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artimus261
2017-03-11, 03:44 PM
The pyromancer is a powerful fire mage that specializes purely in the art of incineration and conflagration. They are a more refined form of spellcaster and though they lack the full swagger of a sorcerer or intellect of a wizard they manage to blend these methods together for chilling effect. Despite their affinity for the scorching power of fire the pyromancer also believes in performing his abilities in style, enjoying the role of a showman with his talents. They also possess many divinations spells to find what they wish and conjuration spells to fill certain needs and conjure fire elementals. There are few abjurations and illusions they possess, though many of these are simple in effect and motivation.

HD: d6

BAB: Poor

Fort: Poor
Ref: Good
Will: Poor

Class Skills: Appraise(Int), Bluff(Cha), Concentration(Con), Craft(Int), Intimidate(Cha), Knowledge[arcana](Int), Knowledge[the planes](Int), Perform(Cha), Sense Motive(Wis), Sleight of Hand(Dex), Spellcraft(Int), Spot(Wis), Tumble(Dex)

Skill Points at 1st Level: 4 x (4 + Int)
Skill Points: 4 + Int

Weapon and Armor Proficiency: A pyromancer is proficient with all simple weapons. They are proficient with light armor and with light shields.

Armored Mage(Ex): Normally, armor of any type interferes with an arcane spellcasterís gestures, which can cause your spells to fail if those spells have a somatic component. A pyromancerís limited focus and specialized training, however, allow you to avoid any chance of arcane spell failure as long as you restrict yourself to light armor and light shields. This training does not extend to any other form of armor, nor does this ability apply to spells gained from other spellcasting classes.

Fingerflame(Su): A Pyromancer is always able to create flame, even if it is a very small one. The Pyromancer can produce a small flame from his fingertip as a free action. This flame sheds light as a candle and can be used to make touch attacks that deal 1 point of fire damage. The primary use of this flame is to light torches or lanterns, start campfires, or to ignite something else flammable. The flame can also be dismissed as a free action.

Fiery Burst: The pyromancer gains Fiery Burst(Complete Mage pg43) as a bonus feat at 1st level. They can continue to use this ability even if they are out of spells for the day as if they still had a 1st level fire spell.

Theatrical Display (Ex): The pyromancer is a true artist when it comes to his explosive craft and is able to illicit interesting reactions from his viewers. The pyromancer can use this ability in two ways: shock and awe. The pyromancer's allies are immune to both of these effects.
Shock: While in combat the pyromancer can put on a display that frightens opponents who are watching. By targeting an object or structure, like an unattended carriage or tree, with a spell with the fire descriptor and making an intimidate check as a full round action all enemies who can see it must make a will save with a DC equal to the spell's normal DC or the pyromancer's intimidate check, whichever is higher. Any creature that fails it's save is shaken for a number of rounds equal to the spell's level plus the pyromancer's Charisma modifier and actively avoids attacking the pyromancer for the duration unless it is damaged by him. A creature that's fails it's save by 5 or more is struck with such terror that it cowers for the duration given above unless damaged. A creature that makes a saving throw against this effect is immune to it for 24 hours whether it passes or fails.
Awe: While out of combat the pyromancer is able to put on an entertaining display, whether it's to earn a little gold or to entertain a group of bandits. By casting a spell into the open air or at a destructible object made for the performance, like a straw dummy or an airborne flask, and making a perform check, or a simple Charisma check if he possesses no perform ranks, the pyromancer can cause all watching creatures to succeed on a Will save with a DC equal to the spell's normal DC or the pyromancer's perform check, whichever is higher. On a failed save creatures are fascinated by the pyromancer's display and simply sit and watch. Even on a successful saving throw creatures are not under attack and still may simply watch the display. The fascination lasts a number of rounds equal to the spell's level + the pyromancer's Charisma modifier. However the pyromancer can keep his targets fascinated by continuing his performance by using Awe again before the duration is over. Creatures that are hostile cannot be fascinated by Awe.

Quickness of Flame(Ex): A pyromancer is able to spring into action with the quickness of an igniting flame. Beginning at 3rd level the pyromancer gains a +2 bonus on all Initiative checks. Additionally they gain a +10ft bonus to their landspeed and a +2 dodge bonus to their AC for the first 3 rounds of combat.

Fire Specialization(Ex): The pyromancer has a powerful knack for casting their fire magic and grow stronger more quickly than others. Beginning at 4th level the Pyromancer gains a +1 bonus on his caster level when casting spells with the fire descriptor. They continue to gain a further bonus to their caster level as they advance in levels. At 8th the bonus increases to +2, at 12th +3, at 16th +4, and at 20th +5.

Energy Resistance(Ex): The pyromancer is fueled by flame and ember and has become resistant to external sources of flame as a result. At 5th level the pyromancer gains Energy Resistance(fire) 10. This increases to Energy Resistance 20 at 9th level. At 14th level the Pyromancer becomes immune to fire damage all together.

Explosive Potential(Ex): The pyromancer is far more powerful than other magic users when it comes to fire magic. Beginning at 6th level pyromancer applies his Intelligence modifier as a bonus to the maximum amount that a spell with the fire descriptor can benefit from his caster level. For instance a sorcerer casting fireball can only deal up to 10d6 at 10th level, however a pyromancer with 14 Intelligence could deal up to 12d6 with his fireballs at 9th level(with his caster level bonuses included). This also allows spells whose durations are based on the mageís caster level to last longer if they have a maximum number of rounds. This bonus is applied to specifically the caster level that spells can apply as a benefit. For instance Lesser Orb of Fire cast by a pyromancer with 14 Intelligence could deal up to 6d8 points of fire damage instead of the normal 5d8 since the spell would be able to benefit from an additional two caster levels but only gain 1d8 from those two caster levels(provided the pyromancerís total caster level is 12).

Blazing Inspiration(Ex): The pyromancerís magic is simple for him to manipulate, easily controlling the flames he creates. Beginning at 7th level the pyromancer can begin to perform Concentration checks for spells with the fire descriptor that have a duration of Concentration, such as animate fire or summon elemental monolith, as a swift action and can direct spells with the fire descriptor as a swift action, such as flaming sphere or fire spiders. However if the pyromancer is performing their Concentration checks for such spells as a swift action or is directing a spell as a swift action and must make a Concentration check for whatever reason, such as being attacked or distracted, the DC is increased by 5.

Searing Spell: The pryomancer has begun to understand how to penetrate the defenses of creatures that would normally laugh at his magic. At 10th level the pyromancer gains Searing Spell(Sandstorm pg53) as a bonus feat. The pyromancer can apply this to his spells without increasing the effective level of the spell but it still increases the casting time as normal.

Hit the Deck(Ex): The pyromancer has a lot of experience in dealing with blasts and other forms of area effects and has learned how to avoid them better than most. Beginning at 11th level a pyromancer who fails a Reflex saving throw, he can immediately attempt the saving throw again. He must take the second result, whether it succeeds or fails. He becomes prone immediately after attempting the second roll. A pyromancer who has the Dive for Cover feat gains a +4 bonus whenever he attempts this second Reflex saving throw.

Blistering Spell: The pyromancer gains Blistering Spell(Playerís Handbook II pg91) as a bonus feat at 13th level. Additionally the effects of this feat is automatically applied to all applicable spells with the fire descriptor without adjusting the spellís level or increasing itís casting time.

Fiery Spell: The pyromancer has unlocked the secret to truly devastating fire magic. At 15th level the pyromancer gains Fiery Spell(Sandstorm pg49) as a bonus feat. Using this feat does not increase the level of the spell being used but does still increase the casting time of the spell.

World Ablaze (Ex): The pyromancer has become flame incarnate and can set targets ablaze with ease. Beginning at 17th level any creature that takes fire damage from the pyromancer bursts into flames(see Catching on Fire, DMG 303) without any saving throw. Additionally the DC to put out the flames of a pyromancer gains a bonus equal to his Charisma modifier. This flame differs from natural fire however. Each round a creature remains on fire the damage they take in the following round increases by 1d6(2d6 2nd round, 3d6 3rd round, etc.) until it reaches a number of d6s equal to the pyromancerís caster level for fire spells. Finally any creature attempting to aid a target caught on fire by the pyromancer must succeed on a Reflex saving throw, with the same DC to put out the fire, or catch fire as well.


Spells
The pyromancer casts spells from a extremely limited but focused list of spells. They know their spells as a sorcerer and know all spells on the following list. A pyromancer must have an Intelligence score of 10 + the spell level to cast his spells. The DCs for his spells are 10 + the spell level + his Charisma modifier. The pyromancer gains bonus spells from a high Charisma score.

Spells per Day
Level Spell Level
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 5 3 - - - - - - - -
2nd 6 4 - - - - - - - -
3rd 6 5 - - - - - - - -
4th 6 6 3 - - - - - - -
5th 6 6 4 - - - - - - -
6th 6 6 5 3 - - - - - -
7th 6 6 6 4 - - - - - -
8th 6 6 6 5 3 - - - - -
9th 6 6 6 6 4 - - - - -
10th 6 6 6 6 5 3 - - - -
11th 6 6 6 6 6 4 - - - -
12th 6 6 6 6 6 5 3 - - -
13th 6 6 6 6 6 6 4 - - -
14th 6 6 6 6 6 6 5 3 - -
15th 6 6 6 6 6 6 6 4 - -
16th 6 6 6 6 6 6 6 5 3 -
17th 6 6 6 6 6 6 6 6 4 -
18th 6 6 6 6 6 6 6 6 5 3
19th 6 6 6 6 6 6 6 6 6 4
20th 6 6 6 6 6 6 6 6 6 6


Spell List
0: Arcane Mark, Create Water, Dancing Lights, Detect Magic, Flare, Ghost Sound, Guidance, Mending, Prestidigitation, Read Magic

1st: Animate Fire(SpCmp), Aura Against Flame(SpCmp), Burning Hands, Detect Secret Doors, Hypnotism, Identify, Lesser Orb of Fire(SpCmp), Produce Flame, Raging Flame(SpCmp), Ray of Flame(SpCmp), Slow Burn(SpCmp), Wall of Smoke(SpCmp)

2nd: Arcane Lock, Burning Sword(SpCmp), Combust(SpCmp), Fireburst(SpCmp), Flame Blade, Flaming Sphere, Leomundís Trap, Locate Object, Pyrotechnics, Scorch(SpCmp), Scorching Ray, Smoke Stairs(CmpScd)

3rd: Arcane Sight, Blur, Body Blaze(SndStrm), Clairaudience/Clairvoyance, Fire Trap, Fireball, Flame Arrow, Flashburst(SpCmp), Heat Metal, Incendiary Surge(CmpMg), Protection from Energy[fire only]

4th: Arcane Eye, Blast of Flame(SpCmp), Displacement, Energy Vortex[fire only](SpCmp), Explosive Cascade (SpCmp), Fire Shield[fire only], Orb of Fire(SpCmp), Quench, Scrying, Summon Elementite Swarm[fire only](SpCmp), Wall of Fire

5th: Antifire Sphere(SndStrm), Channeled Pyroburst(PHBII), Dispel Water(SndStrm), Explosive Rune Field(PHBII), Fire and Brimstone(CmpMg), Firebrand(SpCmp), Greater Fireburst (SpCmp), Fire Stride(SpCmp), Leomundís Secure Shelter

6th: Fire Spiders(SpCmp), Flame Strike, Inferno(SpCmp), Leomundís Secure Chest, Lingering Flames(CmpMg), Prying Eyes, Shroud of Flame(SpCmp)

7th: Analyze Dweomer, Delayed Blast Fireball, Dwarmijís Instant Summons, Emerald Flame Fist(SpCmp), Mass Fire Shield[fire only](SpCmp), Summon Greater Elemental[fire only](SpCmp)

8th: Fire Storm, Incendiary Cloud, Summon Elemental Monolith[fire only](SpCmp), Vision

9th: Discern Location, Elemental Swarm[fire only], Meteor Swarm

PHBII: Playerís Handbook II
SpCmp: Spell Compendium
CmpMg: Complete Mage
CmpScd: Complete Scoundrel
SndStrm: Sandstorm

Darth Ultron
2017-03-11, 06:02 PM
So this is a Pyromancer Base Class? It's a bit odd to have a limited list for a base class. It's even worse when the list is ''most of the fire type spells I could find and some of the other spells I like but have nothing to do with the class at all and should not be on this list, but I want them here so they are."

So just stick with: Spells: A pyromancer casts arcane spells which are drawn from the sorcerer/wizard spell list. A pyromancer must choose and prepare her spells ahead of time.

Adding [fire] to all spells cast? It's too much...and adding [fire] to say Arcane Sight is pointless...and all the fire spells already have it.

Simple Gestures(Ex)..well has nothing to do with ''pyro'' and feels like a cheap grab at an ability. And really ''holding a shield'' is just silly.

Fingerflame(Su): is finally a ability on the right track...but make it more powerful like ''can cast prestidigitation at will, but only for fire effects. ''


Explosive Potential(Ex): eh, this is fine.

Improved Initiative: Er, another grab for a favorite feat and it's ''way cool'' to always go first....but it's not ''fire'' related.

Fire Specialization(Ex): Eh, does not ''do'' much.

Blazing Inspiration(Ex): No ''fire'' related, and seems out of place. But again it does not do much.

Hit the Deck(Ex): Way not ''fire'' related as it apply to all reflex saves? So the character can jump out of the way of a trap...because, er, they know fire spells?


World Ablaze (Ex): Super weak high level ability.....

Add some things like:

Fireblessed (Ex): A pyromancer is used to the flame, and the flames accept her as one. She gains resistance to fire equal to her class level ◊ 3. She is also immune to mundane flames.

Minor Pyromancy (Su): May cast produce flames at will as a swift or immediate action.

Fireborn: A xth-level pyromancer is now totally immune to fire.

Expert Pyromancy: When a 9th level pyromancer casts a [fire] spell, she may sculpt it as per sculpt spell without any increase in casting time or spell slot adjustment.

Burning Conjuration (Su): The Pyromancer's power of the fire benefits not only himself, but also those that he conjures or raises. At fourth level, whenever summoning a monster through a summon monster spell, the monster gains the Fire subtype and the spell gains the [Fire] descriptor.

Gift of the Blessed Fire (Su): The Pyromancer becomes one with the flame he wields, being blessed by its power. At X level, he gains the Fire subtype. His unarmed attacks deal +1d8 fire damage, and attacks against him using unarmed strikes or natural weapons cause the attacker to take 1d4 fire damage. Also, any spell with the [Fire] descriptor has no caster level limit. If the Pyromancer already has the Fire subtype, then he loses the Vulnerability to Cold.

Ignite (Sp): As a standard action, a X level Fire Mage can cause any creature or object to burst into flame. A creature on fire suffers 1d6 of Fire damage per round (the Mage's Impress Flames ability applies to each round of course), and the creature can attempt to put itself out with a DC 15 Reflex save (see the DMG, p. 303). This ability can be used out to Medium range, and it always hits.

Conflagration (Sp): At x level, a Fire Mage can surround himself with a nimbus of flames that extends for 10' in all directions from his person. All other targets in this area suffer a d10 of Fire Damage per level, but are entitled to a Reflex Save (DC 10 + Ĺ Level + Charisma Modifier). In addition, a Fire Mage can cast fire shield at will (Hot Shield only).

artimus261
2017-03-11, 06:18 PM
A. not sure where you found the 'Add fire to spells' thing. They don't.

B. i went over a huge amount of spells and picked these pretty carefully, leaving out quite a few that felt better in the hands of the class it belonged to. And the divination is obviously just an element i gave to them to broaden them a bit as a party member. When you consider that the actual definition of pyromancy is attempting to tell the future through fire divination might not seem so strange

C. I don't see why Simple Gestures somehow needs to pertain to fire? By that right the armored mage ability for a beguiler makes no sense. So there's that.

D. Considering that with Explosive Potential and Fire Specialization combined a 12th level pyromancer could cast a 15d6 fireball as a normal 3rd level spell, don't see how that doesn't do much. Also helps even spells like Burning Hands still deal damages like 8d4 or better as a regular 1st level spell helping all low-level spells remain useful and helping high level spells deal way beyond their normal limits like a 25d6 delayed blast fireball. It also just flat out adds range to the spells, duration to them, and, for some, more area of effect like fire storm.

E. Think you're honestly trying to tie everything to fire TOO hard. Like Quench, sure it's not a fire spell but I imagine a fire mage would know how to put his fires out, but eh, let him just burn the town down and shrug cuz hey, it's not fire related.

F. Hit the Deck is meant to show their familiarity with area of effects, like 85% of what they do and helps them combat other offensive mages. Improved Initiative is in this same line of thinking. When something catches on fire they need to react quickly, especially if it was a friend.

G. Blazing Inspiration might seem like a waste to the uncreative but with that simple ability a pyromancer could direct a flaming sphere(swift), fire spiders(move), and still cast a spell every round at enemies, allowing them to sweep a field with fire effects while still targeting their main aim. Or keeping an elder elemental active(swift), an elemental monolith active(standard), and still direct flame sphere or fire spiders(move), that's a whole lot of fire for a useless ability

H. World Ablaze might not seem like much but allowing every spell they could possibly aim at a foe gain a damage over time effect that requires an opponent to waste rounds trying to ditch it doesn't seem so bad to me, maybe I'm crazy for thinking that a burning hands spell that just keeps on burning is good.

I. I'll admit though a lot of those things you included were cool looking for sure, Burning Conjuration is actually pretty damn interesting, was trying to make Summon Monster spells work but they ended up with another alternatives that i just shrugged and moved on.

Jormengand
2017-03-11, 07:09 PM
I feel that the pyromancer should have a way to deal with things which are immune to fire. I made a similar thing when I tried to restrict sorcerers to fixed lists (http://www.giantitp.com/forums/showsinglepost.php?p=20843044&postcount=3), but I gave the fire list newly-made spells such as Angelic Flame and Subversion: Fire, as well as putting call lighting storm on the list so they had an extra damage type to call on if necessary. Flame Strike is also another way that you can give them a thematic way to deal damage which isn't fire damage.

artimus261
2017-03-11, 07:15 PM
I had thought about it but in a way i feel like since they are capable of such heavy damage that they should suffer a little. Closest they have is Quench to hurt fire elementals. I have been thinking about giving them the Fire Domain's granted power, letting them bolster and command fire creatures and turn/destroy water creatures, still might. I think as long as the DM doesn't just completely abuse the fact that they have access to all of the monster list and throwing everything at him with fire immunity or some such they shouldn't suffer too much. I did think about flame strike for that holy damage but it just didn't feel right, but really considering the divination slant it might not be a bad idea, gonna go for it :D

Darth Ultron
2017-03-11, 08:00 PM
Well, if you make a class with a very limited focus....like a Pyromancer, it should have the limited focus of ''fire''. And sure you can bend and twist anything to, er, sort of have nothing to do with fire, but for some reason have in the class (with the real reason that you simply like the ability/power, wink wink).


I guess if you wanted an unbelievably weak spellcaster that can only attack by casting slightly powerful fire spells...while laughably holding a shield..and doing things like avoiding falling into pit traps as ''um, i know all about explosions and how they, um, toss people around and that allows me to avoid things like pit traps...um...somehow''. Then you have made that.

artimus261
2017-03-11, 09:40 PM
There, made some minor touch ups that I feel makes them a nice full-bodied class

And thank you, Jormengand, for having something constructive to add ;)

Grod_The_Giant
2017-03-11, 11:17 PM
Class Skills: Appraise(Int), Concentration(Con), Craft(Int), Knowledge[arcana](Int), Knowledge[the planes](Int), Perform(Cha), Sense Motive(Wis), Sleight of Hand(Dex), Spellcraft(Int), Spot(Wis)

Skill Points at 1st Level: 4 x (2 + Int)
Skill Points: 2 + Int
Meh; even with some need for Int, I find 2+Int generally offensive. You could probably add some stuff to the skill list; I find it odd that Intimidate isn't on there, if nothing else. Particularly with Appraise and Sleight of Hand on there, you seem to be going for a more rogue-y list, so more social skills in general couldn't hurt. (Bluff?)


Weapon and Armor Proficiency: A pyromancer is proficient with all simple weapons. They are proficient with light armor and with light shields.
fine.


Energy Restrictions: A pyromancerís entire focus is on the burning power of fire spells. All spells on the pyromancerís list that can gain an energy descriptor can only be cast as fire spells.
Hmmm... kind of odd. I think I see what you're going for, but given how few times it matters it's probably more graceful to just specify in the spell list, like you did for Protection from Energy.


Armored Mage(Ex): Normally, armor of any type interferes with an arcane spellcasterís gestures, which can cause your spells to fail if those spells have a somatic component. A pyromancerís limited focus and specialized training, however, allow you to avoid any chance of arcane spell failure as long as you restrict yourself to light armor. This training does not extend to any other form of armor, nor does this ability apply to spells gained from other spellcasting classes.

Simple Gestures(Ex): A pyromancerís spells have simple somatic components. A pyromancer only requires one free hand for their somatic components, allowing the pyromancer to use their freely to wield a weapon or hold an object or even a spell effect. This also allows them to bear a shield without incurring any arcane failure chance as long as they use the other hand to cast their spells. For instance a pyromancer can hold the effects of a flame blade spell or produce flame spell in one hand and still cast other spells with his other hands.
I'm... pretty sure you already only need one spell to cast, making Simple Gestures largely redundant. Fold "can cast with shields" into Armored Mage; that also helps simply things. (You could even fold both into the proficiencies section, the way Bard does).


Fingerflame(Su): A Pyromancer is always able to create flame, even if it is a very small one. The Pyromancer can produce a small flame from his fingertip as a free action. This flame sheds light as a candle and can be used to make touch attacks that deal 1 point of fire damage. The primary use of this flame is to light torches or lanterns, start campfires, or to ignite something else flammable. The flame can also be dismissed as a free action.
Fluffy cantrip is fluffy.


Explosive Potential(Ex): The pyromancer is far more powerful than other magic users when it comes to fire magic. The pyromancer applies his Intelligence modifier as a bonus to the maximum amount that a spell with the fire descriptor can benefit from his caster level. For instance a sorcerer casting fireball can only deal up to 10d6 at 10th level, however a pyromancer with 14 Intelligence could deal up to 12d6 with his fireballs at 12th level. This also allows spells whose durations are based on the mageís caster level to last longer if they have a maximum number of rounds. This bonus is applied to specifically the caster level that spells can apply as a benefit. For instance Lesser Orb of Fire cast by a pyromancer with 14 Intelligence could deal up to 6d8 points of fire damage instead of the normal 5d8 since the spell would be able to benefit from an additional two caster levels but only gain 1d8 from those two caster levels(provided the pyromancerís total caster level is 12).
This is real nice. I'm a fan of such abilities, but I wouldn't give it at first level-- after all, it won't do anything for a long time to come. Might as well drop in it at a later dead level, rather than your already-packed level 1.


Improved Initiative: The Pyromancer gains Improved Initiative as a bonus feat at 2nd level.
It's... fine, I guess, but doesn't seem particularly relevant? I'd probably drop it. Or replace it with something a bit more flavorful-- on your first turn you get a burst of sparks and extra speed, perhaps.


Fire Specialization(Ex): The pyromancer has a powerful knack for casting their fire magic and grow stronger more quickly than others. Beginning at 1st level the Pyromancer gains a +1 bonus on his caster level when casting spells with the fire descriptor. They continue to gain a further bonus to their caster level as they advance in levels. At 5th the bonus increases to +2, at 10th +3, at 15th +4, and at 20th +5.
Meh, alright? Makes first level blasting a bit more palatable. Note that this will stack with Fiery Burst, so the total CL boost will be higher than expected.


Fiery Burst: The pyromancer gains Fiery Burst(Complete Mage pg43) as a bonus feat at 4th level. They can continue to use this ability even if they are out of spells for the day as if they still had a 1st level fire spell.
Neat. I might move this all the way to 1, actually, perhaps folding it into Fingerflame. You don't pick this class unless you want to blast like a lunatic; might as well let that start ASAP.


Blazing Inspiration(Ex): The pyromancerís magic is able to often continue its effects without his attention for a time, the flames he creates almost having a life of their own. Beginning at 7th level the pyromancer can begin to perform Concentration checks for spells with the fire descriptor that have a duration of Concentration, such as animate fire or summon elemental monolith, as a swift action. Additionally they can direct spells with the fire descriptor as a swift action, such as flaming sphere or fire spiders. However if the pyromancer is performing their Concentration checks for such spells as a swift action or is directing a spell as a swift action and must make a Concentration check for whatever reason, such as being attack or distracted, the DC is increased by 5. Finally spells with the fire descriptor that have a duration of Concentration can continue to function without any Concentration for a number of rounds equal to his Charisma modifier. This can only occur after a pyromancer has spent at least one round Concentrating on the spell and can only occur once per casting of a spell. The pyromancer can choose to begin his Concentration checks again to continue the duration of the spell. Blazing Inspiration cannot increase the duration of a spell past itís normal maximum number of rounds.
So this is... useful, but kind of clumsy? Let's break it down real quick.
Concentrating on fire spells only takes a swift action, not a standard, but it's harder to make Concentration checks.
You can direct spells as a swift instead of a move.
All Concentration spells effectively have their duration increase to Concentration+Cha rounds, up to the normal limit
The last bonus kind of makes the first redundant; the spell will probably last the rest of the fight whether you spend swift actions or not. I'd eliminate one or the other benefit; both sort of do the same thing. For the penalty, I'd word it as a flat -5 penalty to Concentration skill checks. Perhaps something more like

Blazing Inspiration: The pyromancerís magic is able to often continue its effects without his attention for a time, the flames he creates almost having a life of their own. Beginning at 7th level, any spell the pyromancer casters with a duration of "Concentration" has its duration improved to "Concentration + Charisma Modifier rounds," up to the normal limit. In addition, he may direct spells such as flaming sphere as a swift action. Doing so is taxing, however-- in any round when he benefits from these abilities, he takes a -5 penalty to Concentration checks.


Hit the Deck(Ex): The pyromancer has a lot of experience in dealing with blasts and other forms of area effects and has learned how to avoid them better than most. Beginning at 11th level a pyromancer who fails a Reflex saving throw, he can immediately attempt the saving throw again. He must take the second result, whether it succeeds or fails. He becomes prone immediately after attempting the second roll. A pyromancer who has the Dive for Cover feat gains a +4 bonus whenever he attempts this second Reflex saving throw.
Fun, and vaguely fitting, I suppose. I could see granting an increased bonus (or even immunity) to his own spells at some point, too.


Blistering Spell: The pyromancer gains Blistering Spell(Playerís Handbook II pg) as a bonus feat at 13th level. Additionally the effects of this feat is automatically applied to all Evocation and Conjuration(creation) spells with the fire descriptor without adjusting the spellís level or increasing itís casting time.
Okay, lovely little power spike there. Fine enough.


World Ablaze (Ex): The pyromancer has become flame incarnate and can set targets ablaze with ease. Beginning at 18th level the pyromancer is able to catch targets on fire(requiring a DC 15 Reflex save in addition to the normal saving throw against the spell; see Catching on Fire, DMG 303) with any of his Evocation or Conjuration(creation) spells with the fire descriptor if he desires to. Creatures are only at risk of catching on fire if the target took any fire damage from the spell. Additionally any creature attempting a Reflex save to put out the flames takes a penalty on the save equal to the Pyromancerís Charisma modifier. The penalty on the save is lowered by 1 for each round spent attempting the save.
Flavorful, buuuut utterly useless at 18h level. Also, adding a second, lower DC is clunky as all get out; just use the spell save DC for everything, and don't bother with the diminishing returns. Let 'em burn; past the first few levels, 1d6 damage/round is nothing.


Spells
The pyromancer casts spells from a extremely limited but focused list of spells. They know their spells as a sorcerer and know all spells on the following list. A pyromancer must have an Intelligence score of 10 + the spell level to cast his spells. The DCs for his spells are 10 + the spell level + his Charisma modifier. The pyromancer gains bonus spells from a high Charisma score.
There's no good reason for the dual-stat casting; you're a crappy enough spellcaster as it is. Pick one or the other.


Spells per Day
I suggest scaling Sorcerer-style instead; partially because the delayed progression matches better with comperable classes like the Beguiler, but mostly because you should be hurling spells left and right, not falling behind your average Wizard in spells/day.


Spell List
Actually a pretty good list, all told. Very well done; it would be easy to just fill a list like this with blasting spells, but you look to have gotten a decent amount of utility and debuff in there. The divination is an interesting choice, but I kind of like it. (Create Magic Tattoo, maybe not, tho?) Might add in the relevant Summon Monster/SNA spells to get fire elemental summons.

Overall, I think a pretty decent attempt at a Pyromancer. However, I do kind of have to agree with the two points that were raised:

It could use a bit more in the class feature department. You're right in that it doesn't all have to be fire-based (although Fire Resistance, at least, is a wonderful idea), though. In fact, I feel like there are elements of a sort of Arabian-trickster-genie sort of thing trying to come out here and there, between the Sleight of Hand and the divinations and the dodging. Maybe work a bit more in that direction?
Jormengand is right in that fire resistance/immunity will shut you down hard. You have Wall of Smoke, Pyrotechnics, a little bit of summoning, and... that's about it? Searing Spell is a feat tax from level... well, 3, I guess. I strongly recommend granting it for free, maybe even with the level adjustment removed. They really don't do that heavy damage-- they're still basically 1d6/level blasters, just marginally more efficient ones, and 1d6/level is not that strong. Also... this is fire we're talking about. It's not like the DM has to try to make trouble for you; there are almost 80 creatures in the MM1 alone that are resistant or immune to fire--- that's somewhere around 20% of everything in the book. It'll happen by accident, and it'll keep happening.

artimus261
2017-03-12, 08:45 AM
Thanks Grod taking a bunch of your ideas under advisement, I'm tinkering with the spell list slightly, giving world ablaze a complete overhaul that i think will make it pretty destructive compared to it's current form, and definitely going to toss them searing spell as a bonus feat, though not going to be active like blistering spell. Thanks <3

artimus261
2017-03-12, 10:19 AM
There, pretty huge overhaul and think it definitely turned out pretty nicely. Gave them some minor illusions that felt right thematically, like blur. Somehow the idea of the pyromancer being able to produce an effect that hazes his image felt appropriate, like the shimmering heat produced on hot days and such

Jormengand
2017-03-12, 11:33 AM
Why does the fire specialist, who does practically nothing but devote his life to burning things, get iconic fire spells like flame strike later than the war domain, and pretty much every other list? Fire storm after the druid gets it also seems odd. You're a fire mage, you should get to own that.

Also, no Body of the Sun? It seems like the kind of spell you should get.

artimus261
2017-03-12, 01:47 PM
I'll be the first to admit I handled some spells a little carefully. I felt that since flame strike, a purely holy spell really, should be a little more difficult considering these guys are arcane. In the end I feel that the overwhelming potency of these spells due to their class features outweighs the difficulty it takes for them to cast some of them. Other spells that were a little higher level also got knocked down here and there so it was a give and take kind of thing

artimus261
2017-03-12, 01:55 PM
Also gave them one last bonus feat at 15th level. The way it is now a level 20 pyromancer could be casting a 25d6(or more) delayed blast fireball that would also gain +39 bonus damage minimum, inflict a minor penalty on a failed save, and catch the targets on fire as long as they took a single point of fire damage. Think they're where they need to be at <3

artimus261
2017-03-13, 07:50 AM
Pyromancer's about to get a pretty huge change. Fiery spell is about to simply be a free bonus feat but not be auto-applied, if the pyromancer wants that extra damage they gotta work for it a little. However they are also about to get Intimidate to their class skill list and an ability the will give them the choice of using their spells as normal or using them in a way that requires will saves from all creatures viewing it ;P once i have it typed up right i'll post it. feel like this will let them affect a whole different set of characters with their spells. yes, I'm talking about you rogues!

artimus261
2017-03-13, 03:07 PM
Thinking about swapping out armored mage and armor/shield proficiency for an average bab and changing up their weapon proficiencies slightly. The pryomancer i'm making is a little full of themselves in that they feel that they are artists, talented geniuses. As such they don't normally wield clumsy or boorish weapons, seeing things like clubs beneath them and things like longsword too mundane to deserve their attention. Want to give them a small collection of weapons from the martial and exotic that I think would suit their mentality but not sure if it's worth bothering with since their casting is so capable. What do ya'll think?

The list would most likely end up looking like this: kukri, scimitar, sai, whip, quickblade rapier(Complete Adventurer 116), collapsing crescent fan(Sandstorm pg96), longstaff(Complete Adventurer 116), dart, chakram(Oriental Adventures pg72)

Or maybe just simple weapons plus one of these... not sure >.>