HGd10PHB - OptClass - Pyromancer

The Pyromancer is a mage who wields the power of the fire. While the material that a Pyromancer manipulates is limited in type, it is one of the most abundant primal elements because energy is everywhere and most of it exists as heat to one extent or another. Pyromancers can manipulate heat as well as open flame.

Basic Skill: Mysticism

Source: Inner Spirit (MYR Recommended)

Must Take Foible: Opaque Mind - Fire Only

Below are recommended minimums for building an Pyromancer. Characteristics or Skills not listed are not prohibited, but not considered essential to an Pyromancer build.

Characteristic Minimums
STR 10 - Strength is the basis for Fire spectrum magic. It is also the Primary Characteristic for Attack, one of Fire-magic's primary Purposes. STR is used in some Crafting and Movement Skills.

PRS 10 - Personality is used in the Enchantment and Summoning Purposes. Personality is also used in many Social Skills.

AGL 7 - For Pyromancers who wish to engage in combat, the Ranged Magical Attack, as well as the Defense and Movement Purposes are AGL-based. AGL is also one of the key stats for calculating SPD and is used in many Movement Skills.

* INT 7 - If the Pyromancer's Mysticism is INT based, then they will likely add Learn and Transformation to their Purposes. They can also invest in Knowledge skills and expand their other skill areas greatly.

* SPI 7 - If the Pyromancer's Mysticism is SPI based, then they may add Summoning and Transformation to their Purposes. Spirit is also used to calculate LIFE, so a high SPI means more LIFE.

Total = 34

Skills
Typically, an Pyromancer will tend towards skills based in above recommended Characteristics, especially those based in Strength and Personality.

Melee Combat - Pyromancers tend to avoid melee combat and prefer to either attack at range or, well, they just really like to attack at range.

Ranged Combat - Pyromancers who choose to do more Attacking and controlling the battle field will focus on ranged spells, but few will have actual ranged weapons.


 * Ranged Magic Attack (RMA)

Physical Defense


 * No Armor
 * Dodge

Mysticism - The heart of the Pyromancer is Mysticism. One simply cannot be an Pyromancer without this skill.


 * Spectrum: Fire
 * Purposes:
 * Attack
 * Illusion
 * Learn (INT)
 * Summon (SPI)
 * Transform

Crafting - Some Crafting requires STR and or the application of Fire. A Pyromancer who's Mysticism is INT-based may take up more of these skills not listed.


 * Alchemy
 * Demolitions
 * Mining/Smelting
 * Smithing

Knowledge - Pyromancers don't tend to focus on Knowledge-based skills unless their Mysticism is INT-based, but there are a couple that lend themselves to the masters of Fire.


 * Astrology
 * Science

Movement - Pyromancers that have a high AGL might pick several of these. The skills listed below are favored..


 * Burrowing
 * Climbing
 * Dance
 * Flying
 * Jump

Social - With such a high Personality score, Pyromancers tend to be socialites and well versed in the interpersonal skills.


 * Conversation
 * Defiance
 * Disguise
 * Etiquette
 * Improvisation
 * Intimidate
 * Oratory
 * Perform
 * Persuade
 * Provoke
 * Romance
 * Senses
 * Survival (Desert, Hot invironments)

Combat Equipment

 * No combat equipment

Traits and Foibles
These Traits are a recommended list for Pyromancers to choose from that would be particularly beneficial to Pyromancers. They are not limited to the non-Mystical Traits listed. The Mystical Traits in italics are limited only to Fire:


 * Agile Fighter
 * Avoidance
 * Absorption: Fire
 * Resist or Immune: Water, Earth, or Air
 * Blind Fighting
 * Brave
 * Initiative
 * Keen Sense: Touch or Sight
 * Opportunistic Fighter
 * Prodigy: Magic
 * Empower Fire
 * Enhanced Reserve
 * Enlarge Fire
 * Extend Fire
 * Maximize Fire
 * Mystical Energy Reserve (MYR)
 * Fire Affinity
 * Widen Fire

Regular Foibles are unlimited for Pyromancers based on the player's preferences. Mystical Foibles are limited to those listed below:


 * Bad Temper
 * Impulsive
 * Phobia - Fear of large bodies of water
 * Encumbered Caster
 * Weakness: Water
 * Backfire
 * Complex Gestures: Fire
 * Depowered Spectrum: Fire
 * Expensive Spectrum: Fire
 * Extended Time: Fire
 * Limited MYR
 * Minimize Spectrum: Fire
 * Narrowed Spectrum: Fire
 * Opaque Mind: Fire Only
 * Opposed Spectrum: Water
 * Quick Burn Spectrum: Fire
 * Reduced Spectrum: Fire
 * Tongue-tied

Incarnate - Pyromancers who never cast a spell of any other spectrum and reach 100 in Total Skill Bonus (TSB) in Fire can make a pact with the Realm of Fire and become Incarnate, the living embodiment of Fire-based magic.

Notable Pyromancers
Pyrestorm - Hero's Guild Director

Darkfire - New Guild Director

Loar

 * Ashler Searii

Navigation

 * Hero's Guild Players Handbook Home
 * Chapter 1 - Creature Kinds
 * Chapter 2 - Base Characteristics
 * Chapter 3 - Skills
 * Chapter 4 - Traits and Foibles
 * Chapter 5 - Physical Combat Skills
 * Chapter 6 - Mystical Skills
 * Chapter 7 - Equipment
 * Chapter 8 - Crafting
 * Chapter 9 - Knowledge Social and Movement Skills
 * Chapter 10 - Optional Classes
 * Chapter 11 - Rules of Engagement