
Gremlington |
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Greetings! So I've been lurking for a while, and I've built up a fair amount of custom content, and I figured I should take the plunge and actually get it out into the community to see what people think of it. I've mostly playtested these with local groups and bounced them off of people I already know, but I want to hear the opinion of the community as a whole. Any feedback on these would be greatly appreciated, whether through mechanical observation or through your own testing and experiences. I'd love to hear it all.
For those looking for a quicker reference document with formatting, the Pyromancer class document can be found here: The Pyromancer
The text breakdown follows below:
Game Rule Information
Pyromancers have the following game statistics.
Role: Pyromancers are masters of fire, both in lighting things on fire, and making attacks that deal in fire damage. They tend to function best at closer ranges, so they can reach enemies with their sacred flame, and many take to combat offensive through arms and their fury of flame. Many of their firekeeper secrets serve as assistance to themselves and other group members, making them good support casters.
Abilities: Charisma dictates the magic a pyromancer controls, and enhances the effectiveness of sacred flames and firekeeper secrets. Due to their light armor, Dexterity increases their AC and allows them to better aim their sacred flame. Constitution keeps a pyromancer hearty.
Alignment: Any
Hit Die: d8
Starting Wealth: 2d6 x 10 gp (average 70 gp). In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
The Pyromancer’s class skills (and the key ability for each skill) are: Craft (Int), Intimidate (Cha), Knoweldge (arcana) (Int), Knowledge (nature) (Int), Perform (Cha), Profession (Cha), Ride (Dex), Spellcraft (Int), and Survival (Wis).
Skill Points at Each Level: 2 + Int modifier.
Table 1–1: The Pyromancer
HD: d8
Skill Points: 2+Int
BAB: Moderate (3/4)
Good Saves: Fortitude
Poor Saves: Reflex, Will
Level - Special Abilities
1st - Firekeeper secret, fury of flames, sacred flame 1d6, spark, wild flame +1d6
2nd - Fire bomb, pyre flow, torchsight
3rd - Fire resistance 10, sacred flame 2d6
4th - Smoky haze
5th - Overwhelming heat, sacred flame 3d6, wild flame +2d6
6th - Fire sight, fury of flames
7th - Sacred flame 4d6
8th - Roar of flames
9th - Fire resistance 20, sacred flame 5d6
10th - Improved sacred flame, melting grasp
11th - Sacred flame 6d6, sculpted scorch, wild flame +3d6
12th - Blaze bending, fury of flames
13th - Sacred flame 7d6
14th - Burning brand
15th - Fire resistance 30, sacred flame 8d6
16th - Scorching cloak
17th - Sacred flame 9d6, wild flame +4d6
18th - Fury of flames
19th - Sacred flame 10d6
20th - Body of fire, dancing dragon inferno
Table 1–2: Spells Per Day
Lvl 1 2 3 4 5 6
1st 1 - - - - -
2nd 2 - - - - -
3rd 3 - - - - -
4th 3 1 - - - -
5th 4 2 - - - -
6th 4 3 - - - -
7th 4 3 1 - - -
8th 4 4 2 - - -
9th 4 4 3 - - -
10th 4 4 3 1 - -
11th 4 4 4 2 - -
12th 4 4 4 3 - -
13th 4 4 4 3 1 -
14th 4 4 4 4 2 -
15th 4 4 4 4 3 -
16th 4 4 4 4 3 1
17th 4 4 4 4 4 2
18th 4 4 4 4 4 3
19th 4 4 4 4 4 3
20th 4 4 4 4 4 4
Table 1–3: Pyromancer Spells Known
Lvl 1 2 3 4 5 6
1st 2 - - - - -
2nd 3 - - - - -
3rd 3 - - - - -
4th 3 1 - - - -
5th 4 2 - - - -
6th 4 2 - - - -
7th 4 3 1 - - -
8th 4 3 2 - - -
9th 5 3 2 - - -
10th 5 4 3 1 - -
11th 5 4 3 2 - -
12th 5 4 3 2 - -
13th 5 4 4 3 1 -
14th 5 5 4 3 2 -
15th 5 5 4 3 2 -
16th 5 5 4 4 3 1
17th 5 5 4 4 3 2
18th 5 5 4 4 3 2
19th 5 5 4 4 3 3
20th 5 5 4 4 3 3
All of the following are class features of a Pyromancer.
Weapon and Armor Proficiencies: A pyromancer is proficient with all simple weapons and with the battleaxe, handaxe, machete, throwing axe, and torches. Pyromancers treat torches as a simple weapon. They are proficient with light armor. Because their spells are relatively simple, a pyromancer can wear light armor without incurring the normal arcane spell failure chance. A multiclass pyromancer still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Bonus Languages: A pyromancer may substitute Ignan for one of the bonus languages available to the character because of her race.
Spells: The pyromancer casts arcane spells drawn from the pyromancer spell list. She can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a pyromancer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a pyromancer’s spell is 10 + the spell level + the pyromancer’s Charisma modifier. Pyromancers often spend their time focusing their minds each day in front of a fire or open flame.
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 Table 1-2: the pyromancer. In addition, she receives bonus spells per day if she has a high Charisma score.
The pyromancer’s selection of spells is extremely limited. A pyromancer begins play knowing two 1st-level spells of the pyromancer’s choice. At later levels, she gains new spells as indicated on Table 1-3: Pyromancer Spells Known. (Unlike spells per day, the number of spells a pyromancer knows is not affected by her Charisma score.) She can learn any spell with the fire descriptor, adding it to her spells known at the lowest available level whenever she gains new spells known.
Upon reaching 5th level, and at every third pyromancer level after that (8th, 11th, and so on), a pyromancer can choose to learn a new spell in place of one she already knows. In effect, the pyromancer “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level pyromancer spell the pyromancer can cast. A pyromancer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
A pyromancer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level.
Sacred Flame (Su): A pyromancer’s dedication to fire surpasses that of others, allowing them to connect with a more primal source of fire and harness the powers of the sacred flame. This energy is stored in numerous ways, often unique to each individual pyromancer, such as within a ruby amulet, stored within a series of charms, or more openly displayed within glass orbs that house tiny flames. A pyromancer can call upon the sacred flame a number of times per day equal to her class level + the pyromancer’s Charisma modifier.
Drawing upon the sacred flame can be manifested in a number of ways, each of which requires a standard action to activate. An attack with sacred flame deals 1d6 points of fire damage, plus additional damage equal to the pyromancer’s Charisma modifier. This damage increases by 1d6 at every odd pyromancer level. If a sacred flame attack offers a save, the DC is equal to 10 + ½ the pyromancer’s level + the pyromancer’s Charisma modifier.
Fire Stream: You manifest the sacred flame into a gout of fire that streaks from your body. This takes the form of a 30-foot line of fire. A successful Reflex save halves this damage.
Fire Wave: You manifest the sacred flame into a cone of flames that streaks from your body. This takes the form of a 15-foot cone of fire. A successful Reflex save halves this damage.
Fire Bomb: Starting at 2nd level, a pyromancer can condense the energies of a sacred flame into a small orb that can be hurled. The maximum range on a fire bomb is equal to 5 feet per pyromancer level. This is treated as a splash weapon, requiring a ranged touch attack to hit a specific target. A direct hit deals normal sacred flame damage. This damage is multiplied by 2 on a successful critical hit. Splash damage is always equal to the minimum possible damage. For example, a pyromancer with a sacred flame that deals 2d6+4 fire damage on a direct hit would deal 6 points of damage to those effected by the flame’s splash. Those caught in the splash radius can attempt a Reflex save for half damage. Since this is a manifestation of fire and not an actual weapon, fire bombs cannot be enhanced by spells such as Magic Weapon, abilities such as wild flame, nor can they be selected for feats such as Weapon Focus or Improved Critical.
Firekeeper Secret (Su): Pyromancers develop a deep, nearly spiritual connection to fire. Their dedication to flames leads them to unearth ancient secrets of fire, allowing them to manifest astounding abilities related to flames. A pyromancer can manifest a firekeeper secret for a number of rounds per day equal to 4 + her Charisma modifier. At each level after 1st, a pyromancer can manifest secrets for an additional 2 rounds each day. Manifesting a firekeeper secret requires a standard action unless otherwise stated, but maintaining a secret can be done as a free action each round. A free action ends a manifested secret. Only one firekeeper secret may be manifested at any time, and manifesting a new secret ends the effects of a current secret. A secret cannot be disrupted, but it ends immediately if the pyromancer is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. At 7th level, a pyromancer can manifest a firekeeper secret as a move action instead of a standard action. At 13th level, a pyromancer can manifest a firekeeper secret as a swift action. If a secret allows a saving throw, the DC of this save is equal to 10 + ½ the pyromancer’s level + the pyromancer’s Charisma modifier.
Fury of Flames: Starting at 1st level, a pyromancer can draw upon the energy of fire, channeling it into an intense fury. When in this fury, a pyromancer gains a +2 morale bonus to her Strength, as well as a +10 foot morale bonus to her speed. In addition, all of her weapon attacks deal an extra 1 point of fire damage. Ending a fury leaves the pyromancer exhausted for 1 round and then fatigued for a number of rounds equal to the rounds spent in the fury -1. Starting at 6th level, this extra fire damage increases to 1d6, and she gains a +1 dodge bonus to AC. At level 12, the speed bonus increases to 20 feet, and the dodge bonus increases to +2. At level 18, the pyromancer gains concealment so long as they are in their fury, the Strength bonus increase to +4, and the speed bonus increases to 30 feet. In addition, ending a fury leaves the pyromancer fatigued for only a single round.
Wild flame: A pyromancer can inspire the powers of fire around the weapons of their allies. All allies within 50 feet can benefit from the manifestation of this secret. Each weapon attack made by the pyromancer or her allies deals an extra 1d6 points of fire damage. This is in addition to any other fire damage this weapon may deal. This damage increases to 2d6 at 5th level, and by an extra 1d6 every six levels beyond that.
Pyre Flow: Starting at 2nd level, a pyromancer can manifest the secret of pyre flow to control the flow of fire around them. Each round the pyromancer makes a check to control the movement of flames around her, adding her class level + the pyromancer’s Charisma modifier to a d20 roll. Any ally within 30 feet of the pyromancer that has caught on fire or is affected by a fire effect or extreme heat can use the pyromancer’s check result in place of its saving throw against that fire. Any ally within 30 feet of the pyromancer who is suffering from heatstroke can ignore the fatigue from heat exposure so long as the pyromancer maintains this secret. At 11th level, the range increases to 60 feet.
Smoky Haze: Starting at level 4, a pyromancer can create a bank of choking smoke. She may create one 10-foot cube of smoke per pyromancer level. These cubes may be placed in any formation as desired, but all cubes must be adjacent to one another and at least one cube must be adjacent to the pyromancer. The smoke obscures sight beyond 5 feet, providing total concealment. A creature within 5 feet has concealment. At level 12, creatures within the haze must make a fortitude save or be sickened so long as they remain within the smoke. The smoke dissipates when the pyromancer ceases to manifest this secret.
Roar of Flames: Starting at 8th level, a pyromancer can call a fierce blaze to ignite her enemies. She may target one creature per 4 pyromancer levels. So long as these targets are within 50 feet, each round they take fire damage equal to twice the pyromancer’s level. A successful Reflex save cuts this damage in half. This effect occurs once a round at the start of the pyromancer’s turn, so long as she continue to maintain this secret.
Blaze Bending: Starting at level 12, a pyromancer is able to control the motions of fire. She may target any open flame within 50 feet, manipulating one 5-foot cube’s worth of fire per two levels. As a move action, she can move the fire up to 30 feet, snuff the flames in this area, or make them burn hotter, dealing twice the damage they would normally deal and increasing any saving throw to resist their effects by 2. Alternatively she may attempt to take control of a creature composed primarily of fire. If the creature fails a Will save, the pyromancer may control the creature’s actions so long as she maintains the manifestation of this secret. Controlling a creature in this fashion requires a standard action.
Burning Brand: Starting at level 14, a pyromancer can mark a foe with a brand, making them more susceptible to fire. She may target one creature within 60 feet of her. If the target fails a Will save, they are branded with her mark. They gain vulnerability to fire damage and take a penalty to saves against fire effects equal to ¼ the pyromancer’s level. In addition, each round they take fire damage equal to the pyromancer’s Charisma modifier. If the creature targeted has immunity to fire, they instead must make a saving throw against any fire effect they are subjected to. If they fail this save, they take half damage from the fire despite their immunity. Creatures with fire immunity are not subjected to the other effects of a burning brand. These effects last so long as the pyromancer maintains the manifestation of this secret.
Scorching Cloak: Starting at level 16, a pyromancer is able to manipulate fire into a swirling cloak. She may target up to three creatures within 40 feet, and one additional creature for every three levels beyond 16 she possesses. The targeted creatures are swathed in flames, granting them fire resistance 20 and a bonus to saves against fire effects equal to ½ her level. In addition, any such creature hit with a melee attack causes 3d6 points of fire damage to the attacker.
Dancing Dragon Inferno: Upon reaching level 20, a pyromancer uncovers one of the greatest secrets of pyromancy. She may manifest the secret of the dancing dragon inferno, allowing her to manifest its effects anywhere within 100 feet of herself. So long as this secret has been manifested, she may use a standard action to expend one use of her sacred flame. In doing so, she creates an immense streak of fire, covering one 5-foot cube per pyromancer level. Each cube must be adjacent to at least one other cube, but they may be placed in whatever fashion the pyromancer desires. Creatures caught within one of these cubes or creatures entering their space during the round they are manifested take twice the pyromancer’s sacred flame damage and catch on fire. A successful reflex save halves this damage and prevents the creature from catching on fire. The flames remain for the round they are manifested in and for 1 additional around, in which they deal half of their initial damage to anything remaining in the space. A reflex save can reduce the damage by half again. Creatures whose area intersects with more than one cube do not suffer any additional damage.
Spark (Sp): Starting at 1st level, a pyromancer can use the spark cantrip at will as a spell-like ability.
Torchsight (Ex): Starting at 2nd level, a pyromancer gains low-light vision so long as the light source comes from some form of fire. At level 10, this distance increases to three times the normal distance. At level 17, this increases to four times the normal distance.
Fire Resistance (Ex): The pyromancer becomes so attuned to the scorch of flames that they build up a resistance to fire. Starting at level 3, they gain fire resistance 10. This increases to 20 at level 9, and 30 at level 15.
Overwhelming Heat (Ex): A pyromancer’s understanding of fire allows her flames to burn even hotter than those controlled by others. Starting at 5th level, she can ignore 5 points of fire resistance with any fire damage she deals. This increases to 10 points at level 10, and 20 points at level 15. At level 20, she may ignore fire immunity with any fire damage she deals.
Fire Sight (Ex): A pyromancer is so attuned to fire and smoke, she can see through it without effort. At level 6, she can see through fire and smoke without penalty, so long as there is enough light to let her see normally. Such effects do not grant concealment against the pyromancer.
Improved Sacred Flame (Su): By level 10, a pyromancer’s bond with the sacred flame increases. The range of the fire stream increases to 60 feet, while the range of the fire wave increases to 30 feet. When using a fire bomb, the flames linger in the area for 1 round, causing splash damage to those within the area. In addition, any creature damaged by the fire bomb, through the initial damage or secondary damage, must save or catch on fire.
Melting Grasp (Sp): Starting at 10th level, any weapon a pyromancer wields is treated as if it had the flaming special ability. In addition, once per day the pyromancer may touch an object and attempt to melt it. She deals damage equal to her sacred flame damage to the object she touches, ignoring hardness.
Sculpted Scorch (Ex): A pyromancer has unparalleled control over her flames. Starting at level 11, whenever she creates a fire effect that targets an area, she may create pockets of safety (often to protect allies from harm). She may designate one 5-foot cube for every 3 pyromancer levels she possesses as unaffected by her fire effects.
Body of Flame (Su): At 20th level a pyromancer has become one with the flame. She gains the fire subtype, gaining immunity to fire and vulnerability to cold. Any fire damage she would normally take instead heals her ¼ the amount of damage she would take. She may assume the form of a fire elemental at will, as the spell elemental body IV, except the size assumed is the size appropriate for her natural form.
Pyromancers choose their spells from the following list. They may choose any spell with the fire descriptor from the lowest available level.
1st Level: All spells with the Fire descriptor, Breath Flare^1, Burning Rage^1, Endure Elements, Flare Burst, Obscuring Mist, Produce Flame, Sunstroke^1, Wall of Smoke^1.
2nd Level: All spells with the Fire descriptor, Boiling Blood, Communal Endure Elements, Continual Flame, Fog Cloud, Incendiary Slime^1, Pyrotechnics, Resist Energy, Smoke Stairs^1.
3rd Level: All spells with the Fire descriptor, Communal Resist Energy, Elemental Body I^2, Protection from Energy, Quell Energy^4, Rage.
4th Level: All spells with the Fire descriptor, Communal Protection from Energy, Elemental Body II^2, Fire Stride^1, Firewalker’s Meditation.
5th Level: All spells with the Fire descriptor, Antifire Sphere^1, Blood Boil, Elemental Body III^2, Form of the Dragon I^3, Unearthly Heat^1.
6th Level: All spells with the Fire descriptor, Delayed Blast Fireball, Elemental Body VI2, Energy Absorption1, 4, Energy Immunity^1, ^4, Fiery Body, Fire Storm, Form of the Dragon IV^3, Hellfire Ray.
^1 Spell comes from an official Wizard of the Coast 3.5e source.
^2 Fire elemental only.
^3 Red, Brass, or Gold dragon only.
^4 Fire only.
Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to the listed race who have pyromancer as their favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.
Dwarf: Add +1 to the total number of rounds of firekeeper secrets that can be manifested each day.
Elf: Add +1/3 to the fury of flame’s dodge bonus to AC.
Gnome: Add +1/3 to saves against fire effects.
Goblin: Add +1/4 to the save DC of the sacred flame.
Half-Elf: Add +½ to the number of sacred flames that can be accessed each day.
Half-Orc: Add +½ points of damage made by sacred flame attacks.
Halfling: Add 5 feet to the maximum distance a fire bomb can be thrown.
Human: Add one spell known from the pyromancer spell list. This spell must be at least one level below the highest spell level the pyromancer can cast.
Kobold: Add +½ point of additional fire damage to attacks made while your fury of flames is active.
The following are archetypes and alternate class features for the pyromancer class.
Blackfire Pyromancer: Pyromancers who wield a cold, dark flame.
Devotee of Dragonfire: Pyromancers so deeply devoted to dragons that they are able to manifest some of their qualities.
Master of Thunder and Flame: A pyromancer capable of manipulating the destructive powers of fire and honing it into a control over the raw energies of lightning.
The following feats are new and often meant for pyromancers.
Extra Sacred Flame
You can tap into the sacred flame more often.
Prerequisite: Sacred flame class feature
Benefit: You gain two extra uses of sacred flame per day.
Special: You can take this feat multiple times. Its effects stack.
Insight of Flames
You can modify an energy spell to learn it as a fire spell.
Prerequisite: Pyromancer 4
Benefit: You may learn a single spell from any class list with an energy descriptor (such as acid, cold, electricity, or sonic) and instead treat the spell as a fire spell, adding it to your list of spells known. This is in addition to the number of spells known normally gained by your class. You may choose to add one spell of any level lower than the highest level you can cast to your list of spells known. The spell chosen must have an energy descriptor. When you learn this spell, it loses its former energy descriptor and gains the fire descriptor.
Special: You can take this feat multiple times.
Overheat
The heat of your fire drains the vigor of those it burns.
Prerequisite: Ability to cast spells with the fire descriptor of at least 3rd level.
Benefit: You create flames that are more heat than flame. As a free action, you may convert the damage of a sacred flame or a spell with the fire descriptor to deal nonlethal damage instead. Any creature who fails a saving throw against this damage is fatigued. If the attack does not normally offer a save, it grants a Fortitude save at the appropriate level to negate the fatigue.
Sacred Fire Beam
You can conjure your sacred flame as a potent ray.
Prerequisite: Sacred flame 4d6
Benefit: When you conjure your sacred flame, you can choose to manifest it as a ray of concentrated energy. This ray requires a ranged touch attack to hit and has a range of 20 feet per pyromancer level. If the ray successfully strikes a target, it deals its normal damage. This damage is not multiplied on a critical hit.
Sacred Flame Burst
You can conjure your sacred flame as a burst around you.
Prerequisite: Improved sacred flame class feature
Benefit: When you conjure your sacred flame, you can choose to manifest it as a fire burst, making it fill a 20-foot-radius burst centered on you. A successful Reflex save halves the damage.
Splintering Sacred Flame
You can conjure your sacred flame as a ray that fractures upon impact.
Prerequisite: Sacred Fire Beam
Benefit: When you conjure your sacred flame using sacred fire beam, you can cause it to fracture and streak to additional targets upon impact. If the ray successfully strikes a target, it can jump to a number of additional targets within 30 feet of the original target. The number of additional targets is equal to ½ your pyromancer level. These additional rays require ranged touch attacks to hit and deal half of the damage the original target received.

Ciaran Barnes |

The concept is very narrow (obviously). I think it needs to be broadened somewhat. Maybe this is done by expanding the spell list to include some non-fire utility spells, maybe by offering a means to change the energy type to something other than fire.
Something with the skill list doesn't sit right with me. To my mind, it doesn't seem to create a cohesive unit. I like that Perform is included, even if the visual of a dancing pyromaniac is a little humorous. Its a Cha skill and this is a Cha class. Nature and Survival feel a bit out of place. Maybe substitute them with Bluff, Sense Motive, and Use Magic Device?
For weapon proficiencies, I see that you have an axes theme. Thats fine I suppose. I would remove machete because its a non-core weapon. Also, I don't think axes is neccessarily the way to go. I'd go with bludgeoning weapons, but thats just me and my concept of a pyro. Or maybe throwing axe, light hammer, and shortsword. Given his love of fire though, maybe no martial weapon proficiency is appropriate too.
I like the fire line attack and cone, but maybe at 1st level there should just be a touch attack and/or a way to make weapons the flame property.

Gremlington |

The concept is very narrow (obviously). I think it needs to be broadened somewhat. Maybe this is done by expanding the spell list to include some non-fire spells, maybe by offering a means to change the energy type to something other than fire.
Something with the skill list doesn't sit right with me. To my mind, it doesn't seem to create a cohesive unit. I like that Perform is included, even if the visual of a dancing pyromaniac is a little humorous. Its a Cha skill and this is a Cha class. Nature and Survival feel a bit out of place. Maybe substitute them with Bluff, Sense Motive, and Use Magic Device?
For weapon proficiencies, I see that you have an axes theme. Thats fine I suppose. I would remove machete because its a non-core weapon. Also, I don't think axes is neccessarily the way to go. I'd go with bludgeoning weapons, but thats just me and my concept of a pyro. Or maybe throwing axe, light hammer, and shortsword. Given his love of fire though, maybe no martial weapon proficiency is appropriate too.
I like the fire line attack and cone, but maybe at 1st level there should just be a touch attack and/or a way to make weapons the flame property.
Hey, I appreciate the feedback! I knew the concept was going to be a bit narrow going into it, but I've tried to give it some flexibility in terms of what all it can do.
For the spells, I don't quite want to give it a lot of versatility. I like that they can cast spells, but given all of the other abilities they have, I didn't want to bog them down as a heavy spellcaster on top of it all. I tried to include some versatility in terms of themed spells like fogs and energy resistances, but overall I've tried to steer away from giving them too strong of casting. Like, I'd initially had them capable of casting Summon Monster spells exclusive to fire-type creatures. But the list was excessively narrow, and it didn't quite feel like it fit with the rest of the pyromancer's capabilities, so I dropped it.
I've gone back and forth a lot on the skills list. Perform feels very fitting in terms of dancing, fire eating, and so forth. Gives it room for a more ritualistic stance too. I went with Knowledge (Nature) since I wanted to offer some form of knowledge capabilities, and nature seemed most fitting in relation to fire. Furthermore, I tied Survival in there since - at least in my mind - the pyromancer has a slightly shamanistic vibe to them. Your suggestions for alternatives are rather nice though. Definitely something to think about.
For the weapons, I didn't want to just stick them with simple since it felt...just a little lacking, I suppose? With the fury, I sort of expect them to be able to get into the fray slightly more than a standard support caster. And the axes thing was inspired by Dark Souls to a degree, with the pyromancer starting with an axe. The machete felt like it fit with that group, but not being core, I can see where it'd be better to leave it out.
And I do like the idea of a touch for first, especially since that could be the start for the fire bomb ability. I just worry that dropping an ability after first level, or having a feature that only functions a certain way at first level would be more confusing in the end.

Ciaran Barnes |

The class as written is all offense, with utility ability limited to spells like spark and obscuring mist. A class can be more enjoyable to play if there is more than one way to play it.
Cantrips like like and flare would be appropriate, as would bleed and ray of frost if they were reflovored with a fire aspect. You could add the summon monsters spells, with the requirement that the creatures must have the fire descriptor. Even spells like charm person color spray, expeditious retreat, hypnotism, or shatter fit if you imagine them as coming from the magical qualities of fire.
And I do encourage the fire touch and flame weapon property. Come up with a list of ways to spend the spend points, and allow the character to choose them as levels are gained. Sort of like the alchemist's discoveries.

Gremlington |

The class is definitely offense-heavy with the way it presently is. There are a few things outside of spells such as the firekeeper secrets to create smoke, grant damage reduction against fire, and assist on saves against fire effects, but they are a bit limited.
I definitely like the idea of expanding the spell list further with several of those suggestions. I'm a bit less sold on the cantrips since I still want to avoid making them go too heavy on the casting side, and having things like the sacred flame multiple times per day in addition to the firekeeper secrets sort of replaces the need for cantrips. Maybe not entirely, but I feel like it covers it pretty well overall. Personally I feel the class has a fair deal going for it, and I'd hate to bog it down too heavily. Options are definitely good to have, and I'd hate to limit that too much, but I've been trying to err on the side of caution for how much I pile on to it.
I do have the melting grasp class feature that adds the flaming special quality onto whatever weapon is held, but that's not until level 10. And I'm not opposed to the touch, but I feel like having the area effects and the more targeted strike of the fire bomb should cover that. Though one or two of the archetypes I have for it do alter those down to close ranges and touches. Another reason for not having the flaming at first is to avoid people level-dipping just to get the flaming quality on every weapon with only a single level.
I was pretty torn between giving the option for selective paths like an Alchemist's discoveries or an Oracle's revelations, but I wound up going with the Bard's performance approach instead because it felt a bit tighter. But that might not be what this class needs, seeing as it's pretty narrow in focus.

Ciaran Barnes |

Flaming doesn't have to be 1st level, but the reason I suggest is that you add more dimension to this class by offering options that a player could choose to take that allow him to help his party members too. Sure, he could set his own weapon on fire, but wouldn't it better if he did it to his barbarian's weapon? Sure you have spells to give anyone fire resistance, etc. How about an ability where he creates fire in certain squares. He could create walls, "block" doors, etc. A way to herd enemies on the battlefield. Can your pyro extinguish fire?

Gremlington |

Certainly. And having that versatility is definitely important. That's a lot of what the firekeeper secrets are about. Both pyre flow and blaze bending involve assisting allies in overcoming fire damage and effects, avoiding flame and heat-based elements, and controlling, manipulating, and extinguishing fire. And secrets such as wild flame are there to cover adding fire damage to the weapons of allies. The dancing dragon inferno also covers creating fire in various squares, and while it's a capstone ability, it's quite potent.

Gremlington |

Updates!
Several updates have been made to the class after feedback I've received. Updates are reflected in the document in the original post. As always, feedback is welcome, and experiences with testing are appreciated!
Changes made are as follows:
- Made Will a good save.
- Increased the spells known to the standard progression.
- Incorporated the feat Insight of Flames as a basic class ability.
- Increased the damage die for the Sacred Flame due to its limited focus on damage type.
- Beefed up the Overwhelming Heat ability to include some extra damage against creatures normally immune to fire.
- Altered the Firekeeper Secrets to be more versatile, allowing players to select them at various levels instead of having a predetermined progression, similar to an Oracle's revelations, Witch's hexes, Alchemist's discoveries, and other similar class abilities.
- Expanded the list of Firekeeper Secrets with several new additions.
- Altered the Fury of Flame ability to adjust its bonuses.
Bind Flames: Through this secret, a pyromancer may attempt to target a creature with the fire subtype, either taking control of such a creature or binding it in place. If the creature fails a Will save, the pyromancer may control the creature’s actions so long as she maintains the manifestation of this secret. Controlling a creature in this fashion requires a standard action each round. They may alternatively leave the creature paralyzed so long as this secret remains active. The creature may make a new save each round on its turn to attempt to break free from these effects as a full-round action that does not provoke an attack of opportunity.
Blaze Bending: Under the powers of this secret, a pyromancer is able to control the motions of fire. She may target any open flame within 60 feet, manipulating one 5-foot cube’s worth of fire per two levels. As a move action, she can move the fire up to 30 feet, snuff the flames in this area, or make them burn hotter, dealing twice the damage they would normally deal and increasing any saving throw to resist their effects by 2. The pyromancer must have the pyre flow secret to select this one.
Burning Brand: Through her secrets a pyromancer can mark a foe with a brand, making them more susceptible to fire. She may target one creature within 60 feet of her. If the target fails a Will save, they are branded with her mark. They gain vulnerability to fire damage and take a penalty to saves against fire effects equal to ¼ the pyromancer’s level. In addition, each round they take fire damage equal to the pyromancer’s Charisma modifier. If the creature targeted has immunity to fire, they instead must make a saving throw against any fire effect they are subjected to. If they fail this save, they take half damage from the fire despite their immunity. Against attacks made by the pyromancer, they take full damage on a failed save. Creatures with fire immunity are not subjected to the other effects of a burning brand. These effects last so long as the pyromancer maintains the manifestation of this secret. The pyromancer must be at least level 8 to select this secret.
Deep Study: A pyromancer’s flame can reveal secrets kept by even more powerful casters. Selecting this secret allows the pyromancer to add a single spell of any level up to one level lower than the highest spell she is capable of casting to her spell list. This spell can come from the Druid or Witch spell list. This secret may be taken multiple times.
Embodiment of Fire: The intense dedication to fire can often alter the pyromancer as a person. Pyromancers who select this secret are treated as if under the effects of a permanent endure elements spell. In addition, they may expend 4 rounds of manifestation to treat all allies within 30 feet as if they were effected by endure elements for a number of hours equal to her pyromancer level.
Ensorcellment of Dancing Flames: With this secret, a pyromancer may create mystifying visions of dancing fire before the eyes of creatures. She may select one creature within 80 feet, and one additional creature for every four levels beyond 1st to ensorcell with this secret. Creatures must make a Will saving throw or be fascinated so long as the pyromancer maintains this secret.
Fury of Flames: Starting at 1st level, a pyromancer can draw upon the energy of fire, channeling it into an intense fury. When in this fury, a pyromancer gains a +2 morale bonus to her weapon attack rolls, as well as a +10 foot morale bonus to her speed and a +1 dodge bonus to AC. In addition, all of her weapon attacks deal an extra 1d4 points of fire damage. Ending a fury leaves the pyromancer exhausted for 1 round and then fatigued for a number of rounds equal to the rounds spent in the fury -1. Starting at 6th level, this extra fire damage increases to 1d6, and the dodge bonus increases to +2. At level 12, the speed bonus increases to 20 feet, the dodge bonus increases to +3, and the fire damage increases to 1d8. At level 18, the pyromancer gains concealment so long as they are in their fury, the attack bonus increase to +4, the dodge bonus increases to +4, the speed bonus increases to 30 feet, and the fire damage increases to 2d6. In addition, ending a fury leaves the pyromancer fatigued for only a single round.
Heat Shell: A pyromancer can balance the temperature of the air around her, dulling flames and staving off cold. When manifested, this secret creates an aura around the pyromancer with a radius of 30 feet. All creatures within the aura gain resistance to cold or fire equal to the pyromancer’s class level. She may change which type of damage this affects as a free action each round.
Inextinguishable: A pyromancer’s mastery of flame is unparalleled, so much so that the fires around them can burn indefinitely. Any active flames within 40 feet, including torches, lanterns, bonfires, or other objects currently on fire, as well as any creature presently on fire remain on fire so long as this secret is manifested. Fires may not be put out through magical or mundane means, even through submersion in water.
Obsidian Wall: With their understanding of fire and its effects on the world, pyromancers who learn this secret are capable of crafting temporary walls of obsidian glass. This functions as a Wall of Ice spell, except the wall is composed of obsidian glass, and is vulnerable to sonic attacks instead of fire attacks and does not deal damage to creatures passing through broken sections. The wall persists as long as the pyromancer maintains this secret or moves beyond its maximum range, after which it crumbles into an ashy dust. A pyromancer must be at least level 10 to select this secret.
Rising Heat: Through intense understanding, a pyromancer may utilize the updraft of heat to lift herself off of the ground. This functions as a Fly spell, and may only affect the pyromancer. If this effect is ended while the pyromancer is airborn, they immediately fall. A pyromancer must be at least level 6 to select this secret.
Shimmering Heat: With this secret, a pyromancer can create a heavy displacement of heat and light around allies. She may target one creature within 60 feet, and one additional creature for every four levels beyond 4th she possesses. Each creature targeted by this secret gains concealment. At level 13, this increases to total concealment. The pyromancer must be at least level 4 to select this secret.
Steamcasting: So long as this secret remains active, the pyromancer and allies within 30 feet may cast spells and use abilities with the fire descriptor while underwater without the need for a caster level check.
Unstoppable Fire: Upon reaching her peak, a pyromancer becomes capable of creating truly devastating flames. When manifesting her sacred flame, or casting a fire spell within 100 feet, she may double either the area affected by the effect, or double the damage the effect deals so long as this secret is active. In addition, the save DC to resist these effects is increased by 4. The pyromancer must be at least level 20 to select this secret.

Gremlington |

UPDATE 2!
All updates are present in the document linked in the original post.
Changes include:

Gremlington |
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UPDATE 3!
Made a few minor adjustments to some of the language, added medium armor proficiency, a pair of secrets, and finished the archetypes.
Again, the full formatted document with all of the changes can be found here: The Pyromancer
The Archetypes can be found here:
Blackfire Pyromancer
Devotee of Dragonfire
Master of Thunder and Flame
As always, feedback is appreciated, whether through play or mechanical observation.

Gremlington |

I haven't read the class yet but one thing I spotted off the bat was the 2+int skills on non int based class.
I would make it 4, 2 on classes is a throwback.
Yep, that's been changed! The original post's text breakdown is unfortunately out of date at this point. Everything current should be in the linked document though.

Gremlington |
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Adding an interactive spell list to make searching for and using spells easier.
Pyromancer Spell List
As always, the fully-updated Pyromancer class can be found here:
The Pyromancer