======Pyromancer====== ===[class]=== a pyromancer with burning robes and a painted white face 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 Some pyromancers walk a different path, one which unites the destructive nature of fire with the harmonious quality of nature. Through a mixture of meditation, epiphany, and sheer force of will, they enable their ki to burn hot and to flow smoothly simultaneously, creating the white fire. This fire does little to no damage to the physical body, but still affects the subtle body. This allows a path of peace pyromancer to subdue attackers without physical violence. This transformation affects all flame produced by the pyromancer, and cannot be undone by normal means \\ **Pyromancer Class Level Table** ^Level^BAB*^BDB*^Talent Points^Level Bonuses^ ^ 1 | 0 | 0 |6 Talent Points|2 Talents, 1 Skill Focus| ^ 2 | 1 | 1 |7 Talent Points|1 Talent| ^ 3 | 1 | 1 |8 Talent Points|1 Feat| ^ 4 | 1 | 1 |9 Talent Points|1 Talent, 1 Ability Bonus| ^ 5 | 2 | 1 |10 Talent Points|1 Skill Focus| ^ 6 | 2 | 2 |12 Talent Points|1 Talent| ^ 7 | 2 | 2 |12 Talent Points|1 Feat| ^ 8 | 3 | 2 |12 Talent Points|1 Talent, 1 Ability Bonus| ^ 9 | 3 | 2 |12 Talent Points|1 Feat| ^ 10 | 3 | 2 |12 Talent Points|1 Talent| ^ 11 | 4 | 3 |12 Talent Points|1 Feat| ^ 12 | 4 | 3 |12 Talent Points|1 Talent, 1 Ability Bonus| ^ 13 | 4 | 3 |12 Talent Points|1 Feat| ^ 14 | 5 | 3 |12 Talent Points|1 Talent| ^ 15 | 5 | 3 |12 Talent Points|1 Feat| ^ 16 | 5 | 4 |12 Talent Points|1 Talent, 1 Ability Bonus| ^ 17 | 6 | 4 |12 Talent Points|1 Feat| ^ 18 | 6 | 4 |12 Talent Points|1 Feat| ^ 19 | 6 | 4 |12 Talent Points|1 Feat| ^ 20 | 6 | 4 |12 Talent Points|1 Feat, 1 Ability Bonus| * Base Attack Bonus, Base Defense Bonus \\ ===== Talent tree ===== {{map>:wiki:pyromancer_talents.png?nolink |The pyromancer class talent tree}} [[Pyromancer#Fire Blast|jump to Fire Blast @ 314, 158, 379, 223]] [[Pyromancer#Absorb Energy|jump to Absorb Energy @ 84, 295, 149, 360]] [[Pyromancer#Advanced Dueling|jump to Advanced Dueling @ 481, 134, 546, 199]] [[Pyromancer#Breath|jump to Breath @ 393, 79, 458, 144]] [[Pyromancer#Control Flames|jump to Control Flames @ 546, 296, 611, 361]] [[Pyromancer#Control Heat|jump to Control Heat @ 456, 296, 521, 361]] [[Pyromancer#Dash|jump to Dash @ 213, 197, 278, 262]] [[Pyromancer#Deflection|jump to Deflection @ 173, 295, 238, 360]] [[Pyromancer#Glory|jump to Glory @ 314, 615, 379, 680]] [[Pyromancer#Healing Light|jump to Healing Light @ 213, 395, 278, 460]] [[Pyromancer#Jet|jump to Jet @ 148, 134, 213, 199]] [[Pyromancer#Light|jump to Light @ 314, 526, 379, 591]] [[Pyromancer#Lightning|jump to Lightning @ 167, 10, 232, 75]] [[Pyromancer#Nova|jump to Nova @ 150, 458, 215, 523]] [[Pyromancer#Path of Peace|jump to Path of Peace @ 314, 438, 379, 503]] [[Pyromancer#Prison|jump to Prison @ 480, 458, 545, 523]] [[Pyromancer#Sphere|jump to Sphere @ 462, 10, 527, 75]] [[Pyromancer#Wall|jump to Wall @ 417, 395, 482, 460]] [[Pyromancer#Whip|jump to Whip @ 235, 78, 300, 143]] [[Pyromancer#Wild Aggression|jump to Wild Aggression @ 415, 199, 480, 264]] {{ a pyromancer in white robes grows a fire ball off their left hand ====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 (8 hexes per segment)\\ **Effect**: Target creature, square, or object\\ **Offensive**: //Attack Bonus + Dex + 2d6//\\ **Defensive**: //Defense Bonus + Dex + 2d6//\\ **Damage**: Strength x 2 + 2d6 [[damage#damage types|[Burning]]]\\ **Special**: If the blast travels at least 20 feet, it grows hotter, causing the target to become [[conditions#burned]] on a successful hit\\ **Talent Point Improvements**:\\ □ 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. ([[dice bonus|Cost increases]])\\ □□ Increase the [[dice bonus]] of the damage formula by 1d6. ([[dice bonus|Cost increases]])\\ \\ ---- a smokey silhouette with a trident of flames at its center ====Absorb energy==== **Action**: Standard\\ **Requires**: [[pyromancer#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 [[combat#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 [[martial#Ki Pool]] class feature, your ki pool is replenished by 1 point//\\ **Talent Point Improvements**:\\ □ Reduce the required action to Move\\ □ Increase the defensive formula by 1d6. Total [[dice bonus|dice]] may not exceed character level. Maximum dice is 8d6\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 1 round\\ \\ ---- two pyromancers spar in a dance of fiery blasts ====Advanced dueling==== **Action**: Passive\\ **Requires**: [[pyromancer#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**: 2d6 Bonus to Jump ([[wiki:acrobatics|Precision]] and [[wiki:athletics|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 Point Improvements**:\\ □ 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\\ \\ ---- a pyromancer breathes fire which twists upward and fans out into a web of flames ====Breath==== **Action**: Standard\\ **Requires**: [[pyromancer#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**: Inherited from Fire Blast\\ **Defensive**: Inherited from Fire Blast\\ **Damage**: Inherited from Fire Blast\\ **Cooldown**: 6 rounds\\ **Special**: When using the smaller breath, you can boil water or make metal red hot for 2 rounds\\ **Talent Point Improvements**:\\ □ Extend the range by 5 feet. Maximum range is 30 feet\\ □ Increase the speed by 1H. Maximum speed is 12H\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 1 round\\ \\ ---- A robed saint with a halo of fire holds a flame within the folds of their robe, over their heart ====Control flames==== **Action**: Standard\\ **Requires**: [[pyromancer#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 Point Improvements**:\\ □ Reduce the required action by one [[combat#Action types|level]]. Minimum action is Swift\\ □ Extend the range by 10 feet. Maximum range is 120 feet\\ □ Extend the radius by 10 feet\\ □ Increase the hit formulas by 1d6. Total [[dice bonus|dice]] may not exceed character level. Maximum dice is 8d6\\ \\ ---- an incredibly hot lava stone hovers, dripping a single line of white hot liquid lava ====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 Point Improvements**:\\ □ Extend the radius by 10 feet. Maximum range is 120 feet\\ \\ ---- a silhouette sprints toward the viewer, trailed by flames spreading out behind them ====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\\ \\ ---- a pyromancer with a fiery orb for a head is orbited by orbs of flame ====Deflection==== **Action**: Full, Move, Swift\\ **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. ([[dice bonus|Cost increases]])\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 1 round\\ □ Extend the duration of the orbs by 1 round\\ \\ ---- a magnificent pyromancer in white robes is enveloped in glorious glowing white flames ====Glory==== **Action**: Swift\\ **Requires**: [[pyromancer#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 [[conditions#disoriented]] for 1 round\\ **Cooldown**: 6 rounds\\ **Special**: Creatures in the cone of light must make a //**Resolve vs Resolve** [[abilities#ability check|Ability Check]]// or they are [[conditions#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 5 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\\ \\ ---- black and white picture of a saint holding white flames in her hands ====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\\ **Offensive**: //Attack 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 offensive 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. ([[dice bonus|Cost increases]])\\ □□ Increase the [[dice bonus]] of the healing formula by 1d6. ([[dice bonus|Cost increases]])\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 1 round\\ \\ ---- a humanoid pyromancer shoots hot jets of flame out of their hands and feet ====Jet==== **Action**: Move\\ **Requires**: [[pyromancer#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 Point Improvements**:\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 1 round\\ □ Gain the ability to hover\\ □ Increase the defensive formula by 1d6. Total [[dice bonus|dice]] may not exceed character level. Maximum dice is 8d6\\ \\ ---- three comets of blue and golden light fall down to earth over a snow covered wilderness ====Light==== **Action**: Standard\\ **Requires**: [[pyromancer#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** [[abilities#ability check|Ability Check]]//, or they are blinded for 1 round\\ **Talent Point Improvements**:\\ □ Extend 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 5 segments\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ \\ ---- a blue and orange arc of fiery lightning extends up into the sky ====Lightning==== **Action**: Full\\ **Requires**: [[pyromancer#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 [[damage#damage types|[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 Point Improvements**:\\ □ 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. ([[dice bonus|Cost increases]])\\ □□ Increase the [[dice bonus]] of the damage formula by 1d6. ([[dice bonus|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\\ \\ ---- a huge column of blue and white flame explodes upward to the sky ====Nova==== **Action**: Full\\ **Requires**: [[pyromancer#Healing Light]], [[pyromancer#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 [[damage#damage types|[Burning]]]\\ **Cooldown**: 6 rounds\\ **Special**: The torrent can bounce off one surface as if it were light\\ **Talent Point Improvements**:\\ □ 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. ([[dice bonus|Cost increases]])\\ □□ Increase the [[dice bonus]] of the damage formula by 1d6. ([[dice bonus|Cost increases]])\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 1 round\\ □ Increase the number of surfaces Nova can bounce off by 1\\ \\ ---- a gentle column of light descends from the sky and touches a shimmering, lavender sand dune ====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 Point Improvements**:\\ □ 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 [[damage#damage types|Ki Damage]] as a free action. When you do this, reduce the damage you deal with all attacks by 3d6\\ \\ ---- a pyromancer wields a looping ring of fire ====Prison==== **Action**: Standard\\ **Requires**: [[pyromancer#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 [[damage#damage types|[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 defensive formula by 1d6. Total dice may not exceed character level. Maximum dice is 8d6\\ □□ Increase the [[dice bonus]] of the damage formula by 1d6. Maximum dice is 12d6\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 1 round\\ \\ ---- a dark blue sphere of shadow, burning in hot orange flames in a forest at sunset ====Sphere==== **Action**: Full\\ **Requires**: [[pyromancer#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 [[damage#damage types|[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 Point Improvements**:\\ □ Increase the speed by 1H. Maximum speed is 6H\\ □□ Extend the radius by 5 feet. Maximum radius is 90 feet\\ □□ Increase the [[dice bonus]] of the offensive and defensive formulas by 1d6. ([[dice bonus|Cost increases]])\\ □□ Increase the [[dice bonus]] of the damage formula by 1d6. ([[dice bonus|Cost increases]])\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 1 round\\ \\ ---- a wall of fire reminiscent of a forest fire ====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 [[damage#damage types|[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\\ □ Extend 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. ([[dice bonus|Cost increases]])\\ □□ Increase the [[dice bonus]] of the damage formula by 1d6. ([[dice bonus|Cost increases]])\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 1 round\\ \\ ---- a pyromancer in red robes unleashes a twisting whip of flames ====Whip==== **Action**: Standard, Full\\ **Requires**: [[pyromancer#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**: Inherited from Fire Blast\\ **Defensive**: Inherited from Fire Blast\\ **Damage**: Inherited from Fire Blast\\ **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 Point Improvements**:\\ □ Extend the range by 5 feet. Maximum range is 30 feet\\ □ Increase the speed by 1H. Maximum speed is 12H\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 1 round\\ \\ ---- an explosion viewed from a tilted perspective, shooting out fingers of fire in an energetic pattern ====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 [[pyromancer#Path of Peace]] talent, you may opt to boost your Resolve, instead of your Strength\\ **Talent Point Improvements**:\\ □ 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\\ [[pyromancer|Back to top]]