assume that it requires SR.
Q&A by RAW agree with me on this.
http://www.giantitp.com/forums/showthread.php?t=36006&page=11
Q 117.
I asked it a while back because I wasn't sure.

ShneekeyTheLost
2007-03-25, 08:58 PM
The only problem with turning them back into Sp and allowing SR is that it will nerf this beyond usability. Already you're looking at the element with the most number of critters resistant/immune to it. Since it offers ZERO caster progression, the only people realistically going to take any significant levels in this class are going to be non-casters (say Barbarians who are more interested in flaming axes for 4d6 and launching fire around than in raging and improved uncanny dodge). This means the effective caster level is going to be so low that ANYTHING with ANY SR score is going to pretty much be immune to it. Since they're spell-like abilities, I'd probably say that caster level = Pyromancer levels, flat. So at most, you've got caster level 10, and that's getting close to total character level 16-20.

This PrC is already weak in that the GM can nerf it out of existance anyways simply by tossing critters resistant or immune to Fire (like, say, every Evil Outsider in the book...). Allowing SR would simply gimp them to the point that you might as well not take it as most things you'd be facing that you'd want to bother using this stuff on is going to have enough SR to pretty much ignore this.

In short, I think the original PrC, which didn't even mention Manifester Levels, was written with the idea that SR/PR was not going to be taken into consideration, and they simply used Ps rather Su for their abilities because it was a Psionic Class. Heck, in the campaign I'm running, I pretty much let the Barbarian/Pyrokeneticist in the party do her thing without worrying about SR/PR, and it works pretty well. Usually, she could probably do more damage by doing the whole Power Attack/Shock Trooper/Leaping Charge with her Greatsword, although the extra +2d6 fire damage is handy. On occasion, however, I toss something with a high resistance or immunity to fire at the party, and all her Pyrokeneticist levels are worthless to her.

Many of the Pyro's abilities are flat out Su, no question, as there's no SR involved. This includes things like Hands Afire, Weapon Afire, and Firewalk. There's absolutely no point to making them Ps (or Sp) as they're all self only. I think it was either an error in creation, or a typo which was transfered to the printed copy, that WotC never bothered fixing.

Since Sp and Ps abilities are assumed to have SR, as you have so pointed out, and the class has NO Spellcaster Level listed, it only stands to reason that there's a typo somewhere, which is why I changed them to Su, to avoid the whole issue.

Thank you, Zeta Kai, I've fixed the table.

Kultrum
2007-03-26, 07:07 PM
You need to add some basic spellcasting to the requirements. With pyrokineticist its 1 power point so like arcane caster level 1, or something. Other than that good class.

ShneekeyTheLost
2007-03-26, 09:48 PM
You need to add some basic spellcasting to the requirements. With pyrokineticist its 1 power point so like arcane caster level 1, or something. Other than that good class.

The only problem is that you don't need a whole class to get a single power point, it's a feat called Wild Talent, which gives you (ta da) 2 power points. In fact, a Chaotic Ranger with that feat could qualify by level 5 (since Concentration is a Class Skill) without having to multiclass. Requiring spellcasting would mean requiring multiclassing and would be the Arcane Archer problem all over again. Now if the original PrC required the ability to manifest a 1st level power, it would have been easy to say 'must be able to cast a 1st level Arcane spell', but as it stands, it doesn't. So I pretty much waived the requirement, figuring that everyone in a fantasy society has the base potential to learn magic.