Wednesday, March 2, 2016

pyromancer class

A simple shooty-blasty magic class suitable for old school games. Intended to approximate Dark Souls pyromancy without getting too caught up in the specific mechanics of it.

Pyromancer
HP, XP, Saving Throws, and Combat Abilities as a Cleric.

from dark souls
Also called Fire Witches, Children of Chaos

Every pyromancer has a piece of Fire in them. Not fire, but primordial Fire, the bright, smokeless flame from which the djinn were made, a spark of the flame that ignited the Sun.

Pyromancers are invulnerable to ordinary fire and receive a +2 bonus to saving throws versus magical fire and dragon breath. When they do take fire damage, they subtract 1 from each die of damage. they take.

Pyromancers have a number of Fire dice equal to half their level, rounded up. This represents the size of their internal Fire.
Level 1: (1d6) torchflame: can fit in the palm of their hand.
Level 3: (2d6) campfire: can fit in a bucket
Level 5: (3d6) bonfire: can fit in the bed of a pickup truck, requires two hands to hold
Level 7: (4d6) pyre: can fit in a bedroom, requires two hands to hold
Level 9: (5d6) conflagration: can fit in a barn, requires two hands to hold
Pyromancer can use pyromancy to do the following within 40 ft/sling range:
  • conjure a flame the size of their Fire or smaller in the palm of their hand for 1 Turn.
  • hurl a flame the size of their Fire or smaller.
  • extinguish a flame the size of their Fire or smaller.
  • move an existing flame the size of their Fire or smaller to any other spot in range
When a pyromancer uses pyromancy, they roll a number of Fire dice corresponding with the size of the flame they are creating or manipulating (e.g. if you are conjuring a torchflame in your hand, roll 1d6. If you are hurling a bonfire-sized flame at a monster, roll 3d6). If any of the dice come up 6, the pyromancer removes them from their pool of Fire dice, and note that their internal Fire has shrunk by a corresponding amount. If their are using fire as a weapon, they also use this roll to determine damage. Enemies may Save vs Breath for half damage.

A pyromancer can recover 1 Fire die by drinking a flask of oil. Pyromancers recover all of their Fire dice by resting in a warm, safe place. They can never have more Fire dice than the limit indicated by their level.

But What About Fireball?
Magic as practiced by wizards is fundamentally antithetical to fire. Spells like Fireball, Wall of Fire, and so on produces actinic wer-light that burns without heat and smells like burning metal. There is a piece of forbidden war magic known as False Sun that can create true fire, but only the most unsavory of sorcerers speak of it, and even then quietly.

3 comments:

  1. As a massive Dark Souls fan, I really dig this.

    What weapons and armor can they use?

    Would love to see some of the other DS pyromancies statted up for this.

    ReplyDelete
    Replies
    1. Thanks! I gave the axes, clubs, and slings, a limited them to leather armor.

      I held off on the weirder pyromancies like Flash Sweat and Power Within, since that's more the MU's wheelhouse in the context of Delving Deeper. I'd probably let them use scrolls and magic devices on a case by case basis to mimic that stuff.

      I'd probably put in trainers to let pyromancers learn non-projectile pyromancies.

      Delete
  2. As a massive Dark Souls fan, I really dig this.

    What weapons and armor can they use?

    Would love to see some of the other DS pyromancies statted up for this.

    ReplyDelete