Pyroblade (3.5e Class)

From D&D Wiki

Jump to: navigation, search


This class is designed as the first in a group of four classes, each devoted to a different element, called Elemental Warriors. The pyroblade breaks the mold of traditional fire wielders. Instead of taking on the chaotic nature of this element, the pyroblade values self control in an effort to harness fire, and direct it to his purpose. The pyroblade uses meditation to harness the powers of fire, then releasing that power upon his enemies. The pyroblade also values knowledge, and can often be found with his nose in an ancient text, or delving the ruins of ancient cities, looking for lost lore.

Strengths: Very good damage output. His powers that he uses in conjunction with his attacks are very affective at dealing damage from close and mid range. This can make him very efficient in smaller encounters.

Weaknesses: He usually will end up with a low hp, making it necessary to get buffs to AC if he wants to survive an extended encounter. While the power point system allows him to ration his power usage, it also makes him much less lethal if he is planning to engage in a longer fight. While he is very good in a fight against a few opponents, he has some limitations when it comes to extended dungeon crawls or large battles. Spend your power wisely.

Making a Pyroblade

The pyroblade can deal a fair amount of damage from close and medium range. He prefers weapons that can be wielded with one or two hands, such as the bastard sword or katana, allowing him to strike hard, but still have a free hand when necessary for using powers.

Abilities: Intelligence is important, as it governs the amount of power points the pyroblade has. Strength and Dexterity are also important for close combat, although taking the weapon finesse feat would allow him to focus on Dexterity, as Strength is mainly important only for melee attacks.

Races: Any as long as they have at least a small amount of human ancestry (does not need to be enough to affect race attributes). Also, the pyroblade does not lose his powers if his race is somehow changed.

Alignment: Any non-chaotic.

Starting Gold:6d4×10 gp (150 gp).

Starting Age: Moderate.

Table: The Pyroblade

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Maximum Power
Maximum Power
Level Known
Fort Ref Will
1st +0 +2 +2 +0 Fire Resistance 5, Fire Starter 1 2 1
2nd +1 +3 +3 +0 Summon Weapon, Bonus Feat 2 3 1
3rd +2 +3 +3 +1 Change Energy 3 4 1
4th +3 +4 +4 +1 Flaming Weapon 5 6 2
5th +3 +4 +4 +1 Fire Control, Bonus Feat 7 7 2
6th +4 +5 +5 +2 Firewalk 10 8 2
7th +5 +5 +5 +2 Greater Meditation 14 10 3
8th +6/+1 +6 +6 +2 Fire Resistance 10 18 11 3
9th +6/+1 +6 +6 +3 22 12 3
10th +7/+2 +7 +7 +3 Flaming Burst Weapon 26 14 4
11th +8/+3 +7 +7 +3 Bonus Feat 33 15 4
12th +9/+4 +8 +8 +4 Greater Fire Control 41 16 4
13th +9/+4 +8 +8 +4 49 18 5
14th +10/+5 +9 +9 +4 Fire Resistance 15 57 19 5
15th +11/+6/+1 +9 +9 +5 65 20 5
16th +12/+7/+2 +10 +10 +5 Superior Meditation 75 22 6
17th +12/+7/+2 +10 +10 +5 Bonus Feat 87 23 6
18th +13/+8/+3 +11 +11 +6 Fire Resistance 20 99 24 6
19th +14/+9/+4 +11 +11 +6 111 25 6
20th +15/+10/+5 +12 +12 +6 Phoenix 124 26 6

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Jump (Str), Ride (Dex), Knowledge (arcana) (Int), Knowledge (geography) (Int), Knowledge (history) (Int), Knowledge (nature) (Int), Knowledge (plane), Listen (Wis), Profession (Wis) Search (Int), Spot (Wis), and Swim (Str).

Class Features

All of the following are class features of the pyroblade.

Weapon and Armor Proficiency: Proficient with simple and martial weapons, light armor, medium armor, and shields (except for tower shields).

Maximum Power Points: A pyroblade’s ability to manifest powers is limited by the power points he has available. His base total available power points is given on Table: The Pyroblade. In addition, his maximum number of power points increases if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide an increase in maximum power points, as may certain feats and items. Unlike other classes that use power points or spells, his power points are not recharged on a daily basis. He must meditate in front of an open flame to regain spent power points, and may regain power points spent that same day. While meditating, the pyroblade must keep his eyes closed, but gets a +5 bonus to listen checks. The speed of recuperating energy depends on the strength of the flame. To find out how many power points the pyroblade receives per hour of meditating, multiply the level of the pyroblade by the multiplier corresponding to the size category of the fire, given in the following list, then add his intelligence modifier. A small flame, such as a candle or torch, gives a multiplier of x1. A medium flame, such as a campfire, several candles, or a few torches, gives a multiplier of x2. A large flame, such as a bonfire, several campfires, or a small building on fire, gives a multiplier of x4. A huge flame, such as a very large bonfire or a large building on fire, gives a multiplier of x6. A colossal flame, such as a forest fire, or several buildings on fire, gives a multiplier of x10. For example, a 10th level pyroblade with intelligence modifier of 4 meditating beside a campfire would receive 24 (10×2+4) power points every hour he meditated. He would likely have a maximum of 44 power points (24 from class levels and 20 from high intelligence), so it would take him one hour and 50 minutes of meditating to regain all his power points.

Powers Known: The pyroblade's powers are not exactly psionic, even though they follow similar rules. Neither are they magical spells. The pyroblade simply allows his body to channel pre-existing energy of the elements, which he has harnessed and stored in his own body.

See Pyroblade Power List

Maximum Power Level Known: This column determines the highest level power he can learn at this level.

To learn or manifest a power, a pyroblade must have an intelligence score of at least 10 + the power’s level.

Fire Resistance: The pyroblade automatically has natural resistance to fire, taking off five points of fire damage done to him from any source. At level 8, the the resistance goes up to 10, at level 14, it is at 15. At level 18, it is at 20.

Fire Starter: The pyroblade may as a standard action light small, flammable objects such as candles, lamps, or kindling, simply by touching them.

Summon Weapon: Beginning at level 2, the pyroblade may use a free action to summon his weapon to his hand. In order to do this, the pyroblade must first have used a full action to "store" his weapon, at which point it disappears into another dimension, only to reappear when summoned or if the pyroblade is knocked unconscious or killed. Only one weapon may be "stored" at a time. A weapon may be stored for any length of time, provided the pyroblade remains alive and conscious (stays stored while asleep).

Bonus Feat: See fighter bonus feats

Change Energy: A Pyroblade of level 3 or greater can spend twice the normal power points to convert any attack that deals fire damage into any other type of energy.

Flaming weapon: Beginning at level 4, whatever weapon the pyroblade is using and is proficient with automatically becomes a flaming weapon when he or she is holding it, doing 1d6 fire damage. Does not stack with an already flaming weapon or weapons dealing cold damage (e.g. frost weapons), but does stack with other enchantments.

Fire Control: At level 5, the pyroblade has mastered control of fire well enough to keep himself from taking any damage from area attacks he has done. He can also keep the fire from harming the environment around him. Allies within the blast still take damage until Greater Fire control is learned at level 12.

Firewalk: At level 6, the pyroblade may use any standing flame as a means of transportation from any point adjacent to that flame to any other point adjacent to the same connected flame. This counts as a 5 foot step every 30ft.

Greater Mediation: By level 7, the pyroblade has increased their meditative abilities. Each day, they may substitute up to half of their normal needed sleep for meditation, drawing the next day's energy from his meditation. He also gains the ability to sense warm blooded creatures (or similar heat sources) in a 20ft radius while meditating. At level 16, the pyroblade has this sense in a 40ft radius while meditating, and may substitute all his nights sleep for meditation.

Flaming Burst Weapon: Beginning at level 10, whatever weapon the pyroblade is wielding with which he is proficient becomes a flaming burst weapon whenever he is holding it, doing an extra d10 damage on confirmed critical hits. Does not stack with an already flame burst weapon.

Phoenix: When a level 20 or higher pyroblade is killed, his body is instantly incinerated. The pyroblade is then reborn from the ashes 24 hours later, with no loss of level or attributes. If the ashes are buried or soaked, the pyroblade is reborn a full week later. If the ashes are spread out, the pyroblade is reborn two weeks later at a random location near part of the ashes. Any flammable equipment is destroyed. All other equipment remains behind. The pyroblade may be resurrected like this once a month.


If the pyroblade becomes chaotic, he loses the self control and focus necessary to meditate. He therefore has no way to regain spent power points. They also lose the fire control ability, and cannot use the control flames power. Also, every time a power is used, there is a twenty percent chance that it will "blow up in his face," automatically dealing the same damage intended for the target to himself. His fire resistance to this damage still applies. Once the pyroblade is no longer chaotic, he regains all abilities.

Epic Pyroblade

Table: The Epic Pyroblade

Hit Die: d10

Level Special
21st Epic Meditation, Epic Pyroblade Power (list one)
23rd Fire Resistance 25
25th Epic Pyroblade Power (list one or two)
27th Greater Epic Meditation
29th Fire Resistance 30
30th Epic Pyroblade Power (list one, two, or three)

6 + Int modifier skill points per level.

Epic Meditation: The pyroblade now automatically regains power points simply by being near fire and out of combat, without the need to meditate. The pyroblade only regains power points at half the normal rate while doing so, but may substitute half a night's sleep with being awake near fire. The other half may be sleep or meditation.

Greater Epic Meditation: The pyroblade now may regain power points at the normal rate without meditating simply by being near fire and out of combat, and may substitute the entire night's sleep with being awake near fire.

Bonus Powers: The epic Pyroblade gains a bonus power (selected from one of the three lists of epic pyroblade bonus powers) at levels 21 (list one), 25 (list one or two), and 30 (list one, two, or three).

Epic Pyroblade Bonus Power List One:
Nova: One creature within 30 feet is immediately killed unless they make a fortitude save, in which case he takes 20d10 fire damage. All other enemies within 30ft take 15d10 fire damage. The pyroblade takes damage equal to half his total hit points, but cannot be killed in this way, reducing him to a minimum of -9 hit points. Either way, he is fatigued. If he drops below 0 hit points because of this power, he is automatically stable.
Power Drain: Once per day, the pyroblade can deal 10d6 cold damage to a single target and regain that many power points.
Summon Fire Dragon: Once a day, you can summon an old dragon. If you are good, the dragon will be a gold dragon. If you are evil, the dragon will be red. If you are neutral, you may choose either one. Lasts 1 hour.
Epic Pyroblade Bonus Power List Two:
Guardian Dragon: Summon an ancient dragon under the same rules as the guardian warhound power. If the pyroblade is good, it is a gold dragon, if he is evil, then it is a red dragon. If he is neutral, the pyroblade may choose either.
Breath of the Fire Wyrm: The fire breath weapon of a gold wyrm, doing 22d10 fire damage in a 60ft cone. Usable once an hour.
Carpet Bomb: Six small fiery spheres shoot from your hand to target creatures or squares. If the pyroblade targets a creature, he must make a ranged touch attack. If he is successful, the target takes 3d8 fire damage and can make no reflex saving throw against damage from this attack. If he is unsuccessful, the sphere simply detonates near the target. The spheres detonate upon impact, dealing 6d8 fire damage in a 20ft radius.
Epic Pyroblade Bonus Power List Three:
Super Nova: Every enemy creature in a 40ft radius is immediately killed unless they make a fortitude save, in which case they take 20d10 fire damage. If the pyroblade does this with more than half his total hit points, he is reduced to 1 hit point and 0 power points. If he does this with fewer than half his hit points, he is reduced to -9 hit points (but is stable) and 0 power points. Either way, he is exhausted.
Become the Dragon: The pyroblade may transform at will into a great wyrm. Transforming is a full round action. He cannot use powers while in this form.
Fire Creature Swarm: Once per day, the pyroblade can call to his aid several creatures. 2 rounds after this power is used, 3d6 phoenixes are summoned. A single round later, 2d6 elder fire elementals are called. The next round, 1d6 adult dragons come (gold or red depending on alignment). The next round, a single ancient dragon comes (gold or red depending on alignment).

Human Pyroblade Starting Package

Weapons: Longsword

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Concentration 4 Con
Craft 4 Int
Decipher Script 4 Int
Listen 4 Wis
Search 4 Int
Spot 4 Wis

Feat: Alertness

Bonus Feats: Improved Initiative

Gear: leather armor, bedroll, backpack, water-skin, 4 days trail rations, 1 dozen candles, 3 blank parchments, inkpent, ink (8oz), explorer's outfit, small blank leather-bound book (50 sheets of parchment).

Gold: 44g, 1s, 8c.

Campaign Information

Playing a Pyroblade

The pyroblade views his body simply as a channel for the energy of fire. He is not the instigator, but the director. They value self control, knowing that without it, there is no controlling the wild element of fire. They also value knowledge and intelligence, as well as, though not as much, wisdom. They enjoy discovering new knowledge, and usually have one or two experiments going. They naturally have longer life spans than normal, but their interest in dangerous activities often cuts it short. Pyroblades are know for their ability to study a situation and come up with a logical solution and then follow it, even if it may not have the best outcome for them personally. Good pyroblades often will put themselves in harms way for the greater good. This also does not help to increase their life expectancy.

Religion: Any, although it is more frequent for them to worship a deity of knowledge or fire, if any at all.

Other Classes: The pyroblade will often work with most classes, although they tend to look down on chaotic characters, or those who prefer brawns over brains. As a result, they do not get along terribly well with barbarians. They especially do not like chaotic characters wielding fire, viewing them as "tainting their practice." Most pyroblades respect manipulators of other elements even though they believe that fire is superior.

Combat: Pyroblade's are good at dealing damage at close and medium range, but lack somewhat in defence. They play a similar role to a melee oriented rogue.

Advancement: Pyroblades will multi-class with other non-chaotic classes. Never with Barbarian class or other chaotic centered classes, not often with Fighter class, and not with ice or water based classes.

Pyroblades in the World

When the gods brought stone to the earth, there was Strength. When the gods brought air to the earth, there was Truth. When the gods brought water to the earth there was Compassion. But only when the gods brought fire to the earth was there Life.
—Mahdhad Ailotha, Master Pyroblade

Legends claim that all pyroblades are descendants of the very first pyroblade, a human by the name of Colyn Loch. These unique powers were supposedly given to him by an aging but powerful wizard who, as his final act, attempted to transfer his power to Colyn, a young boy skilled in martial combat. Only the ability to control fire took hold, but took hold hard, being passed to his children and popping up at random amongst even his most distant descendants. The old wizard's great love of knowledge seems to show itself amongst these same descendants.

Almost all pyroblades have a yearning for discovery, a yearning that often drives them to travel to remote and dangerous places or to undertake risky experiments in the pursuit of knowledge. Pyroblades are usually the first to the scene if a new discovery is made, ancient ruins found, or secret tunnels discovered. The one time they come close to losing self control is when they are preparing for an adventure during which they are likely to obtain new knowledge, and come like children on Christmas morning.

Daily Life: When not tunneling through an abandoned city looking for a lost library, the pyroblade usually keeps to himself, studying various manuscripts or experimenting with new discoveries. Most pyroblades are happiest when adding to scientific knowledge, preferring to make a new discovery himself, but just as happy when recovering something lost. Many prosperous pyroblades open libraries or universities, but some prefer to bury themselves in books and forsake the rest of the world, at least if nothing that they view as interesting is happening in the world. They will watch and wait for discoveries or wars, in which they will likely participate despite endorsing peace.

Organizations: Pyroblades are usually fairly solitary, but if there are multiple pyroblades in an area, they will often congregate or communicate with each other to share knowledge.

NPC Reactions: Most NPCs are somewhat mistrustful of them due to their somewhat antisocial tendencies and poor reputations of those who control fire.

Pyroblade Lore

Characters with ranks in Knowledge (local) can research Pyroblades to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (local)
DC Result
5 Pyroblades use the power of fire against their enemies.
10 Pyroblades are part of the group of four types of elemental warriors, and are responsible for many new scientific advancements.
15 Pyroblades prize self control, and can lose their powers if they lose that control.
20 Pyroblades are often part of secret organizations or groups.

Pyroblades in the Game

Most NPCs are somewhat mistrustful of them due to their somewhat antisocial tendencies and poor reputations of those who control fire.

Sample Encounter: The party enters a ruined city seeking ancient wisdom, only to find that a selfish and malevolent pyroblade has beaten them to it, and is in no mood to share. The pyroblade will try to hit them with several ranged powers and area attacks to weaken them, and then move in close for the kill.

EL 11:


CR —

CE Medium Humanoid
Init/Senses +8/Listen 17, Spot 17
AC 29, touch 17, flat-footed 24
hp 82 (11d8 + 33 HD)
Fort/Ref/Will +8/+9/+4
Speed 30 feet
Melee +3 Katana (made fire burst by special ability) +15/+10
Base Atk/Grp +8/+3/+7
Pyroblade Powers Known ({{{pd}}}):
4th—Imbue Weapon, Shield of fire, Eruption
3rd—Fireball, Skyrocket, Ranged Fire Slash, Guardian Hell Hound
2nd—Dive Bomb, Deflecting Fire, Burning Strike, Summon Fire Creature
1st—Fire Ray, Protective Fire, Burning Touch, Fire Strike
Abilities Str 10, Dex 20, Con 18, Int 18, Wis 10, Cha 8
SQ Energy Resistance 10 to fire, Flaming Burst Weapon, Summon Weapon, Fire Control, Greater Meditation
Feats Weapon Finesse, Improved Initiative, Improved Critical, Alertness, Weapon Focus, Blind-Fight
Skills Concentration 18, Spot 17, Listen 17.
Possessions Amulet of Natural Armor +2, Ring of Protection +2, +3 Katana, +5 Mithral Chain

Back to Main Page3.5e HomebrewClassesBase Classes

Home of user-generated,
homebrew pages!