WIZARD - ELEMENTALIST Pyromancer Kit Description: Like other elemental specialists, Pyromancers hold general Elementalists in at least some degree of contempt as unvarnished dabblers who deny the obvious primacy of the fundamental energy of fire that provides the light and heat the make the world the vibrant living place that it is, rather than a cold, lifeless mass of nothing. Elementalists who study the flame are more oriented toward the forces of power and violence. They are by nature very active individuals who tend to move about a great deal, not remaining in any one place for any length of time, often investing their time and efforts at inflaming the passions and hearts of men through agitation and encouragement (or subversion and sedition) as a symbolic representation of their element. They are known for occasional flares of temper (sometimes a low simmer, other times a roaring and uncontrollable firestorm of rage). Pyromancers are most often aggressive and manipulative, rarely passive or patient, driven to get what they want or achieve what they believe is the best result no matter the cost or the opposition. Pyromancers are well-armed with powerful combat magic to back up their aggressive attitudes. Their spells are more directly dangerous and damaging to others, and they know how to use them to very good effect. They are rightly respected and feared for their mastery of this most dangerous of elements. Requirements: As a standard Elementalist, save that a Pyromancer must have Intelligence and Wisdom of at least 15. Most Pyromancers are not of good alignment, but this is not a hard-and-fast restriction. Elves cannot become Pyromancers. Weapon Proficiencies: A Pyromancer's choice of weapons reflects his or her love of fiery things. They may become proficient in any weapon; however, they may only use weapons that are made of special materials. Obsidian weapons are acceptable, as are weapons of bronze or similar metal inlaid with fiery patterns (giving the appearance of flames). Pyromancers may also use any weapon that is actually afire--including Greek fire (either hurled or used with a blowpipe), flaming arrows and similar weapons, and other weapons that have been prepared with 'enflaming oil' (see Weapon Accessories in the general equipment lists, also described in the Complete Thief's Handbook under 'Weaponblack'). Pyromancers make frequent use of such items as well as spells or magical items that surround weapons with a flaming aura. Special Benefits: Pyromancers are experts in all things fiery, dealing with heat and flame as almost living entities representing the best and purest of the elemental fire that suffuses all things in various proportions. Their deep and thorough understanding of the ways of fire provides the following benefits: Elemental Expertise: As a standard Elementalist, save as follows. A Pyromancer's effective casting level is boosted only when casting spells based on the element of fire. They apply a -2 saving throw penalty to the saves of creatures targeted with their fire-based spells and inflict one additional point of damage per die with such spells. Pyromancers themselves gain a +2 bonus to saves vs. fire, heat, and light-based attacks and reduce damage from such attacks by one point per die (including attacks by fire elemental creatures), but they gain no bonus to saves vs. other elemental attacks. In addition to the standard benefits of Elemental Expertise, Pyromancers' skill with fire-based spells enables them to reduce the casting time of such spells by 1 (this has no effect on spells with a casting time of 1 round or greater). Elemental Knowledge: As a standard Elementalist, save that a Pyromancer's knowledge extends only with respect to the Elemental Plane of Fire and adjoining Para- and Quasi-Elemental Planes (i.e., Magma, Smoke, Radiance, and Ash). A Pyromancer does, however, gain a +1 bonus to his or her Planology proficiency for every three levels of experience (rounding up). A Pyromancer can also attempt a like proficiency check to identify fire-using or fire-dwelling creatures native to the Prime Material Plane. Pyromancers gain a +20% bonus when attempting to learn spells dealing with the element of fire. They are also so skilled at using spells of their element that they can cast one additional fire-based spell of each level that they can cast each day--e.g., a 3rd level Pyromancer would gain one bonus 1st and one bonus 2nd level spell. When dealing with creatures native to the Elemental Plane of Fire, it should be noted that a fire elemental summoned by a Pyromancer will not turn on him or her, and at 15th level and above he or she need not concentrate in order to direct its actions. In addition, a Pyromancer of any level may attempt to dispel or banish a fire elemental creature, as described for an Elementalist, but he or she may attempt such banishment once per day for every five levels of experience (rounding down). In addition to dispelling fire elemental creatures, a Pyromancer can use this power to dispel fire, heat, and magma-based spells, just as if it was a short-range dispel magic spell, requiring nothing more than concentration to cast. Fire Manipulation: As noted above, Pyromancers view the element of fire as the vital power that energizes the world, and through this study and much research they have devised means to channel and control small amounts of fiery energies without the need for actual spellcasting. At 1st level, a Pyromancer can control any flame up to the size of a torch head, causing it to smother, spread, or move about, as long as the flame remains in contact with combustible material. It is possible for a Pyromancer to cause the flame to perform short 'leaps' through the air, up to 6 inches per level. This control can be done at will but requires the Pyromancer's full concentration. He or she can move at up to half speed but cannot perform other actions while controlling a flame. At 5th level, a Pyromancer can create a small flame (the size of a candle flame) at will within 1 yard per level. This flame has the same chance to set objects alight, the same chance to be extinguished, and sheds the same amount of light as a normal candle flame but inflicts no direct physical damage and cannot disrupt spellcasting (though it could potentially ignite a scroll or spellbook). Creating a flame requires one round of concentration, and the flame lasts for as long as the Pyromancer concentrates on it, unless it is doused or smothered (though he or she could of course simply create a new flame the next round). At 10th level, a Pyromancer can use Fire Manipulation to affect normal fires at will. Special Hindrances: The largest hindrance faced by a Pyromancer is that, as a result of his or her devotion to the study of elemental fire, he or she is incapable of using any other elements--i.e., no spells of air, earth, or water can ever be learned. In addition, a Pyromancer can never use magical items based upon those elements; only fire-based or non-elemental magical items will be used. Their intensive and exclusive study of fire magic also imposes a -20% penalty to learn spells of all other types. As a final note, a Pyromancer's connections with the powers of fire and the essential elemental substance of flame are so tight that when he or she casts a spell the discharge of magical energy is always accompanied by a noticeable sound of crackling or roaring fire and momentary waves of heat radiating from the caster, with a flickering fiery aura dancing around him or her as well. The intensity of the heat, fiery aura, and noise are proportional to the level of the spell being invoked, but in any event they are never sufficient to injure or impair other creatures. They do, however, clearly indicate the caster's intimate relationship with the powers of fire. Bonus Proficiency: Fire-building, Planology (see Special Benefits) Required Proficiencies: Reading/Writing Preferred Proficiencies: Alchemy, Armorer, Battle Magic, Blacksmithing, Charm, Hypnosis, Luck, Night Vision, Seduction, Survival (desert), Weaponsmithing ***DISCLAIMER*** As with all postings by me of classes or races, it should be noted that portions of the information contained herein were inspired by or derived from information in published works of TSR, Inc., and may contain references to those works, quotations or passages of text (especially in the area of 'Character Description', where applicable sections from TSR works were often carried over more or less intact into my campaign world), or particular powers or abilities invented by TSR staff writers. No relationship with TSR, Inc., is to be implied by this use, nor is any attempt being made to solicit profit or remuneration of any kind. I have read the TSR Online Policy document, and have tried to accommodate the stipulations contained therein. In instances where I have lifted an essentially complete class or race without significant alteration, I have not included these in my postings but instead have inserted a reference to the appropriate D&D sourcebook for those curious in including it in their campaign. Only variations that include a significant component of original work, alteration, or reformulation (including the compositing elements from various TSR sources into new combinations) of have been included in this set of postings. Jason Eric Nelson < tjaden@u.washington.edu >