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Pyromancer

Pryomancers are spellcasters who have chosen delve ever more deeply into the primal magics of the elemental plane of Fire. Striving to achieve the burning passion and raw power of elemental Fire. Fire knows neither compassion nor defense, it simply seeks to consume all that would oppose it. As the pyromancer becomes increasingly attuned to the plane of fire, both his body and his magic begin to draw closer towards his chosen elements. Usage of other elements becomes increasingly difficult for the pyromancer. Furthermore, his body begins to assume the properties of elemental fire. This process culminates with the ascension of the pyromancer into a true elemental, with all the fury and power of a true denizen of the plane of fire. Role: The pyromancer is, at heart, still a spellcaster. He uses the power of his chosen element to control the battlefield and deal damage to his opponents. The pyromancers advantage is that he is no longer bound to a fragile form of mere flesh and blood. Those thinking to find a feeble mage will be in for an unpleasant surprise. Alignment: Pyromancers can be of any alignment though, like the elements, they tend towards the neutral. Hit Die: 1d4

Requirements
To qualify to become a pyromancer, a character must fulfill all the following criteria. Race: any non-elemental Skills: Knowledge (planes) 5 Languages: Ignan Spellcasting: Ability to cast Summon Monster II or higher. If the character has a sorcerer bloodline, it must be Efreeti. If the character gains a sorcerer bloodline after taking this class, it must be the Efreeti bloodline. If the character has domains, they must include the domain of Fire

and may not include the domains of Earth, Water, or Air. If the character gains domains after taking this class, they must include the domain of Fire and may not include the domains of Earth, Water, or Air.
Base Attack Bonus
+0 +1 +1 +2 +2 +3 +3 +4 +4 +5

Level
1 2 3 4 5 6 7 8 9 10

Fort Save
+1 +1 +2 +2 +3 +3 +4 +4 +5 +5

Ref Save
+0 +1 +1 +1 +2 +2 +2 +3 +3 +3

Will Save
+1 +1 +2 +2 +3 +3 +4 +4 +5 +5

Special
Fire Affinity I Darkvision (30) Intensify Fire Ability Boost (Dex +2) Fire Affinity II Empower Fire Body of Fire, Fire Aura Ability Boost (Int +2) Fire Affinity III, Maximize Fire Ability Boost (Cha +2), Fiery Ascension

Spells per Day


+1 level of existing spellcasting class +1 level of existing spellcasting class +1 level of existing spellcasting class +1 level of existing spellcasting class

+1 level of existing spellcasting class +1 level of existing spellcasting class +1 level of existing spellcasting class +1 level of existing spellcasting class

Class Skills
The pyromancers class skills (and the key ability for each skill) are Knowledge (all skills taken individual) (Int), Linguistics (Int), Spellcraft (Int) Skill ranks per level: 2 + Int modifier

Class Features
All of the following are class features of the pyromancer prestige class. Weapon and Armor Proficiency: Pyromancers gain no proficiency with any weapon or armor. Spells per Day: When a new pyromancer level is gained, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. she does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if she is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a pyromancer, she must decide to which class she adds the new level for purposes of determining spells per day. Fire Affinity: An pyromancer adds her level to her sorcerer levels when determining the power of her Efreeti bloodline. If the pyromancer does not have levels of sorcerer, she instead gains the powers of the Efreeti bloodline, using his pyromancer level as his sorcerer level to determine the bonuses gained. The pyromancer gains fire resistance (5). At 5th level, the pyromancer adds +1

caster level to all spells using the fire energy type, summoning entities from the plane of fire, or creating or manipulating fire. This bonus is lost if the pyromancer is in water more than 1 deep. The pyromancer may now cast spells while in fire elemental form and gains a fire resistance (10). The pyromancer may not cast spells using the cold subtype or summon entities from the plane of water. At 9th level the pyromancer increases his caster level bonus to +2, gains fire immunity, suffers a -2 caster level penalty to spells using the Acid or Electricity energy types and may not summon entities from elemental planes other than Fire. Darkvision(Ex): At 2nd level, a pyromancer gains darkvision out to a range of 30 feet. If she already has darkvision, the range increases by 30 feet. Intensify Fire(Ex): Starting at 3rd level, a pyromancer increases the maximum number of damage dice done by fire spells by 2 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this ability. No other variable of the spell are affected, and spells that inflict damage that is not modified by caster level are not affected. Ability Boost(Ex): As an pyromancer gains levels in this prestige class, her ability scores increase as noted in the table. These increases stack and are gained as if through level advancement. Empower Fire(Ex): All variable numeric effects of a single spell with the fire descriptor are increased by half. Saving throws and opposed rolls are not effected, nor are spells without random variables. This ability may be used once per day for every three pyromancer levels. Body of Fire: The pyromancers body begins to assume many of the properties of a fire elemental. She no longer needs to eat, drink, sleep, or breath. The pyromancer receives a +4 on saving throws vs. poison and disease. Submersion in water will now deal 1d6 points of damage per round to the pyromancer. Fire Aura(Su): This ability allows the pyromancer to form an aura of fire around herself as a standard action, damaging all that come near you. Creatures adjacent to you when this ability is used and at the start of your turn take 2d6 fire damage and sets affected creatures on fire. A reflex save is permitted to reduce the damage by half and avoid catching on fire. This ability may be used for a number of minutes per day equal to the number of levels per day equal to your pyromancer level. These minutes do not need to be consecutive. Maximize Fire(Ex): All variable numeric effects of a single spell with the fire descriptor are maximized. Saving throws and opposed rolls are not effected, nor are spells without random variables. This ability may be used once per day for every five pyromancer levels. Fiery Ascension: The pyromancer transcends her mortal form. She is now considered an outsider and is immune to bleed, paralysis, poison, sleep effects and stunning. The pyromancer is no longer subject to critical hits or flanking. Further, the pyromancer no longer ages and removes any age related penalties she currently has.

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