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Pyro

The pyro is an individual with a talent (and some say perverse penchant) for using fire as a weapon. They are adept at using torches as weapons, typically in their off hand, and use their pyrotechnic alchemy skills to enhance their attacks. They are often explorers and treasure hunters whose travels lead them into dangerous tombs, dark ruins or underground caves and corridors. As light sources are a necessity to explore such places, pyros have learned to use torches not only to illuminate the way but also as weapons. Evil pyros tend to be arsonists whose depredations terrorize the community. Such heinous criminals are highly wanted men.

Role: Like rogues, pyros are highly skilled and versatile and tend to avoid lone hand-to-hand combat. Though they don’t possess the rogue’s ability to strike vital areas or disarm traps, they excel at using their torches as unexpected and dangerous weapons, often catching unsuspecting foes off-guard. Their scouting abilities and broad set of skills also makes them handy to have around in just about any situation.

Alignment: Any

Hit Die: d8.

Starting Wealth: 4d6 × 10 gp (average 140 gp)

Class Skills

The class skills for this class (and the key ability for each skill) are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Craft (Alchemy)(Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (geography), Knowledge (history), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Skill Ranks at Each Additional Level: 6 + Int modifier.

Table: The Pyro
Class Level BAB Fort Save Ref Save Will Save Special
1st +0 +2 +2 +0 Torch attack (+1 fire damage and extinguish DC), catch off-guard
2nd +1 +3 +3 +0 Evasion, fire expert, pyro talent
3rd +2 +3 +3 +1 Torch light adaptation, catch off-guard improvement, special torch attack
4th +3 +4 +4 +1 Pyro talent, uncanny dodge
5th +3 +4 +4 +1 Special torch attack, torch attack improvement (+2)
6th +4 +5 +5 +2 Pyro talent
7th +5 +5 +5 +2 Special torch attack
8th +6/+1 +6 +6 +2 Improved uncanny dodge, pyro talent, torch attack improvement (+2)
9th +6/+1 +6 +6 +3 Special torch attack
10th +7/+2 +7 +7 +3 Advanced talents, pyro talent 11th +8/+3 +7 +7 +3 Special torch attack, torch attack improvement (+2)
12th +9/+4 +8 +8 +4 Pyro talent
13th +9/+4 +8 +8 +4 Special torch attack
14th +10/+5 +9 +9 +4 Pyro talent, torch attack improvement (+2)
15th +11/+6/+1 +9 +9 +5 Special torch attack
16th +12/+7/+2 +10 +10 +5 Pyro talent
17th +12/+7/+2 +10 +10 +5 Special torch attack, torch attack improvement (+2)
18th +13/+8/+3 +11 +11 +6 Pyro talent
19th +14/+9/+4 +11 +11 +6 Special torch attack
20th +15/+10/+5 +12 +12 +6 Master pyro, pyro talent, torch attack improvement (+2)

Class Features

All of the following are class features of the pyro.

Weapon and Armor Proficiency

Pyros are proficient with all simple weapons, short sword, hand axe and throwing axe. They also treat torches as simple light weapons, instead of improvised weapons. They are proficient with light armor, but not with shields.

Torch Attack (Ex)

Pyros are extremely adept at using torches as weapons. They treat torches as simple, light weapons, instead of improvised weapons, and often use them as off-hand weapons. When thrown, torches have a range increment of 10 feet. They may also use the Weapon Finesse feat with torches. The pyro gains a +2 competence bonus to hit with torches anytime his target is denied its Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not). When flanking opponents, a pyro gets a +3 flanking bonus to hit with his torch, instead of the usual +2. In the hands of a pyro, a torch is a dangerous weapon that deals bludgeoning damage (1d3 for small creatures/1d4 for medium creatures, critical: 20/x2), plus 1 point of fire damage, and ignites opponents on a natural to hit roll of 18-20. A pyro may automatically ignite a helpless target. Ignited targets suffer an additional 1d4 points of damage on the round they are hit and on the following round. If desired, the target can use a standard or move action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a Reflex save (DC 10 + 1/2 the pyro’s level + the pyro’s Intelligence or Dexterity modifier, whichever is higher). Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire. At higher levels, the pyro becomes even more adept at fighting with torches. At 5th, 8th, 11th, 14th, 17th, and 20th level, the pyro gains an additional +2 to his torch fire damage, torch ignited damage, and the DC to extinguish flames ignited by his torch.

Catch Off-Guard (Ex)

A pyro gains Catch Off-Guard as a bonus feat. At level 3, when a pyro uses the Catch Off-Guard feat to attack with a torch, unarmed opponents are not only considered flat-footed but the pyro also inflicts an additional +1d4 damage with his torch.

Special Torch Attack (Ex)

As a pyro gains experience, he learns a number of special torch attacks. Some of these involve employing special maneuvers or tactics while using torches and others involve the creation of special torches. Starting at 3rd level, a pyro gains one special torch attack. He gains a new special torch attack for every 2 levels of pyro attained after 3rd level. A pyro cannot learn an individual special torch attack more than once.

  • Blinding Torch Strike (Ex) Whenever a pyro with this ability is flanking an opponent or the opponent is denied its Dexterity bonus to AC, he can use a full round action to make a single attack at a -2 penalty to strike an opponent in the face, causing normal torch damage and a Reflex save (DC 10 + pyro class level, max DC 25) or the target is blinded for 1 round and sickened (due to pain) for 1d4 rounds. If the pyro scores a critical hit when attempting this action, the blindness duration is doubled. This ability can only be used on targets that are no more than one size category larger than the pyro. Targets that are immune to fire, have no visual sensory organs, or suffered no damage from the attack due to fire resistance are unaffected. Creatures that have blindsense cannot be blinded by this attack, but they are still subject to its sickening effect. At 8th level, the sickened duration increases to 1d6 rounds. At 8th, 12th, 16th and 20th level the Reflex DC increases by +1.
  • Distracting Torch (Ex) A pyro with this ability learns how to feint with his torch to distract foes in combat, thrusting it at them and waving it in front of them. He gains Improved Feint as a bonus feat, even if he does not meet the prerequisites. Furthermore, when the pyro successfully feints in this manner and causes the target to lose its Dexterity bonus to AC, the pyro and any of his allies that are adjacent to the target gain a +1 to hit that target until the pyro’s next turn. At 8th, 12th, 16th, and 20th level, the pyro gains an additional +1 on his CMB roll to feint when using this ability, and if it is successful, the bonus provided to himself and his allies also increases by +1 (+1 on CMB feint roll and +2 for all to hit if successful at 8th level, +2/+3 at 12th level, +3/+4 at 16th, +4/+5 at 20th).
  • Fire Breather (Ex) The pyro has learned how to mix a dangerous, volatile alchemical liquid that he can imbibe as a move action (does not provoke an attack of opportunity) and then spit through his lit torch as a standard action, producing a 15ft. cone of fire that inflicts 1d6 damage per two pyro levels (max 10d6), with a Reflex save for half. The Reflex DC is equal to 10 + the pyro’s class level + the pyro’s Intelligence or Dexterity bonus, whichever is higher. The cone of fire generated from this ability can be used with any torch, even the pyro’s special torches, but it does not inflict additional damage or cause any of the special effects of the special torch. The only exception is that the cone will cause cold damage if used with a witchlight torch. In order to create this mixture, the pyro must invest a small part of his essence in them using a special alchemist’s stone (for a description see “Special Torches,” below), and can only create this mixture once per day, plus one per two pyro levels.
  • Immolation (Ex) The flames on those ignited by any of the pyro’s standard torch attacks or special torch attacks (but not any other abilities or talents) spread and grow rapidly, immolating the target. The flames do not easily die out and last for four rounds and continue to cause greater damage each round until they are extinguished. Immolation fire damage is cumulative, so the damage is +1d4 the first round of ignition damage, +2d4 the second round, +3d4 the third round, etc., to a maximum of +4d4 damage on the fourth round, after which the flames automatically die out. For example, Nero the 9th level pyro’s torch attack normally causes 1d4 bludgeoning damage, plus 5 points of fire damage. When he ignites opponents, they suffer 1d4+4 additional points of fire damage on the round they were hit and on the following round, then the flames die out. If Nero has the immolation attack, when he ignites a target it suffers 1d4+4 additional fire damage as normal on the first round. On the second round, the ignited target is immolated in flame and suffers 2d4+4 damage. On the third round, the target suffers 3d4+4 fire damage. On the fourth round, the target suffers 4d4+4 fire damage, then the flames die out. The DC to extinguish the flames increases by +1 each round, to a maximum of +4. A target can only suffer from one immolation effect at a time. When the pyro reaches 12th level, immolated targets must also make a Will save (DC 10 + the pyro’s class level, max DC 25) or become panicked for 1d4 rounds. The panic ends as soon as the flames die out or are extinguished. The pyro must be at least 9th level to take this torch attack.
  • Penetrating torch: The pyro is amazingly skilled at attacking with torches and setting fire resistant targets ablaze with them. All his torch attacks (including special torch attacks) inflict an additional 1 point of fire damage and ignore the first 5 points of the target’s fire resistance (or cold resistance for witchlight torches), if it has any. At 7th, 12th, 17th and 20th level, the additional fire damage increases by 1 point, and the number of points of fire resistance that are ignored increases by 5 points. Targets that are immune to fire are unaffected.
  • Warding Torch (Ex) A pyro with the warding torch ability is skilled at using his torch to force opponents away from him. By whirling his torch around, a pyro can force adjacent creatures to back away from him. He can also use it to fend off attackers when withdrawing from combat, and for fending off attacks by swarms. However, creatures that are immune or resistant to fire (or cold if the pyro is using a witchlight torch) are immune to this ability. As a standard action, a pyro can make a special bull rush attack to use a lit torch to force a creature (including swarms) that is in an adjacent square to retreat 5ft. directly away from him, and he does not need to move to do so. This special bull rush does not provoke attacks of opportunity. He gains a +2 on his warding torch bull rush CMB roll if the creature is an animal, magical beast, monstrous humanoid, or is vulnerable to fire (or cold if the pyro is using a witchlight torch). If the warding torch bull rush attempt fails to make the target back off, that creature is immune to all further warding torch attempts by the pyro for the duration of the combat. Instead of making a bull rush attack, pyros can use the warding torch ability with the Withdraw combat tactic, so that the first two squares of the pyro’s movement are not considered threatened squares, instead of only the first square. Warding torch can also provide a useful defense against swarms. When the pyro is in the same space as an attacking swarm and suffering damage, he can use an immediate action to whirl his torch around him in order to fend off some of his attackers, so that he takes only half damage from the swarm’s attack and gains a +2 circumstance bonus on saves to resist the swarm’s distraction ability. Last, the pyro can use his torch to damage swarms that are normally immune to melee weapons.
  • Special Torches: A pyro who selects one of the special torch attacks listed below can create special torches. Regardless of how many special torches a pyro knows how to make, he can only make a total number of special torches per day equal to half his pyro class level plus his Intelligence modifier. These special torches are unstable, and if they are not lit within one round of being created, they degrade and become inert, normal torches. In order to create a special torch, the pyro must invest a small part of his essence in them using a special alchemist’s stone. The pyro uses a free action to mentally invoke the power of his alchemist’s stone to imbue a torch that he is holding. The pyro can create this alchemist’s stone from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Once created, the stone remains usable by the pyro for years. It is not possible for the pyro to make special torches that combine more than one type. For example, a pyro cannot make a single torch that has both the blazing and pyrotechnic abilities. Also note that everburning torches cannot be used to make the pyro’s special torches.
    • Blazing torch: These torches burn brighter and hotter than a normal torch. The torch’s illumination radius increases to 30 ft., its threat range increases by 1 point, it inflicts an additional 1d4 points of fire damage and it counts as a magic weapon. However, the torch only lasts for one round per pyro level and then it is completely consumed and cannot be used again. Last, instead of using a blazing torch to produce a hot, bright flame, a pyro can use a standard action and touch it to a melee weapon to temporarily imbue it with the flaming ability for one minute per two pyro levels. This imbuing ability must be used within one round of lighting the torch, otherwise the torch functions as a hot blazing torch. Imbued weapons also count as magic weapons. This imbuing ability can only be used once per day, regardless of how many blazing torches the pyro can create. At 10th level, the pyro can imbue weapons with the flaming burst ability, instead. Imbuing a weapon completely consumes and extinguishes the torch. A pyro must be at least 5th level to take this ability.
    • Dancing torch: The pyro applies his alchemist’s stone to a torch. Once lit, the torch is completely consumed and produces a temporary magical effect identical to a dancing lights spell, with the pyro’s level as the caster level. At 6th level, the pyro can create a flaring version of this special torch which causes the dancing lights to suddenly flash with the same effects as a flare spell whenever anything enters the area of effect (Fort DC 15 + the pyro’s Intelligence bonus negates). All creatures within the area of the dancing lights are potentially affected by the flare. The flare effect does not go “live” until one full round after the torch is ignited, giving the pyro time to leave the area so that he does not trigger it himself. The dancing lights end immediately after a flare is triggered.
    • Pyrotechnic torch: The pyro applies his alchemist’s stone to a torch, causing it to explode with fireworks one round after it is lit. The pyro typically throws the torch or drops it and runs before it explodes. The fireworks are a flashing, fiery, momentary burst of glowing, colored lights that cause creatures within 20 feet of the torch to become blinded for 1d4 rounds (Reflex negates). The Reflex DC is equal to 10 + the pyro’s class level + the pyro’s Intelligence bonus. These creatures must have line of sight to the fire to be affected. Once used, the torch is completely consumed and cannot be used again. A pyro must be at least 5th level to take this ability.
    • Smoking torch: The pyro applies his alchemist’s stone to a torch, causing it to produce billowing clouds of choking smoke one round later. Pyros then throw these torches at their enemies or drop them on the ground to create smoke screens. A stream of thick smoke billows out from the torch, forming a choking cloud that spreads 10 feet in all directions and lasts for 1 round per pyro level. After that, the torch is completely consumed and cannot be used again. All sight, even darkvision, is ineffective in or through the cloud. All within the cloud have difficulty breathing and suffer a -1 penalty to Strength and Dexterity (Fortitude DC 10 + pyro class level, max DC 25, negates). These effects last for 1d4 rounds after the cloud dissipates or after the creature leaves the area of the cloud. At 10th level, the penalties increase to -3 and at 15th level they increase to -5. Creatures that do not breathe are immune to the choking effect.
    • Sparking torch: The pyro applies his alchemist’s stone to a torch. One round after the torch is lit, it produces a loudly crackling shower of hot bluish-white sparks for one full round. All creatures within 5ft. of the torch suffer 1d4 points of fire damage per two pyro levels (max 10d4 – Reflex DC 10 + the pyro’s class level + the pyro’s Intelligence bonus, for half damage). Those that fail the save also have a 50% chance of being ignited. Once the sparks end, the torch is completely consumed and cannot be used again. Last, instead of using the sparking torch to produce a shower of sparks, a pyro can use a standard action and touch it to a melee weapon to temporarily imbue the weapon with the shocking ability for one minute per two pyro levels. This imbuing ability must be used within one round of lighting the torch, otherwise the torch functions as a sparking torch. This imbuing ability can only be used once per day, regardless of how many sparking torches the pyro can create. At 10th level, the pyro can imbue weapons with the shocking burst ability, instead. Imbued weapons also count as magic weapons. Imbuing a weapon completely consumes and extinguishes the torch.
    • Thundering torch: The pyro learns how to create torches that detonate like a thunderstone. Once such a torch is ignited, the pyro has three rounds to use it before the thunderstone detonates on its own. He may drop the torch and wait for it to detonate, he may detonate it immediately by striking a target in melee (though he also suffers the effects), or he may cause it to detonate immediately by throwing it at a target. The torch counts as a magic weapon, and when it hits a target, the target suffers normal torch damage and the thunderstone detonates, affecting all within 10 ft. (Fort DC 15 + the pyro’s Intelligence bonus negates). Once used, the torch is completely consumed and cannot be used again. Last, instead of using the thundering torch to produce a deafening explosion, a pyro can use a standard action and touch it to a melee weapon to temporarily imbue the weapon with the thundering ability for one minute per two pyro levels. This imbuing ability must be used within one round of lighting the torch, otherwise the torch functions as a thundering torch. This imbuing ability can only be used once per day, regardless of how many thundering torches the pyro can create. Imbued weapons also count as magic weapons. Imbuing a weapon completely consumes and extinguishes the torch.
    • Witchlight torch: A pyro with this special torch attack ability can create a torch that burns with a cold, eerie green witch light. These torches count as magic weapons and inflict cold damage instead of fire damage. Witchlight torches also inflict full damage to incorporeal creatures and on a critical hit they have a chill touch (Will DC 15) effect on undead. Last, instead of using the witchlight torch to produce a cold flame, a pyro can use a standard action and touch it to a melee weapon to temporarily imbue it with either the frost or ghost touch ability for one minute per two pyro levels. Imbued weapons also count as magic weapons. This imbuing ability must be used within one round of lighting the torch, otherwise the torch functions as a witchlight torch. This imbuing ability can only be used once per day, regardless of how many witchlight torches the pyro can create. At 10th level, the pyro can instead imbue weapons with the icy burst ability. Imbuing a weapon completely consumes and extinguishes the torch. A pyro must be at least 5th level to take this ability.

Evasion (Ex)

At 2nd level and higher, a pyro can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the pyro is wearing light armor or no armor. A helpless pyro does not gain the benefit of evasion.

Fire Expert (Ex)

At 2nd level, a pyro becomes an expert at dealing with fire and gains the following benefits:

Quick light

A pyro may light a torch or prepare a flask of oil with a fuse as a swift action. Normally, lighting a torch or preparing an oil flask requires a full-round action. He also no longer provokes attacks of opportunity when performing these actions.

  • +1 competence bonus on Reflex saves vs. fire
  • Re-roll 1’s on damage rolls when attacking with torches, burning oil, or alchemist’s fire

Pyro Talent (Ex)

As a pyro gains experience, he learns a number of talents that aid him and confound his foes. Starting at 2nd level, a pyro gains one talent. He gains an additional talent for every 2 levels of pyro attained after 2nd level. A pyro cannot select an individual talent more than once. A pyro that already has an identical talent from his rogue class cannot take it again as a pyro talent.

  • Brimstone Mixture A pyro with this talent has learned how to use alchemy to infuse torches with the essence of ground brimstone and powdered holy symbols or holy water, enabling the torches to affect evil or good outsiders that are normally resistant or even immune to fire. When using this mixture, torch fire damage and special torch attacks such as fire breather and immolation cause half fire and half holy or unholy damage to evil or good outsiders that are resistant or immune to fire. If the pyro has the fire arrows pyro talent, he may use this ability to infuse fire arrows and bolts, as well. A pyro must have access to a powdered holy symbol or holy water of a good or evil deity and a source of brimstone (sulfur). Brimstone is commonly found near natural hot springs or volcanoes and in hot outer planes. It may also be found in a combined form in many minerals, such as pyrite and galena. Brimstone can often be found for sale in exotic stores that sell spell components or alchemical items, usually for 50 gp a pound. One pound of brimstone combined with one powdered holy symbol or flask of holy water produces enough mixture to infuse 3 torches (or 6 arrows or bolts), which are considered holy or unholy based on the type of holy symbol/holy water used. The infusion lasts for one day before losing its potency. Creating this mixture requires a DC 15 Craft (Alchemy) check. Applying the mixture to a torch or arrow/bolt requires a standard or move action.
  • Combat Trick A pyro that selects this talent gains a bonus combat feat, provided he meets the prerequisites.
  • Crawl (Ex) While prone, a pyro with this ability can move at half speed. This movement provokes attacks of opportunity as normal. A pyro with this talent can take a 5-foot step while crawling.
  • Expert Leaper (Ex) When making jump checks, the pyro is always considered to have a running start. Also, when the pyro deliberately falls, a DC 15 Acrobatics check allows him to ignore the first 20 feet fallen, instead of the first 10 feet.
  • Fast Stealth (Ex) This ability allows a pyro to move at full speed using the Stealth skill without penalty.
  • Finesse A pyro that selects this talent gains Weapon Finesse as a bonus feat, provided he meets the prerequisites.
  • Fire Arrows The pyro discovers a secret recipe to create sticky, flammable alchemical pitch which can be applied to arrowheads and crossbow bolts, then lit. Such flaming missiles incur a -1 penalty to hit, plus an additional -1 per range increment since the weight of the flammable pitch somewhat unbalances them, but they cause an additional +2 fire damage and have a chance to ignite creatures on a natural roll of 19-20. Ignited creatures are treated as if hit by alchemist’s fire, but have no splash effect. Applying the pitch requires a move action. Lighting these missiles requires a swift action for the pyro thanks to his Fire Expert (Quick Light) ability. Non-pyros require a full action to light them. Lit arrows and bolts last for five rounds before they are destroyed by the alchemical pitch. Creating pitch for fire arrows requires 10 gp in raw materials. The actual price of pitch is 30 gp (300 sp). To craft enough pitch for 6 arrows or bolts, pay 1/3 the item’s price in silver pieces (10 gp), then make a DC 20 Craft (Alchemy) check representing 12 hours of work (or less for very high Craft rolls). This is different than the standard Craft rules where the Craft check represents one week of work. It only takes 12 hours to create this pitch, unless the Craft check fails.The pitch lasts for one day before going inert, at which point it becomes useless. Only pyros possess the necessary knowledge to learn this ability – it cannot be taught to others.
  • Igniter (Ex) The pyro’s chance of igniting opponents struck by his torch attacks increases by 1, expanding the ignition range to 17-20. Normally, a pyro ignites targets hit by his torch attacks on a natural 18-20. Ignited opponents also suffer an additional +1 damage from the flames each round they remain on fire.
  • Improved Torch and Steel A pyro that selects this talent gains Improved Two-Weapon Fighting as a bonus feat. A pyro must be 6th level, have a Dex of 17, and have the Two-Weapon Fighting feat to take this talent. These prerequisites are a special exception to the standard Improved Two-Weapon Fighting feat prerequisites.
  • Intimidator (Ex) A pyro that selects this talent is adept at intimidating foes by threatening them with his fiery torch, flaming weapon, flask of oil, or alchemist’s fire. As long as the pyro is holding a lit torch, flaming weapon, vial of flammable oil or alchemist’s fire and it is visible to his target or the target can feel its heat, he gains a +4 competence bonus on Intimidate checks to demoralize a single opponent. This bonus increases to +6 vs. creatures with fire vulnerability (or cold vulnerability for witchlight torches), light sensitivity or light blindness. Furthermore, the pyro can now demoralize an opponent in this way using either a move action or a standard action. Normally, demoralizing an opponent requires a standard action. Creatures with fire resistance/immunity (or cold resistance/immunity for witchlight torches) are not affected.
  • Ledge Walker (Ex) This ability allows a pyro to move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, a pyro with this talent is not flat-footed when using Acrobatics to move along narrow surfaces.
  • Pyromania (Ex) A pyro with this twisted talent exults in causing fires and gains a +2 morale bonus to attack rolls and Will saves when he ignites one or more opponents or a size Huge or larger structure. This bonus lasts as long as at least one opponent or structure remains ignited and the pyro can see them. Only non-good pyros may take this talent.
  • Resiliency (Ex) Once per day, a pyro with this ability can gain a number of temporary hit points equal to the pyro’s level. Activating this ability is an immediate action that can only be performed when he is brought to below 0 hit points. This ability can be used to prevent him from dying. These temporary hit points last for 1 minute. If the pyro’s hit points drop below 0 due to the loss of these temporary hit points, he falls unconscious and is dying as normal.
  • Stand Up (Ex) A pyro with this ability can stand up from a prone position as a free action. This still provokes attacks of opportunity for standing up while threatened by a foe.
  • Surprise Attack (Ex) During the surprise round, opponents are always considered flat-footed to a pyro with this ability, even if they have already acted.
  • Torch and Steel: A pyro that selects this talent gains Two-Weapon Fighting as a bonus feat, even if he does not meet the prerequisites.
  • Trap Sense (Ex) A pyro with this ability can sense traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the pyro reaches 6th level, to +3 when he reaches 9th level, to +4 when he reaches 12th level, to +5 at 15th, and to +6 at 18th level. The pyro also adds 1/2 his class level to Perception skill checks made to locate traps, and this bonus stacks with any levels of rogue that he has.
  • Weapon Focus A pyro that selects this talent gains Weapon Focus as a bonus feat, provided he meets the prerequisites.

Torch Light Adaptation (Ex)

By 3rd level, a pyro’s eyes have adapted to torchlight and he gains low-light vision whenever he is in the presence of a light source produced by any sort of flame, such as a torch, lantern, candle, camp fire, etc. If he already had low-light vision, its range increases by 10 ft. when in the presence of these light sources.

Uncanny Dodge (Ex)

Starting at 5th level, a pyro can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A pyro with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.

If a pyro already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Improved Uncanny Dodge (Ex)

A pyro of 8th level or higher can no longer be flanked. This defense denies a rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target has pyro levels.

If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Advanced Talents (Ex)

At 10th level, and every two levels thereafter, a pyro can choose one of the following advanced talents in place of a pyro talent. A pyro cannot select an individual advanced talent more than once.

  • Additional Special Torch Attack (Ex) The pyro can learn an additional special torch attack instead of an advanced talent.
  • Defensive Roll (Ex) With this advanced talent, the pyro can roll with a potentially lethal blow to take less damage from it than he otherwise would. Once per day, when he would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the pyro can attempt to roll with the damage. To use this ability, the pyro must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, he takes only half damage from the blow; if it fails, he takes full damage. He must be aware of the attack and able to react to it in order to execute his defensive roll—if he is denied his Dexterity bonus to AC, he can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the pyro’s evasion ability does not apply to the defensive roll.
  • Feat A pyro may gain any feat that he qualifies for in place of a pyro talent.
  • Greater Torch and Steel A pyro that selects this talent gains Greater Two-Weapon Fighting as a bonus feat. A pyro must be 12th level, have a Dex of 19, and have the Improved Two-Weapon Fighting feat to take this talent. These prerequisites are a special exception to the standard Greater Two-Weapon Fighting feat prerequisites.
  • Improved Evasion (Ex) This works like evasion, except that while the pyro still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless pyro does not gain the benefit of improved evasion.
  • Opportunist (Ex) Once per round, the pyro can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as an attack of opportunity for that round. Even a pyro with the Combat Reflexes feat can’t use the opportunist ability more than once per round.
  • Skill Mastery The pyro becomes so confident in the use of certain skills that he can use them reliably even under adverse conditions. Upon gaining this ability, he selects a number of skills equal to 3 + his Intelligence modifier. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so. A pyro may gain this special ability multiple times, selecting additional skills for skill mastery to apply to each time.
  • Slippery Mind (Ex) This ability represents the pyro’s ability to wriggle free from magical effects that would otherwise control or compel him. If a pyro with slippery mind is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on his saving throw.

Master Pyro (Ex)

Upon reaching 20th level, a pyro becomes incredibly deadly at igniting opponents. The pyro’s ignition range for melee torch attacks and fire arrows increase by one. This means the pyro’s torch ignites on a roll of 17-20, and fire arrows ignite on a roll of 18-20. Ignited targets also suffer double fire damage (or cold damage for witchlight torches) each round whenever they are ignited by one of the pyro’s torch melee attacks, special torch attacks (e.g., immolation or sparking torch), or fire arrows. Each round a target fails to extinguish the flames and suffers fire damage, it also suffers 1d2 Con damage.

Section 15: Copyright Notice

Grimoire Viperian: A Tome of Exotic Lore Copyright 2021 Magic Skull Games Author: Steven F. Johnson