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Pyromancer

Depiction of a female human pyromancer binding a wall of fire Pyromancers are master elementalists with the ability to create and manipulate fire. They are able to focus their ki energy until it manifests itself as fire and even lightning

Pyromancers have excellent offensive capability, and many pyromancers focus on their raw offensive power. As such pyromancers are often believed to be lacking in utility and defensive abilities, but nothing could be further from the truth. Pyromancers prize quick reflexes and strength, either of mind or body

Art by Janna Bock

Pyromancer Class Level Table

LevelBAB*BDB*Talent PointsLevel Bonuses
1 0 0 6 Talent Points2 Talents, 1 Skill Focus
2 1 1 7 Talent Points1 Talent
3 1 1 8 Talent Points1 Feat
4 1 1 9 Talent Points1 Talent, 1 Ability Bonus
5 2 1 10 Talent Points1 Skill Focus
6 2 2 12 Talent Points1 Talent
7 2 2 12 Talent Points1 Feat
8 3 2 12 Talent Points1 Talent, 1 Ability Bonus
9 3 2 12 Talent Points1 Feat
10 3 2 12 Talent Points1 Talent
11 4 3 12 Talent Points1 Feat
12 4 3 12 Talent Points1 Talent, 1 Ability Bonus
13 4 3 12 Talent Points1 Feat
14 5 3 12 Talent Points1 Talent
15 5 3 12 Talent Points1 Feat
16 5 4 12 Talent Points1 Talent, 1 Ability Bonus
17 6 4 12 Talent Points1 Feat
18 6 4 12 Talent Points1 Feat
19 6 4 12 Talent Points1 Feat
20 6 4 12 Talent Points1 Feat, 1 Ability Bonus

* Base Attack Bonus, Base Defense Bonus


Talent tree

The pyromancer class talent tree

Talent details

At level one, you may choose from the following talents:
Fire Blast, Whip, Wild Aggression, Control Heat, Path of Peace, Healing Light, Dash

At level two and every level after it, you may choose any talent for which you meet the requirements. (Talent Key)


Fire blast

Action: Standard
Requires: No requirements
Description: Channeling the ki energy in your body, You manifest your ki as physical fire, creating a blast extending from the hands or feet, which can target a player or hex. It can also be used to defend against an incoming attack
Range: 30 feet
Speed: 8H (4 hexes per segment)
Effect: Target creature, square, or object
Offensive: Attack Bonus + Dex + 2d6
Defensive: Attack Bonus + Dex + 2d6
Damage: Strength x 2 + 2d6 [Burning]
Special: If the blast travels at least 20 feet, it grows hotter, causing the target to become burned on a successful hit
Talent Improvement Points:
□ Extend the range by 10 feet. Maximum range is 120 feet
□ Increase the speed by 1H. Maximum speed is 18H
□□ Increase the dice bonus of the offensive and defensive formulas by 1d6. (Cost increases)
□□ Increase the dice bonus of the damage formula by 1d6. (Cost increases)


Absorb energy

Action: Standard
Requires: Deflection
Description: You align your ki, allowing it to absorb incoming energy attacks. When you successfully absorb an energy attack, it causes your eyes to glow with bright light
Range: Self
Effect: You attempt to absorb the energy of an attack. If your defensive formula exceeds the offensive formula of the attack, you absorb the energy instead of taking damage
Defensive: Defense Bonus + Res + 3d6
Cooldown: 6 rounds
Special: You may absorb lightning, fire, or ki attacks. Absorb cannot be used to defend against other types of attacks. When you successfully absorb energy, your eyes glow for the next 10 rounds. At any point within that time, you may spend this absorbed energy to give yourself advantage on an offensive or defensive formula. Alternatively, you may use it to convert a normal hit to a critical hit. Once you have spent the energy, your eyes cease glowing and the absorbed energy is gone. You may absorb an ally's energy attack provided that it requires a Standard or Full Action. Absorbed energy does not stack with itself
If you have the Ki Pool class feature, your ki pool is replenished by 1 point
Talent Improvement Points:
□ Reduce the required action to Move
□ Increase the defensive formula by 1d6. Total dice may not exceed character level. Maximum dice is 8d6
□ Reduce the cooldown by 1 round. Minimum cooldown is 1 round


Advanced dueling

Action: Passive
Requires: Wild Aggression, Level 2
Description: You learn advanced techniques and improve your physical abilities as you train in the advanced dueling methods for pyromancers
Effect: 1d6 Bonus to Jump (Precision and Distance), +1d6 bonus to maneuvers, Footwork
Special: Advanced Dueling is a fighting stance. You cannot gain the benefits two stances at the same time. Switching stances is a free action
Footwork: When you successfully hit with an attack or a defense, you may move 5 feet
Talent Improvement Points:
□ Increase the bonus to jumping by 2d6. Maximum bonus is 12d6
□ You ignore the penalty for not having a running start while jumping
□ Increase the bonus to maneuvers by 1d6. Maximum bonus is 3d6
□ Increase the movement bonus from footwork to 10 feet


Breath

Action: Standard
Requires: Fire Blast
Description: You inhale deeply and then breath out a cone of flames, bathing your target area in fire. You may also use a smaller breath to flash heat an object
Range: 15 feet
Speed: 4H
Effect: Target area, 60 degree cone
Offensive: Attack Bonus + Dex + 2d6
Defensive: Defense Bonus + Dex + 2d6
Damage: Strength x 2 + 2d6 [Burning]
Cooldown: 6 rounds
Special: When using the smaller breath, you can boil water or make metal red hot for 2 rounds
Talent Improvement Points:
□ Extend the range by 5 feet. Maximum range is 30 feet
□ Increase the speed by 1H. Maximum speed is 12H
□□ Increase the dice bonus of the offensive and defensive formulas by 1d6. (Cost increases)
□□ Increase the dice bonus of the damage formula by 1d6. (Cost increases)
□ Reduce the cooldown by 1 round. Minimum cooldown is 1 round


Control flames

Action: Standard
Requires: Control Heat, Level 2
Description: You gain mastery of large quantities of fire, fanning them to great heights or quelling them to a whisper
Range: 20 feet
Effect: Flames in a circle with a radius of 30 + Res x 5 feet
Element: Natural flames
Offensive: Attack Bonus + Str + 2d6
Defensive: Defense Bonus + Res + 2d6
Special: This ability can stoke or snuff natural flames, and be used to block area-of-effect pyromancer abilities. When two binders wish to control the same flames, they roll against each other. The offensive formula is for fanning flames, the defensive formula is for quelling flames
Talent Improvement Points:
□ Reduce the required action by one level. Minimum action is Swift
□ Extend the range by 10 feet. Maximum range is 120 feet
□ Increase the radius by 10 feet
□ Increase the hit formulas by 1d6. Total dice may not exceed character level. Maximum dice is 8d6


Control heat

Action: Full, Standard, Swift
Requires: No requirements
Description: Through mastery of the ki in your body, you learn to affect the ki in your environment. You can direct currents of heat making harsh environments more bearable by raising or lowering the temperature around you
Range: Self
Effect: Heat in 20 ft radius around you
Element: Atmosphere, no appendages required
Special: If two people are attempting to control the temperature in opposition, their attempts cancel one another. You change the temperature by 1°C per second spent manipulating the temperature. A Full action represents 6 seconds, a Standard action represents 3 seconds, and Swift represents 1 second. You cannot raise the temperature above 100°C or below 0°C
Talent Improvement Points:
□ Increase the radius by 10 feet. Maximum range is 120 feet


Dash

Action: Swift
Requires: No requirements
Description: Using a quick burst of fire, you give yourself a movement boost
Range: Self
Speed: 3H
Effect: You move 15 feet in any direction
Cooldown: 6 rounds
Special: This movement burst can alter the course of your other ongoing movement
Talent Point Improvements:
□ Reduce the cooldown by 1 round. Minimum cooldown is 1 round
□□ Increase the movement burst to 20 feet, and the speed to 4H


Deflection

Action: Full
Requires: Level 4
Description: You create spheres of fire which orbit you, which you can use to defend against incoming attacks
Range: The orbs can defend attacks that pass within 10 feet of your character
Speed: 6H
Effect: Three orbs of fire orbit you
Defensive: Defense Bonus + Dex + 2d6
Cooldown: 6 rounds
Special: Creating the orbs and setting them into their orbit around you is a full action. In subsequent rounds, you may spend a move action to defend as many incoming attacks as you have orbs, throughout the round. As a swift action, you may use a single orb to defend against an attack. When an orb defends against an attack, it dissipates. The orbs last 3 rounds and then dissipate
Talent Point Improvements:
□ Extend the range by 5 feet. Maximum range is 30 feet
□ Increase the speed by 1H. Maximum speed is 12H
□□ Increase the dice bonus of the defensive formula by 1d6. (Cost increases)
□ Reduce the cooldown by 1 round. Minimum cooldown is 1 round
□ Increase the number of orbs by one. Maximum number of orbs is 6
□ Increase the duration of the orbs by 1 round


Glory

Action: Swift
Requires: Light
Description: Your eyes begin to glow with a deep white light. Those close to you see a great depth in your eyes, as if peering through a window to a distant galaxy. Your transformed ki emanates from your eyes, causing those hostile to you to falter
Range: 30 feet
Speed: Light
Effect: Hostile creatures within the range must make a Resolve Check or become disoriented for 1 round
Cooldown: 6 rounds
Special: Creatures in the cone of light must make a Resolve vs Resolve Ability Check or they are disoriented for 1 round. Creatures that fail their save are not able to attack you until their disorientation fades
Talent Point Improvements:
□ Extend the range by 5 feet. Maximum range is 120 feet
□□ Extend the duration of the disorientation by 1 segment. Maximum duration is five segments
□□ Increase the dice rolled on your Ability Check by 1d6. Maximum increase is 2d6
□ Reduce the cooldown by 1 round. Minimum cooldown is 1 round


Healing light

Action: Full
Requires: No requirements
Description: You release tiny orbs of golden light from your hands which you direct to the target wounded creature, restoring their strength and closing their wounds
Range: 15 feet
Speed: 2H
Effect: Target creature receives healing
Defensive: Defense Bonus + Dex + 3d6
Healing: Res x 2 + 2d6
Cooldown: 6 rounds
Special: If an opponent attempts to interrupt your healing, their attack is rolled against your defensive formula. If their formula exceeds yours, the action is interrupted
Talent Point Improvements:
□ Reduce the required action to Standard
□ Extend the range 5 feet. Maximum range is 30 feet
□ Increase the speed by 1H. Maximum speed is 8H
□□ Increase the dice bonus of the defensive formula by 1d6. (Cost increases)
□□ Increase the dice bonus of the healing formula by 1d6. (Cost increases)
□ Reduce the cooldown by 1 round. Minimum cooldown is 1 round


Jet

Action: Move
Requires: Dash, Level 4
Description: You create jets of flame that allow you to propel yourself through the air
Range: Self
Defensive: Defense Bonus + Dex + 2d6
Cooldown: 6 rounds
Special: Requires two free appendages. Cooldown begins when flight is ceased. See Flying for rules governing flight
Talent Improvement Points:
□ Reduce the cooldown by 1 round. Minimum cooldown is 1 round
□ You gain the ability to hover in place
□ Increase the defensive formula by 1d6. Total dice may not exceed character level. Maximum dice is 8d6


Light

Action: Standard
Requires: Path of Peace, Level 2
Description: You create a small orb of light which floats above your palm, casting light to illuminate your way. You can surge the light to cast a blinding light which incapacitates targets momentarily
Range: 15 feet
Speed: Light
Effect: 30° cone
Element: One free hand
Cooldown: 12 rounds
Special: Creatures in the cone of light must make a Resolve vs Dexterity Ability Check, or they are blinded for 1 round
Talent Point Improvements:
□ Increase the range by 5 feet. Maximum range is 30 feet
□ Increase the maximum cone of flash by 30 degrees
□□ Increase the dice rolled on your Ability Check by 1d6. Maximum increase is 2d6
□□ Extend the duration when used offensively by 1 segment. Maximum duration is five segments
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Lightning

Action: Full
Requires: Whip, Level 4
Description: You learn how to create an overwhelming surge of your ki and manifest it as pure energy in the form of a lightning bolt that jumps from person to person. Very few pyromancers have the ability to harness lightning
Range: 20 feet
Speed: 18H
Effect: A 20 foot bolt of lightning leaps out from your fingertips
Element: Two hands free, stable footing
Offensive: Attack Bonus + Dex + 3d6
Defensive: Defense Bonus + Dex + 3d6
Damage: Strength x 3 + 3d6 [Electricity]
Cooldown: 6 rounds
Special: The lightning bolt jumps from your first target to the next closest target within a 60° arc. The second target must be within 20 feet of the first target. If two or more creatures are equally close to the first target, roll dice to determine the target. You may not take the Lightning Talent if you have taken Path of Peace or Healing Light
Talent Improvement Points:
□ Extend the range by 5 feet, Maximum range is 30 feet
□ Increase the speed by 1H. Maximum speed is 30H
□□ Increase the dice bonus of the offensive and defensive formula by 1d6. (Cost increases)
□□ Increase the dice bonus of the damage formula by 1d6. (Cost increases)
□ Reduce the cooldown by 1 round. Minimum cooldown is 1 round
□ Increase the number of targets the bolt jumps to by 1. The maximum number of jumps is 3


Nova

Action: Full
Requires: Healing Light, Path of Peace, Level 4
Description: You create a torrent of searingly bright flames in a straight line
Range: 40 feet
Speed: 18H
Effect: Line of flames, 5 feet wide, 40 feet long
Element: Two free hands. Atmosphere
Offensive: Attack Bonus + Dex + 3d6
Defensive: Defense Bonus + Dex + 3d6
Damage: Resolve x 3 + 2d6 [Burning]
Cooldown: 6 rounds
Special: The torrent can bounce off one surface as if it were light
Talent Improvement Points:
□ Extend the range by 10 feet. Maximum range is 120 feet
□ Increase the speed by 1H. Maximum speed is 30H
□□ Increase the dice bonus of the offensive and defensive formula by 1d6. (Cost increases)
□□ Increase the dice bonus of the damage formula by 1d6. (Cost increases)
□ Reduce the cooldown by 1 round. Minimum cooldown is 1 round
□ Increase the number of surfaces Nova can bounce off by 1


Path of peace

Action: Passive
Requires: No requirements
Description: You perform an intense meditation ritual which transforms your ki. This transformation causes all flames you create to burn white in color. The flames will not burn the flesh of a living creature, but instead drain them of their energy. The flames do not give off significant heat, and they do not start natural fires, though with concentration you can start a small fire such as a campfire
Effect: All your flames deal non lethal damage that drains the energy of foes in order to incapacitate them
Special: If your target has the Ki Pool class feature, contact with the White Fire burns one ki point. If you kill a living creature, either intentionally or through recklessness or carelessness, your ki is completely blocked for 24 hours. You may not take Path of Peace if you have already taken Lightning
Talent Improvement Points:
□ Your meditation ritual also affects your natural abilities, allowing you to permanently switch your Base Attack and Base Defense Bonus
□ You gain the option to change the damage type of your attacks to Ki Damage as a free action. When you do this, reduce the damage you deal with all attacks by 3d6


Prison

Action: Standard
Requires: Wall, Level 2
Description: Create a cage of flames surrounding the target creature
Range: 20 feet
Speed: Instant
Effect: A cage of fire in a sphere with a radius of 5 feet, 15 feet high, surrounding the target creature
Element: Two appendages free
Defensive: Defense Bonus + Res + 2d6
Damage: Resolve x 3 + 4d6 [Burning]
Cooldown: 6 rounds
Special: Creatures attempting to move through the prison must target the flames with an action and beat the defensive formula, otherwise they take damage. Attacks passing through the prison must also exceed the defensive formula. If a creature remains within the prison longer than two segments, they take damage every segment at the start of their turn. Maintaining the prison is a swift action. After two rounds, the prison disperses
Talent Point Improvements:
□ Extend the range by 5 feet. Maximum range is 60 feet
□ Extend the duration of the prison by 1 round. Maximum duration is 4 rounds
□□ Increase the dice bonus of the defensive formula by 1d6. (Cost increases)
□□ Increase the dice bonus of the damage formula by 1d6. (Cost increases)
□ Reduce the cooldown by 1 round. Minimum cooldown is 1 round


Sphere

Action: Full
Requires: Breath, Level 4
Description: You create a sphere of flame that swirls around you and grows outward
Range: Self
Speed: 2H
Effect: Sphere of flames with radius of 15 feet
Offensive: Attack Bonus + Dex + 2d6
Defensive: Defense Bonus + Dex + 2d6
Damage: Resolve x 2 + 2d6 [Burning]
Cooldown: 6 rounds
Special: The Sphere begins with a radius of 5 feet and grows outward at the speed until it reaches it's maximum radius. You may slow or stop the growth of the sphere at will but you may not shrink it
Talent Improvement Points:
□ Increase the speed by 1H. Maximum speed is 6H
□□ Increase the radius by 5 feet. Maximum radius is 90 feet
□□ Increase the dice bonus of the offensive and defensive formulas by 1d6. (Cost increases)
□□ Increase the dice bonus of the damage formula by 1d6. (Cost increases)
□ Reduce the cooldown by 1 round. Minimum cooldown is 1 round


Wall

Action: Full
Requires: Level 4
Description: Create a wall of searing flames
Range: 20 feet
Speed: Instant
Effect: A wall of fire 10 feet high and 5 feet thick, in a line 25 feet long that lasts 2 segments
Offensive: Attack Bonus + Res + 2d6
Defensive: Defense Bonus + Res + 2d6
Damage: Resolve x 2 + 2d6 [Burning]
Cooldown: 6 rounds
Special: Attacks that intersect the wall and do not exceed the defensive formula are destroyed. The range denotes the center point of the wall. The orientation of the wall is the choice of the binder, but it must be a straight line. Participants who willingly enter the fire without defensive measures automatically take damage
Talent Point Improvements:
□ Reduce the required action to Standard
□ Extend the range by 10 feet. Maximum range is 60 feet
□ Increase the maximum length of the wall by 10 feet
□ Increase the maximum height of the wall by 5 feet
□ Increase the duration of the wall by 1 segment. Maximum duration is 6 segments
□□ Increase the dice bonus of the offensive and defensive formulas by 1d6. (Cost increases)
□□ Increase the dice bonus of the damage formula by 1d6. (Cost increases)
□ Reduce the cooldown by 1 round. Minimum cooldown is 1 round


Whip

Action: Standard, Full
Requires: Fire Blast, Level 2
Description: You lash out horizontally or vertically with with an arc of fire that sweeps forward and cracks like a whip. The whip covers a 30 degree arc
Range: 15 feet
Speed: 4H
Effect: A whip of fire that lashes out and strikes the target(s)
Element: One hand free. Atmosphere
Offensive: Attack Bonus + Dex + 2d6
Defensive: Defense Bonus + Dex + 2d6
Damage: Strength x 2 + 2d6 [Burning]
Cooldown: 6 rounds
Special: Attacking with a standard action grants one attack which does not invoke the cooldown. Attacking with a full action grants two attacks which can be used in the same segment or separate segments. Attacking with two attacks invokes the cooldown, which only applies to using a full action
Talent Improvement Points:
□ Extend the range by 5 feet. Maximum range is 30 feet
□ Increase the speed by 1H. Maximum speed is 12H
□□ Increase the dice bonus of the offensive and defensive formulas by 1d6. (Cost increases)
□□ Increase the dice bonus of the damage formula by 1d6. (Cost increases)
□ Reduce the cooldown by 1 round. Minimum cooldown is 1 round


Wild aggression

Action: Swift
Requires: No requirements
Description: You give freedom to your aggression, letting your raw ki fuel your strength
Effect: You gain a temporary +2 bonus to Strength for 1 round
Cooldown: 12 rounds
Special: When you use this ability, you elevate your ki energy. To anyone within 60 feet, your ki gives off a raw, unbridled aura. If you have the Path of Peace talent, you may opt to boost your Resolve, instead of your Strength
Talent Improvement Points:
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds
□□ Increase the ability bonus from +2 to +4. Requires 8 levels in Pyromancer
□□ Increase the ability bonus from +4 to +6. Requires 12 levels in Pyromancer

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wiki/pyromancer.txt · Last modified: 2019/02/25 17:52 by caleymccready