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Thread: Base Class Challenge X - Name That Class

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    Default Re: Base Class Challenge X - Name That Class

    Pyromancer



    "Hm? No. I don't attempt to be a master over fire like wizards do. It's more like fire and I are good friends that know how to have a great time."
    -Fuerer Pyrus, famed Pyromancer

    Everyone and their mother has seen a wizard unleash a fire spell, and knows how he does it. The wizard merely uses arcane formulae to force fire to do his bidding. However, this is not the best way to use fire. Some individuals decide to ask fire to do it's bidding instead of forcing it to come, allowing for the full potential of flame magic to come forth. These are Pyromancers.

    Adventures: Pyromancers tend to adventure for a variety of specific reasons, but the general reason tends to remain unchanged: Because they're bored. By seeking out new sights and places, the Pyromancer may be entertained for a while. Whether or not these new sights and places may be on fire soon after seeing them is entirely another matter.

    Characteristics: Pyromancers can accomplish a variety of things with flame. While the main thing they tend to do is light things on fire, and thus tend to focus on damage-dealing, many can also capably defend themselves somewhat, and some can even serve as healers.

    Alignment: Pyromancers, like fire, tend to be fickle, thus making for a majority of Chaotic Pyromancers, with few neutral Pyromancers on the law vs. chaos alignment, and lawful Pyromancers being nigh unheard of. While some would think that having a nature akin to fire would mean that most Pyromancers would either be good or evil, most are in fact neutral in regards to such things. Pyromancers, while having strong reactions to things, tend to do enough good and evil things that they cannot be considered either good or evil.

    Religion: Most Pyromancers worship the primal force of Fire itself. That said, many Pyromancers worship, or at least pay homage to, gods affiliated with fire.

    Background: Pyromancers are born, not made. The only difference between the coming onto the path of being a Pyromancer is when it occurs. Sometimes there will be a child who finds beauty in the burning of a flame, or an adult with realize something in Fire's role in the universe. It is then that their ability to use fire starts to show itself.

    Races: Pyromancers can be found amongst almost any race, but tends to show itself mostly amongst humans, as they are as unpredictable as the path of a flame, and amongst chaotic races, as it would seem that the primal forces of flame seem to think them more fun. However, for reasons currently unknown, although rare, Pyromancers have sprung up in more lawful cultures, like those of some elven and half-elven communities.

    Other Classes: Most classes tend to either hate or love Pyromancers, which is just how they like it. Most lawful classes regard Pyromancers as dangerous and capricious, while many prepared spellcasters call them the same, while secretly envying their connection to such a primal magic. Most spontaneous casters instantly get along with Pyromancers, and others learn to tolerate, if not like, Pyromancers after knowing them for a while.

    Role: The primary focus of Pyromancers is to deal damage. However, that said, they can have numerous secondary roles, including defense, healing, and being able to hold the front line for a while.

    Adaptation: Pyromancers can be said to merely be specialist spellcasters, if one wishes. Pyromancers also have been claimed to be the direct servants of deities affiliated with fire, or the reincarnations of dead Fire beings, coming into their former power from their previous life.

    GAME RULE INFORMATION
    Pyromancers have the following game statistics.
    Abilities:Charisma is most definitely an important ability for Pyromancers, with Dexterity being second, as this class's primary attack is ranged. Other than that, the other ability scores are just as important, with Constitution being important for Pyromancers who wish to get a little more out there.
    Alignment:Any
    Hit Die: d8
    Starting Age: Whatever you like. Unlike most classes, the time when a Pyromancer's abilities kick in is not uniform, and varies widely
    Starting Gold:As Fighter.

    Class Skills
    The Pyromancer's class skills (and the key ability for each skill) are...

    Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha)

    Skill Points at First Level: (4 + Int modifier) x 4
    Skill Points at Each Additional Level: 4 + Int modifier

    CPyromancer
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Ember Points

    1st|
    +0
    |
    +0
    |
    +2
    |
    +2
    | Blaze Burner 1d8, Ember Immersion(Basic)|-

    2nd|
    +1
    |
    +0
    |
    +3
    |
    +3
    |Spark Spirit, Play With Fire|4

    3rd|
    +2
    |
    +1
    |
    +3
    |
    +3
    |Blaze Burner 2d8, Ember Immersion(5)|6

    4th|
    +3
    |
    +1
    |
    +4
    |
    +4
    |Combustion Cloak(Basic), Burn on Through|9

    5th|
    +3
    |
    +1
    |
    +4
    |
    +4
    |Blaze Burner 3d8, Ember Immersion(10)|13

    6th|
    +4
    |
    +2
    |
    +5
    |
    +5
    |Wildfire Weapon, Searing Sculptor|18

    7th|
    +5
    |
    +2
    |
    +5
    |
    +5
    |Blaze Burner 4d8, Ember Immersion(15)|21

    8th|
    +6
    |
    +2
    |
    +6
    |
    +6
    |Fire Eater, Reiki(Cha + 2)|28

    9th|
    +6
    |
    +3
    |
    +6
    |
    +6
    |Blaze Burner 5d8, Ember Immersion(20)|36

    10th|
    +7
    |
    +3
    |
    +7
    |
    +7
    |Searing Servant(Medium), Fire Bomb|45

    11th|
    +8
    |
    +3
    |
    +7
    |
    +7
    |Blaze Burner 6d8, Ember Immersion(25)|55

    12th|
    +9
    |
    +4
    |
    +8
    |
    +8
    | Combustion Cloak(Retributive)|66

    13th|
    +9
    |
    +4
    |
    +8
    |
    +8
    |Blaze Burner 7d8, Ember Immersion(30)|77

    14th|
    +10
    |
    +4
    |
    +9
    |
    +9
    |Pyre Presence|89

    15th|
    +11
    |
    +5
    |
    +9
    |
    +9
    |Blaze Burner 8d8, Ember Immersion(Immune)|101

    16th|
    +12
    |
    +5
    |
    +10
    |
    +10
    |Reiki(4 + Cha x 2), Searing Servant(Large)|114

    17th|
    +12
    |
    +5
    |
    +10
    |
    +10
    |Blaze Burner 9d8|127

    18th|
    +13
    |
    +6
    |
    +11
    |
    +11
    |Phoenix Resurrection|140

    19th|
    +14
    |
    +6
    |
    +11
    |
    +11
    |Blaze Burner 10d8|153

    20th|
    +15
    |
    +6
    |
    +12
    |
    +12
    |Emperor of Everburning Flame, Pyre Partner|168[/table]

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

    Weapon and Armor Proficiencies: Pyromancers are proficient with all simple weapons and one martial weapon of their choice, along with leather and padded armor.

    Blaze Burner(Sp): Where would a Pyromancer be if he couldn't shoot fire at things? Probably trying to find other ways to light things on fire. However, he still has that ability anyways. As a standard action, the Pyromancer may attack his enemies with fire. This deals fire damage equal to the damage listed on the table above, and acts as a ranged touch attack.

    Ember Immersion(Su): A Pyromancer is able to adjust the heat levels in his body so that extreme heat and cold do not affect him. This takes effect at 1st level, treating the Pyromancer as constantly under the effects of the Endure Elements spell. As time goes on, a Pyromancer becomes more used to being around flame, such that fire starts to have less effect on him, and that extremely cold attacks seem to be less cold as the fire within flares up so that cold starts to seem like it is affecting him less. At 3rd level, the Pyromancer gains cold and fire resistance 5. This increases every odd level after, until 15th level, at which the Pyromancer gains immunity to fire and cold.

    Spark Spirit(Su): At 2nd level, the Pyromancer gains a companion made of flame that accompanies him at all times. This companion is a Small Fire Elemental, and gains the benefits of being the Pyromancer's familiar, as though the Pyromancer were a spellcaster of level equal to his class level.

    Play With Fire(Sp):
    Pyromancers have quite a good grasp of flame and how to use it. This grants multiple benefits. At 2nd level, the Pyromancer gains the ability to learn spells with the [Fire] descriptor, henceforth referenced as fire spells, as gaining access to more fuel for his fire, no puns intended. As such, the Pyromancer gains knowledge of two fire spells at 2nd level, after which he gains knowledge of one more at every odd level and two more at every even one. The Pyromancer can only learn spells of up to the same level as the highest level spell a Sorcerer could learn. The Pyromancer's spellcaster level is equal to his class level, and the DCs for the spells are 10 + Cha modifier + Spell Level. Each spell costs an amount of Ember Points equal to
    its spell level.

    Also, Pyromancers may expend 1 Ember Point to add 1 die of damage to a single Blaze Burner attack. A Pyromancer may never expend more Ember Points at one time than 1/2 his class level. A Pyromancer's Ember Point Pool refreshes after an extended rest(a.k.a. an 8 hour rest).

    Additionally, the Pyromancer may use any cantrip with the [Fire] descriptor at-will as a spell-like ability, and may set things and/or people on fire as a melee touch attack.

    Combustion Cloak(Su):
    As a Pyromancer advances in power, it earns more of the favor of the primal forces of fire. As such, at 4th level, the Pyromancer gains the benefits of the Combustion Cloak. This adds an untyped bonus to the Pyromancer's AC equal to the Pyromancer's Charisma modifier.

    At 12th level, the Combustion Cloak punishes those who would dare harm the Pyromancer, dealing damage equal to 1/2 the Pyromancer's class level + the Pyromancer's Charisma modifier to enemies that succeed in a melee attack against the Pyromancer.

    Burn on Through(Su):
    At 4th level, the Pyromancer's fire attacks grow to the point where even creatures with protection against fire cannot take it. Whenever the Pyromancer deals fire damage against an enemy with resistance against fire, he may may treat an amount of fire damage from that attack up to his fire resistance from Ember Immersion as untyped damage(ex. A 4th level Pyromancer would be able to treat up to 5 points of fire damage as untyped damage.) When the Pyromancer gains immunity to fire, he may treat all fire damage as untyped damage.

    Wildfire Weapon(Su): At 6th level, a Pyromancer learns how to make his weapons more.....burn-y. Whenever a Pyromancer makes an attack with a melee or ranged weapon, he may, as a swift action, add his Blaze Burner's damage as fire damage to the damage that the weapon deals.

    Searing Sculptor(Su):
    What kind of Pyromancer isn't able to manipulate fire? The answer is: None. At 6th level, the Pyromancer learns how to manipulate the shape of his Blaze Burner attack. By expending 1 Ember Point, the Pyromancer may change a Blaze Burner attack's shape to either a 10 ft cone or a 20 ft line. These shapes may be extended by 10 ft and 20 ft respectively by expending more Ember Points in a similar manner.

    Fire Eater(Su): At some point, the Pyromancer's being starts to become infused with fire. At 8th level, the Pyromancer learns how to eat fire. Whenever the Pyromancer would be dealt fire damage from an effect that is not his own, he regains 1 Ember Point for every 5 points of fire damage the effect would deal.

    Reiki(Su): Eventually, the Pyromancer learns to heal wounds using the secret of the Healing Flame, Reiki. As a standard action, the Pyromancer may heal either himself or an ally by expending Ember Points, healing 2 + their Charisma modifier points of damage for each Ember Point expended.

    As time goes on, a Pyromancer's use of this ability improves. At 16th level, the Pyromancer heals 4 + (2 x the Charisma modifier damage) for every point spent.

    Searing Servant(Su): As a Pyromancer's power grows, his flame-granted companion grows to match. At 10th level, a Pyromancer's Spark Spirit matures into a Searing Servant. A Searing Servant is equivalent to a Medium Fire Elemental. Also, the Searing Servant gains a bonus to attack and damage rolls equal to the Pyromancer's Charisma modifier, and also gains half the Pyromancer's Charisma modifier as a bonus to its AC.

    At 16th level, the Searing Servant becomes a Large Fire Elemental.

    Fire Bomb(Su):
    As a Pyromancer grows and gains more power, his Blaze Burner likewise becomes more powerful, and harder to contain. As such, whenever a target is hit by the Pyromancer's Blaze Burner, everyone within 5 ft of the target takes fire damage equal to the Pyromancer's Charisma modifier.

    Pyre Presence(Su): At some point, the flame within a Pyromancer grows difficult to hold back, sometimes spilling out to surround the area around the Pyromancer. At 14th level, every enemy that ends or begins their turn within 30 ft of the Pyromancer is dealt fire damage equal to the Pyromancer's Charisma modifier. Also, when within range of this effect, should an enemy attack the Pyromancer with a melee attack, they are dealt a xd6 damage, where x is equal to the Pyromancer's Charisma modifier. This last effect replaces the Combustion Cloak's damage when this effect is active. This effect may be activated or deactivated as a move action.



    Phoenix Resurrection(Su):
    When reaching the peak of their power, a Pyromancer learns how to mimic the one of the greatest of the creatures of flame: The Phoenix. Once per month, when reduced to -10 or fewer hitpoints, the Pyromancer may choose to activate this class feature. Upon activating this effect, the Pyromancer expends all his remaining Ember Points. Also, all creatures within 30 ft are dealt damage equal to 1.5 x the Pyromancer's Blast Burner damage, after which the Pyromancer disappears into a pile of ashes. 2d12 rounds later, the Pyromancer emerges from the ashes at full health, with all effects, magical or otherwise, ended.

    Emperor of Everburning Flame(Su): At 20th level, the Pyromancer reaches the pinnacle of his abilities. This grants multiple benefits. Firstly, the Pyromancer's type changes to Elemental, and the Pyromances gains the [Fire] subtype. Secondly, the Pyromancer gains a +2 bonus to Charisma. Thirdly, for a number of rounds per day equal to the Pyromancer's class level, the Pyromancer may enter Everburning Flame mode, gaining the following benefits:

    • Combustion Cloak's AC bonus changes to 2 x the Pyromancer's Charisma modifier
    • Blaze Burner adds a number of dice to its attack equal to the Pyromancer's Charisma modifier
    • Firebomb deals xd8 damage, where x equals the Pyromancer's Charisma modifier


    Pyre Partner(Su):
    At 20th level, the Pyromancer's Companion reaches its ultimate form. It becomes a Huge Fire Elemental. Also, its bonuses to attack and damage rolls now equal 2 x your Charisma modifier, and its bonus to AC changes to equal your Charisma modifier. Lastly, for a number of rounds equal to 1/2 your class level per day, it can become a Fire Monolith(Complete Arcane). These rounds need not be spent consecutively.
    Last edited by Pyromancer999; 2012-02-29 at 12:50 AM.
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