PyromancerPassionate and terrifying, pyromancers wield the raw power of fire. Pyromancers are not just fire mages: they’re true lords of flame. A pyromancer’s mastery of fire allows her to pierce the toughest resistances, while leaving her unscathed by the flame’s cruel touch. While learning to bend fire to her will, the pyromancer also learns to harness similar aspects of the fire, such as smoke, heat, and ash. She destroys her foes while walking on wisps of smoke, hurling bolts of fire from above, raining burning ash, and creating clouds of toxic smoke. Few dare stand up to her.
The Pyromancer Hit Die: d6Level Base Fort Ref Will Special
Attack Save Save Save
Bonus
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1 +0 +0 +0 +2 Armored mage, resist fire, Produce Flame
2 +1 +0 +0 +3 Smoke, breathe smoke
3 +1 +1 +1 +3 Pierce resistance
4 +2 +1 +1 +4 Advanced learning
5 +2 +1 +1 +4 Familiar, elemental body
6 +3 +2 +2 +5
7 +3 +2 +2 +5 Lingering flames
8 +4 +2 +2 +6 Advanced learning
9 +4 +3 +3 +6 Thick smoke
10 +5 +3 +3 +7 Resist fire (immune), elemental body
11 +5 +3 +3 +7 Rise of the Phoenix
12 +6/+1 +4 +4 +8 Advanced learning
13 +6/+1 +4 +4 +8 Cloud of smoke
14 +7/+2 +4 +4 +9
15 +7/+2 +5 +5 +9 Pierce resistance (immune), elemental body
16 +8/+3 +5 +5 +10 Advanced learning
17 +8/+3 +5 +5 +10 Incendiary smoke
18 +9/+4 +6 +6 +11
19 +9/+4 +6 +6 +11
20 +10/+5 +6 +6 +12 Advanced learning
Spells per Day:0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
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Class Skills (4 + Int modifier per level, x4 at 1st level): Balance, Concentration, Craft, Intimidate, Jump, Knowledge (arcana), Knowledge (the planes), Perform, Profession, Spellcraft, Tumble.
Class FeaturesYour class features focus on advancing your connection to the element of fire.
Weapon and Armor Proficiency: Pyromancers are proficient with all simple weapons plus the scimitar and falchion. Pyromancers are proficient with light armor, but not with shields.
Spells: A pyromancer casts arcane spells which are drawn from the spell list below. She can cast any spell she knows without preparing it ahead of time. To cast a spell of a given level, the pyromancer must have a 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 the Spells per Day table, above. In addition, she receives bonus spells per day if she has a high Charisma score.
Armored Mage (Ex): A pyromancer can cast arcane spells in light armor without risking arcane spell failure. This only applies to spells granted by the pyromancer class.
Produce Flame (Sp): A pyromancer can use Produce Flame as a spell-like ability at will, with a caster level equal to her class level. Attacks made with this ability do not reduce its duration.
Resist Fire (Ex): A pyromancer has an innate ability to resist fire. She gains two points of fire resistance per class level. At 10th level, she gains fire immunity.
Smoke (Su): At 2nd level, a pyromancer can create a cloud of smoke in a 5-foot square anytime she casts a spell with the fire descriptor. This cloud of smoke can occupy any square in the spell’s area (if any) or the square of the target.
This smoke lasts for one round and obscures vision. Anyone attacking into or from within the smoke has 20% concealment. In addition, anyone in or passing through the smoke must succeed a Fortitude save (DC 10 + ½ the pyromancer class level + the pyromancer’s Charisma modifier) or be sickened for one round.
Breathe Smoke (Ex): The pyromancer is immune to any negative effects caused by smoke, mundane or magical. She may also see clearly though smoke and is not affected by concealment caused by it.
Pierce Resistance (Su): As a pyromancer gains power, she is able to create fire so hot as to bypass the resistance of other creatures. At 3rd level, a pyromancer can ignore a number of points of fire resistance equal to her class level. So a 5th level pyromancer would treat fire resistance 10 as 5, and would ignore fire resistance 5 or lower completely.
At 15th level, the pyromancer may treat any creature with fire immunity as having fire resistance of 25 instead. This combines with the pyromancer’s ability to lower fire resistance, so a 15th level pyromancer would ultimately treat fire immunity as fire resistance 10.
This ability does not affect the pyromancer’s own fire resistance or the immunity of her familiar or summoned elementals.
Advanced Learning (Ex): at 4th level, and every four levels thereafter, a pyromancer can learn a new spell, adding it permanently to her spell list. The spell must be from a 9-level spell list with either the [fire] or [light] descriptor and it must be of a level the pyromancer can currently cast. Once this spell is picked, it cannot be changed. This spell is treated as an arcane spell, regardless of the list is is normally found on.
Alternately, the pyromancer can pick any reserve feat or metamagic feat for which she meets the prerequisites.
Familiar (Ex): At 5th level, the pyromancer can get a small fire elemental as a familiar. The fire elemental behaves as a familiar, as described under the sorcerer and wizard classes, except that it does not require gold to summon and the pyromancer loses no experience if the familiar dies or is dismissed. A new familiar can be summoned within 24 hours.
Elemental Body (Ex): At 5th level, the pyromancer’s body begins to take on the traits of a fire elemental. Her appearance changes slightly (such as her hair or eyes turn yellow, orange, or red, or her skin becomes warm to the touch), and she gains a +2 bonus on saving throws against sleep, stunning, paralysis, and poison. She also has a 25% chance to ignore a critical hit (or any effect that only affects creatures vulnerable to critical hits). This percentage chance does not stack with the Fortification ability.
At 10th level, she gains darkvision with a range of 60 feet, her save bonus increases to +4, and her chance to ignore critical hits increases to 50%.
At 15th level, her type changes to elemental, and she gains all the appropriate traits.
Lingering Flames (Su): At 7th level, anytime the pyromancer casts a spell with the fire descriptor and an instantaneous duration, she may concentrate to keep the spell active. On the round after she casts the spell, the pyromancer may spend a standard action to concentrate on the spell, and it is effectively cast a second time without expending an additional spell slot. The spell must target the same area or target, otherwise the attempt fails.
She may continue to activate this ability each round thereafter, and may use it a number of rounds on any given spell equal to one third her class level. So a 7th level pyromancer could concentrate on continuing the spell for two rounds, and she could concentrate for three rounds at 9th level.
This ability follows the normal rules for concentrating on a spell if the pyromancer is damaged during this time.
Thick Smoke (Su): This ability functions exactly as the Smoke ability, except that the cloud of smoke grants full concealment (50%), and if the target fails their Fortitude save, they are nauseated. The target is sickened even on a successful save.
Rise of the Phoenix (Su): When the pyromancer has reached 11th level, once per day, if she is killed, she immolates herself and rises anew from the ashes. The moment the pyromancer is killed, she, and all of her possessions are consumed in fire and reduced to ash. Anyone in her space takes 1d6 points of fire damage per class level, and anyone adjacent takes half this amount. A successful Reflex save (DC 10 + ½ the pyromancer class level + the pyromancer’s Charisma modifier) halves the damage. Spell resistance does not apply to this damage.
Two rounds later, the pyromancer rises from the ashes in the same location, with all of the gear she had at the moment of her death. Her current hit points are raised to one half her maximum hit points, and any negative status effects, poisons, or diseases are removed. If her space is occupied, she raises in the nearest unoccupied space.
This ability functions once per day, and always works the first time the pyromancer is killed in any day, without any conscious effort on her part. This ability does not work if her body is wholly destroyed.
Cloud of Smoke (Su): At 13th level, the pyromancer may fill the entire area of a spell she casts with the fire descriptor with smoke. This smoke is treated either as the Smoke ability or Thick Smoke ability (chosen at the time the spell is cast), and lasts a number of rounds equal to her class level.
Incendiary Smoke (Su): This ability functions exactly like Cloud of Smoke, and in addition, the smoke deals 4d6 points of fire damage to anyone inside. This damage is dealt when the spell is cast and at the beginning of the pyromancer’s turn. A creature that passes through the smoke and doesn’t begin or end their turn in the area also takes 4d6 points of fire damage.
Pyromancer Spell ListLevel 0: Dancing Lights, Detect Fire
*, Detect Magic, Flare, Light, Prestidigitation, Read Magic
Level 1: Animate Fire
SC, Burning Hands, Control Flames
A, Endure Elements, Faerie Fire, Lesser Orb of Fire
SC, Produce Flame, Raging Flame
SC, Slow Burn
SC, Smoke Ladder
CA, Wall of Smoke
SCLevel 2: Combust
SC, Continual Flame, Fireburst
SC, Fire Trap, Flaming Sphere, Flashburst
SC, Heat Metal, Pyrotechnics, Scorching Ray
Level 3: Avoid Planar Effects
SC, E, Daylight, Dispel Magic, Energy Retort
A, E, Fireball, Firesight
*, Fire Wings
SC, Flame Arrow, Stinking Cloud, Summon Monster III
ELevel 4: Blast of Flame
SC, Fire Shield (Warm Shield), Fire Stride
SC, Flame Strike, Flame Whips
SC, Orb of Fire
SC, Summon Monster IV
E, Wall of Fire
Level 5: Cloudkill, Fiery Discorporation
A, Firebrant
SC, Greater Firebusrt
SC, Mass Fire Shield (Warm Shield)
SC, Permanency, Planar Tolerance
SC,E, Plane Shift
E, Summon Monster V
ELevel 6: Fire Seeds, Fire Spiders
SC, Greater Dispel Magic, Summon Monster VI
E, Transport via Fire
*Level 7: Delayed Blast Fireball, Fire Storm, Summon Monster VII
ELevel 8: Deadly Lahar
CM, Greater Plane Shift
SC, E, Incendiary Cloud, Summon Monster VIII
ELevel 9: Elemental Swarm
E, Internal Fire
CA, Summon Monster IX
E* - New spell described below.
A – as an arcane spell. Treat as having spent a number of power points up to the caster level.
E – fire energy type only, fire creatures only, or elemental plane of fire only
SC – Spell Compendium
CA – Complete Arcane
CM – Complete MageNew Pyromancer SpellsDetect Fire:Level 1
As Detect Animals and Plants, except you detect fires in the area, mundane or magical.
1st roundPresence or absence of fire.
2nd roundNumber of fires in the area.
3rd roundThe size of each fire and its nature (mundane or magical). If it is outside your line of sight, then you discern its direction but not its exact location.
Firesight:Level 3
As Clairaudience/Clairvoyance, except the sensor must be place in a flame within the spell’s range. If you target a general area, the sensor is placed in the nearest flame within range with line of affect to the targeted area. If no flames are available, the spell fails.
Transport via Fire:Level 6
As Transport via Plants, except you enter into and exit from a fire of your size or larger.