Pyromaniac (3.5e Class)

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Pyromaniac
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Pyromancer[edit]

You wield the power of fire with glee in your eyes. The more fire around you the happier you are. Yet the less fire around you, the more mellow you are.

Making a Pyromancer[edit]

Abilities: Constitution is first, followed by Wisdom, then Strength.

Races: Any race that does not have a Cold in their descriptions

Alignment: Must be Chaotic.

Starting Gold: 5d6×10 gp (150gp).

Starting Age: Moderate.

Table: The Pyromancer

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +2 +0 Flaming Touch, Unarmed Strike, Blaze
2nd +1 +0 +3 +0
3rd +2 +1 +3 +1 Armor of Fire
4th +3 +1 +4 +1 Flame Weapon
5th +3 +1 +4 +1 Flaming Ball
6th +4 +2 +5 +2 Armor of Fire
7th +5 +2 +5 +2 Fire Resistaince
8th +6/+1 +2 +6 +2
9th +6/+1 +3 +6 +3 Armor of Fire
10th +7/+2 +3 +7 +3 Breath of Flames, Greater Flaming Ball, Nimbus
11th +8/+3 +3 +7 +3
12th +9/+4 +4 +8 +4 Armor of Fire
13th +9/+4 +4 +8 +4
14th +10/+5 +4 +9 +4 Greater Fire Resistaince, Greater Flaming Touch
15th +11/+6/+1 +5 +9 +5 Armor of Fire, Pillar of Fire
16th +12/+7/+2 +5 +10 +5
17th +12/+7/+2 +5 +10 +5
18th +13/+8/+3 +6 +11 +6 Armor of Fire
19th +14/+9/+4 +6 +11 +6 Pyroclasm
20th +15/+10/+5 +6 +12 +6 Greater Breath of Flames, Greater Pillar of Fire, Fire Immunity

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (dex), Climb(str), Heal (wis), Intimidate (cha), Jump (str), Listen (wis), Profession (wis), Ride (dex), Sense Motive (wis), Sleight of Hand (dex), Spot (wis), Survival (wis)

Class Features[edit]

All of the following are class features of the Pyromancer.

Weapon and Armor Proficiency: You are proficient with simple and martial weapons but no armor or shields.

Flaming Touch (Ps): You may deal an extra 1d6 fire damage. At 4th level 1d8+1 fire damage, 8th level 1d10+2 fire damage, 12th level 2d8+3 fire damage, and at 16th level 2d8+5 fire damage. You must declaire that you are going to use this before the attack roll (hence a failure to hit spoiles the atempt). This ability can also be used to start fires or light torches and things of that nature.

Blaze (Ps): Any Target you deal Fire Damage against becomes immolated taking 1d4 fire damage every round for 1d4 turns, if one of your abilities is successfully used on an opponent who is immolated by this effect another effect is applied according to said ability in use. (See table below for effects of abilities)

Flaming Touch: Blaze effect spreads to all enemies adjacent to target.

Flame Weapon: Target is Pushed 10' feet away from you.

Flaming Ball: Target is stunned for 1d4 turns.

Breath of Flames: Target is Blinded for 1d4 turns.

Nimbus: Target is Slowed for 1d4 turns.

Pyroclasm: Pyroclasm gains 1 additional bounce (stacks)

Pillar of Flame: Target takes Double Damage

Armor of Fire (Ps): +1 Natural Armor.(stacks with anything)

Flame Weapon (Ps): You may as a move-equivalent action summon a weapon of you choosing that is made from ectoplasmic fire or imbue your current weapon with the same fire. You gain proficiency with that weapon. The weapon deals and extra 1d6 fire damage. At 8th level 1d8+1 fire damage, 12th level 1d10+2 fire damage, 16th level 2d8+3 fire damage, 20th level 2d8+5 fire damage. If you summoned the Weapon, when you drop your Flame blade, it disapates. If you imbued your own blade and you drop it, the fire disapates. The Flame Weapon last for 5 minutes or until the end of the encounter, which ever comes first.

Flaming Ball (Ps): You may as a standard action summon a fire ball that deals 4d4+4 fire damage to target and 1d4+1 splash damage to any target in a range of 15'. Every other level add 1d4+1 to the main damage and 1d2+1 to the splash damage.

Fire Resistaince (Ps): You gain resist 5 fire.

Breath of Flames (Ps): You gain a Fire Breath attack that is a 20' cone of Fire that deals 6d6+6 damage and is usable every 1d4 rounds.

Greater Flaming Ball (Ps): You can use your Flaming Ball as a line attack that deals 8d4+8 Fire Damage (as base damage). But you have no splash damage.

Nimbus (Ps): ): Beginning at 10th level, a pyrokineticist can activate this ability as a move-equivalent action. Flames that harm neither the pyrokineticist nor her equipment engulf her entire body. While she is aflame, the character’s Charisma score increases by 4, she can make a melee touch attack for 2d6 points of fire damage, and she gains damage reduction 5/magic. If she is struck in melee, the attacker takes 2d6 points of fire damage. This ability lasts for up to 1d4 Rounds per pyrokineticist level.

Greater Fire Resistaince (Ps): Add 5 to your fire resistaince.

Greater Flaming Touch (Ps): Add (1/4level rounded down) to your damage with the Flaming Touch ability. In addition to your Flaming Touch is automatic (No declaring that you are going to use this ability befor you attack.). This ability can also be used to start fires or light torches and things of that nature.

Pillar of Fire (Ps): You may as a standard action summon a Pillar of Fire on a 10'x10' area. Any creature caught in the area is deal 10d6+10 fire damage. Any creature within 30' of the area is dealt 3d4+3 heat damage. The area burns for 1d6+1 rounds and any creature caught in that area is dealt 1d6+1 fire damage.

Pyroclasm (Ps): You may as a standard action summon a massive ball of fire bouncing off enemies(5 times) until burning out, targets hit take 10d8+5 fire damage.

Greater Breath of Flames (Ps): Your Breath of Flames is now a 40' cone and deals 12d6+12 fire damage.

Greater Pillar of Fire (Ps): Your Pillar of Fire is a 20'x20' area and deals 20d6+20 damage and Any creature withing 60' of the area is dealt 6d4+6 heat damage. The area burns for 2d6+2 rounds and any creature caught in the area is dealt 2d6+2 fire damage.

Fire Immunity (Ps): You are Immune to Fire Damage of any kind.

Ex-Pyromancer[edit]

If at any time you stop being Chaotic, you lose all class abilities but keep your base attack bonus, save, and skill points.

Epic Pyromancer[edit]

Table: The Epic Pyromancer

Hit Die: d8

Level Special
21st Armor of Fire
22nd
23rd
24th Armor of Fire
25th Superior Pillar of Fire
26th
27th Armor of Fire
28th
29th
30th Armor of Fire, Greater Fire Immunity

4 + Int modifier skill points per level.

Superior Pillar of Fire (Ps): Your Pillar of Fire deals 30d6+30 Fire damage and the area is 30'x30'. Any creature within 90' of the area takes 4d6+4 heat damage. The area burns for 4d6+4 rounds and any creature caught in the area takes 4d6+4 fire damage.

Greater Fire Immunity (Ps): If you are hit by a fire attack, you heal 1/2 of the damage and take no damage.



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