New "Pyro" Base Class!


Product Discussion


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Magic Skull Games presents the Pyro base class, included in the Grimoire Viperian, now available at Paizo and DriveThruRPG!

Pyro base class:

The pyro is an individual with a talent (and some say perverse penchant) for using fire as a weapon. They are adept at using torches as weapons, typically in their off hand, while using a sword or standard weapon in their main hand. Pyros use their pyrotechnic alchemy skills to enhance their torch attacks, setting foes ablaze! They are often explorers and treasure hunters whose travels lead them into dangerous tombs, dark ruins or underground caves and corridors. As light sources are a necessity to explore such places, pyros have learned to use torches not only to illuminate the way but also as weapons. Evil pyros tend to be arsonists whose depredations terrorize the community. Such heinous criminals are highly wanted men.

Role: Like rogues, pyros are highly skilled and versatile and tend to avoid lone hand-to-hand combat. Though they don’t possess the rogue’s ability to strike vital areas or disarm traps, they excel at using their torches as unexpected and dangerous weapons, often catching unsuspecting foes off-guard. Their scouting abilities and broad set of skills also makes them handy to have around in just about any situation.

The pyro class comes with exciting and customizable abilities ensuring no two pyros are alike. These include numerous special insidious torch attacks such as blinding strikes and distracting attacks and the creation of torches fueled by dangerous and volatile alchemical mixtures which allow them to produce pyrotechnic effects and even spit fire or immolate opponents! Examples include: blazing torch, sparking torch, smoking torch, witchlight torch, dancing torch, and thundering torch. Pyros can also select from a bevy of rogue-like talents, many focused on, you guessed it, fire!

Burn, baby, burn!

Sample Pyro: "Angus the Red"

Pyro 10; Medium human; HD (10d8+10); hp 76; Init +7; Spd 40 ft.; AC 20 (+4 Dex, +6 armor), touch 14, flat-footed 16, BAB +7/+2; CMB +9, CMD 22; Atk: +12/+7 melee (1d6+5, 19-20/x2, cold iron shortsword +2, main hand); +6 melee (1d4+1 plus 3 points of fire damage, 20/x2, torch, off-hand), +13 ranged (1d8+2, 19-20/x2, light crossbow +2);

SA: Torch Attack (+2 competence bonus to hit flanked opponents and those denied Dexterity bonus to AC, ignite on 17-20, 1d4+4 ignited damage plus immolation, Reflex DC 17 to extinguish), Catch Off- Guard, Fire Expert, Pyro Talents: Torch and Steel (Two- Weapon Fighting feat), Finesse (Weapon Finesse feat), Combat Trick (Spring Attack), Igniter, Additional Special Torch Attack; Torch Light Adaptation, Special Torch Attacks (create 7 special torches per day): Blazing Torch, Sparking Torch (5 ft. radius, 5d4 fire, Reflex DC 22 for half), Blinding Torch Strike (Reflex DC 20 negates), Fire Breather (15ft. cone, 5d6 fire, Reflex DC 24 for half), Immolation; Evasion, Improved Uncanny Dodge; AL: CN; SV Fort +8, Ref +11 (+12 vs. fire), Will +4; STR 16, DEX 19, CON 12, INT 14, WIS 12, CHA 10.

Skills: Acrobatics +11, Bluff +10, Climb +11, Craft (alchemy) +13, Escape Artist +10, Intimidate +12, Knowledge (arcana) +5, Knowledge (dungeoneering) +8, Knowledge (geography) +5, Knowledge (local) +6, Perception +10, Ride +10, Sense Motive +8, Stealth +12, Use Magic Device +10.

Feats: Armor Proficiency (Light), Catch Off-Guard, Combat Reflexes, Dodge, Improved Initiative, Mobility, Spring Attack,Two-Weapon Fighting, Weapon Focus (short sword), Weapon Finesse (short sword), Weapon Proficiency (Simple Weapons -- includes torch), Weapon Proficiency (short sword).

Possessions: chain shirt +2, cold iron shortsword +2, boots of striding and springing, light crossbow +2, (12) bolts, (12) torches, (3) alchemist's fire, (2) flasks of oil, (3) thunderstones


Your links are a bit borked. The first one needs "http://" out front, and the Paizo Link goes to your Grimoire Viperian.

edit: OH! It's in the Grimoire Viperian! Got it.


Note that there's a free preview PDF too :)


Quick question. Why isn't this a prestige? It seems a little to specialized to be a true "base class". Not to say it's not a good class or anything, I just wanna know the process that went into the development of it. :D (Looks like fun)


Good question, Scott_UAT! The short answer is that there are too many key ability differences between a rogue and a pyro to warrant just a rogue prestige class. One important factor is the lack of sneak attack, the other is the focus on using a torch as a weapon, and all the pyro abilities packed into the class that go along with it. This class is not a trap disarmer, either, and doesn't have the amount of skill points per level that a rogue has. So it leaves the rogue's sneak attack, skill monkey and trap disarmer niche to the rogue. The pyro has access to several rogue talents, but not all of them, and has several unique talents of its own. The pyro has a very different play style and distinctly different flavor from a rogue (well, at least different enough that it definitely won't feel just like a rogue!).

As a pyro you won't be contantly jockeying for a sneak attack by hiding in shadows or going invisible, or always sent up to disarm those nasty traps, but you will be dealing decent damage for a two-weapon meleer with the added bonus of potentially igniting opponents struck by your torch and having a bag full of tricks with which to spring deadly and often debilitating surprises on your opponents (such as exploding torches, smoking torches, sparking torches, breathing fire, etc.), while also providing good support to your allies (both by providing flanking bonuses and distracting attacks, and by buffing allies with special torches that imbue their weapons with flame and other energy types). You'll have more than enough skills to be versatile in that department, and make a good scout. Also, you'll be the guy who volunteers to carry the torch so the non-darkvision characters can see, and you'll be glad to do it because of the nasty uses you can put that torch to! Mwahaha!

The pyro class is different enough and has enough class build choices to warrant its own base class. In that way, it's similar to the barbarian, magus and alchemist, who have a variety of rage powers, magus arcana, and special bombs/discoveries to choose from, allowing you to create a unique character with a unique set of abilities each time.

You could also ask a similar question for the Magus - why have a magus when you already have the Eldritch Knight and Dragon Disciple prestige classes, both of which are designed for melee/arcane caster characters? The reason is the magus is designed from the ground up to be both an arcane caster and a meleer, with a plethora of abilities to choose from that lets you build your own unique magus and have an arcane caster/meleer character that is cool, versatile and flavorful to play, starting at level 1.

The pyro was designed as a base class for similar reasons. The pyro class has several abilities focused on using a torch as a weapon that no other class has, to such an extent that it would not be covered merely by introducing new torch feats for the rogue or making it a rogue archetype, and the pyro has a wide variety of potential special torch attack abilities to select from, as well as numerous pyro talents. That's what I mean when I say it's similar to the magus, the barbarian and the alchemist, where you have a wide range of potential class builds thanks to wide variety of class abilities to pick from (magus arcana, barbarian rage powers, alchemist bombs and discoveries). This lets you have a unique and flavorful character right from level 1.

If the Pyro were a prestige class, you'd also have to wait until 5th level to take it! ;) In all seriousness, though if it were a prestige class, you'd have to wait until much higher level to acquire even the most basic special pyro abilities, the pyro abilities would have to be completely revamped to reflect the higher levels at which they'd be acquired, and you wouldn't have nearly the pool of abilities to draw from that a base pyro class has.

Another analogy would be the differences between a fighter, ranger and paladin. They're all basically tough guy warrior types, but the ranger and paladin have enough differences right from the start that each is its own class, rather than prestige classes or archtypes for the fighter.

Sorry for the long response - but it was good question deserving a good answer!


Cheapy wrote:
Note that there's a free preview PDF too :)

Yep! The 37-page free sample version of the Grimoire Viperian provides a big peek at the contents.

Look for the "Add Sample PDF: FREE" under the full PDF price.

Silver Crusade

Just curious but how does a class like this get around things like Fire Immunity? Especially because a lot of GMs that I know are dicks and I could see them cherry picking every fire immune monster out there to throw at this class.


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Elamdri wrote:
Just curious but how does a class like this get around things like Fire Immunity? Especially because a lot of GMs that I know are dicks and I could see them cherry picking every fire immune monster out there to throw at this class.

That's a challenge for fire elemental sorcerers and fire oracles, as well, or for any class that specializes in fire or for players who prefer fire spells.

The Pyro base class has several ways of dealing with fire immune or resistant creatures:


  • Pyros can choose to learn how to make Witchlight torches which burn with a cold flame
  • Pyros can also choose the "Penetrating Torch" attack, which lets them bypass a certain amount of fire resistance with their torches. At higher levels, the amount of fire resistance bypassed increases.
  • As pyros go up in level, their torch fire damage increases. Granted, this won't help vs. fire immune creatures, but it will help get past fire resistance
  • If a Pyro learns the Dancing Torch, Smoking Torch, Sparking Torch and Thundering Torch, he still has a means to deal with enemies without resorting to fire, and he can use some of those torches to imbue allies' weapons with shocking and thundering abilities.
  • Pyros are intended to (but not limited to) fight with a standard weapon in their main hand and a torch in their off hand, so they aren't 100% reliant on fire damage for their attacks. Of course, there's nothing stopping you from making a pyro with the torch in the main hand, or from using a two-handed weapon and pulling out the torches when needed.
  • Pyro torch attacks inflict both bludgeoning damage and fire damage, so if a target is fire resistant or immune, he will at least get some bludgeoning damage in there.
  • The pyro also has a lot of other tricks up his sleeve, so he's no one-trick fire pony by any means. He gains a bonus to hit opponents that are denied their dexterity bonus and a greater than normal flanking bonus when flanking with a torch. He's also got a big skill pool to draw from making him handy for all kinds of roguish things, and if he puts ranks in Alchemy he can benefit the party with alchemical items. His ability to imbue allies' weapons with energy type effects makes him a useful buffer, as well. He also gets some talents which make him more effective in general combat, along the lines of a rogue.


This isn't pyro related but did you (Red Skull Games) get that IM with my questions?


The NPC wrote:
This isn't pyro related but did you (Red Skull Games) get that IM with my questions?

IM received and reply sent! Thanks for the feedback!


Magic Skull Games wrote:
The NPC wrote:
This isn't pyro related but did you (Red Skull Games) get that IM with my questions?
IM received and reply sent! Thanks for the feedback!

I did in fact reply back... Oh, and the pyro, very nice.

It's like if the rogue and the alchemist had fire loving love child. No wait that could happen...


Here's a sneak peek at just some of the Pyro class enhancements coming out in the free Grimoire Viperian Web Enhancement & Errata PDF!

Pyro Discussion


  • The Pyro - More Than Just a “Fire” Rogue
  • Tip: Optimizing the Pyro
  • Tip: Pyros vs. Fire Resistant/Immune Opponents

New Pyro Feats


  • Extra Pyro Talent
  • Extra Special Torches
  • Inferno Torch
  • Inquisitor’s Fire
  • Master Fire Breather
  • Master Imbuer
  • Master Immolator
  • Master of Arson
  • Rain of Sparks
  • Searing Critical
  • Torch Weapon Mastery

New Pyro Talents


  • Improved Torch and Steel
  • Intimidator
  • Greater Torch and Steel

Errata

The errata contains some clarifications and corrections, plus improvements to the Pyro's torch imbuing duration!

The Free Web Enhancement/Errata will be out before Christmas!

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

I was looking for the punch line, and then I realized you were serious. The aesthetic images this puts in my head mandates an extra order of Brain Bleach.

At best, this might have been something extra for a alchemist to play with, but to base an entire class on this? I just don't see it.


Magic Skull Games wrote:
Good question, Scott_UAT! The short answer is that there are too many key ability differences between a rogue and a pyro to warrant just a rogue prestige class. One important factor is the lack of sneak attack...enough that it definitely won't feel just like a rogue!).

I actually wasn't asking why it wasn't a rogue. (I didn't think it was)

Magic Skull Games wrote:


The pyro class is different enough and has enough class build choices to warrant its own base class...

I always saw base classes as being iconic staple found in stories rather then a setting specific/thematic specific archetype. I guess my question is where was the inspiration for this from? It just never struck me as a important to have a torch bearer in my party. (The cleric, a knight, a magic casting guy in the back, and the guy with the torch. One of these is not like the other)

Magic Skull Games wrote:


You could also ask a similar question for the Magus - why have a magus when you already have the Eldritch Knight and Dragon Disciple prestige classes, both of which are designed for melee/arcane...

Regarding the Magus, I'd say that is because they wanted to have an arcane equivalent to the partial spell casting classes (Wizard = Magus, Cleric = Paladin, Druid = Ranger)

Magic Skull Games wrote:


If the Pyro were a prestige class, you'd also have to wait until 5th level to take it! ;) In all seriousness, though if it were a prestige class, you'd have to wait until much higher level to acquire even the most basic special pyro abilities...

In regards to your prestige class suggestion, a realignment of when it gained certain abilities might have been a good fix. Never be afraid of a re-design if it will make things better :-)

Honestly, it seems like a very cool class from a mechanical standpoint. I guess I'm just not seeing the thematic relevance that warrants an inclusion as a base class. (If I sound harsh- it's not intended. I like it :D )

Grand Lodge

Looking forward to this!


Kyros Deun wrote:
Looking forward to this!

The free Web Enhancement & Errata PDF is now available from the Magic Skull Games website, Paizo, and soon from DrivethruRPG.

Check out the new Pyro class feats and talents and errata changes!


Scott_UAT wrote:


Magic Skull Games wrote:


The pyro class is different enough and has enough class build choices to warrant its own base class...

I always saw base classes as being iconic staple found in stories rather then a setting specific/thematic specific archetype. I guess my question is where was the inspiration for this from? It just never struck me as a important to have a torch bearer in my party. (The cleric, a knight, a magic casting guy in the back, and the guy with the torch. One of these is not like the other)

The pyro was designed from a unique character concept, inspired by many different ideas.

The classic arsonist/pyromaniac was the main source of these ideas - the shady, dangerous and possibly demented type whose depredations are feared. I also remembered various heroes and characters from different movies and books, where they were exploring a dark and often spooky place with a lit torch, in addition to whatever other weapon they were carrying (whip, sword, or even a gun for modern movies). The torch was not their main weapon, it was a tool, but in some situations it became a handy, unexpected and dangerous weapon when thrust at an opponent. Having a lit torch thrust at you, with the threat of being ignited, is not something to be taken lightly. Indiana Jones using a torch to ward off snakes also came to mind, and even the scene from Rambo First Blood (seriously, lol) where he's hiding in a flooded mine warding off bats with a torch. The pyro takes this inspirational material and melds it into something unique and fun.

The class wasn't designed to fill some kind of missing niche, it was designed because it was fun and different. The pyro wasn't envisioned as a "torch bearer" guy who's hired to carry a light for the party, either, lol. The pyro was intended to have an edgier, roguish feel - a meleer with a bit of crazy alchemist thrown in there, as well. The class evolved from there into what it is now.


Dot.


Just started a new thread about Pyro class builds.

Post your builds - I would love to see 'em!

I'd especially love to see ideas for goblin pyros, pyros focused on the Blinding Strike attack, weapon imbuer builds (using blazing torches, witchlight torches, etc. to imbue weapons), combat feinting pyros using the Distracting Torch attack, and anything else new and different you can think of!

Cheers,

Steve at Magic Skull Games

Grand Lodge

Just out of curiosity, is there a plan or a way to make a magic item torch? Give the pyro something cool to have. Maybe a particular helmet, or armor to enhance things?

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