Casting fire spells tinged with the holy power of the Silver Flame, the silver pyromancer is an arcane champion of the Church, taking his place alongside clerics, paladins, and exorcists in the Church’s cause. As a silver pyromancer, you wield fire spells with proficiency exceeding your level, and imbue those spells with holiness in imitation of the purifying fires of the Silver Flame.
|Level||Base Attack Bonus||Fort||Ref||Will||Special||0||1||2||3||4||5||6||7||8||9|
|1st||+ 0||+ 0||+ 0||+ 2||Cantrips, Channel Positive Energy 1d6, Scribe Scroll||3||1||–||–||–||–||–||–||–||–|
|2nd||+ 1||+ 0||+ 0||+ 3||–||4||2||–||–||–||–||–||–||–||–|
|3rd||+ 1||+ 1||+ 1||+ 3||–||4||2||1||–||–||–||–||–||–||–|
|4th||+ 2||+ 1||+ 1||+ 4||–||4||3||2||–||–||–||–||–||–||–|
|5th||+ 2||+ 1||+ 1||+ 4||Channel Positive Energy 2d6, Sacred Flame||4||3||2||1||–||–||–||–||–||–|
|6th||+ 3||+ 2||+ 2||+ 5||–||4||3||3||2||–||–||–||–||–||–|
|7th||+ 3||+ 2||+ 2||+ 5||–||4||4||3||2||1||–||–||–||–||–|
|8th||+ 4||+ 2||+ 2||+ 6||–||4||4||3||3||2||–||–||–||–||–|
|9th||+ 4||+ 3||+ 3||+ 6||Channel Positive Energy 3d6||4||4||4||3||2||1||–||–||–||–|
|10th||+ 5||+ 3||+ 3||+ 7||Smiting Spell||4||4||4||3||3||2||–||–||–||–|
|11th||+ 5||+ 3||+ 3||+ 7||–||4||4||4||4||3||2||1||–||–||–|
|12th||+ 6/+ 1||+ 4||+ 4||+ 8||–||4||4||4||4||3||3||2||–||–||–|
|13th||+ 6/+ 1||+ 4||+ 4||+ 8||Channel Positive Energy 4d6||4||4||4||4||4||3||2||1||–||–|
|14th||+ 7/+ 2||+ 4||+ 4||+ 9||–||4||4||4||4||4||3||3||2||–||–|
|15th||+ 7/+ 2||+ 5||+ 5||+ 9||–||4||4||4||4||4||4||3||2||1||–|
|16th||+ 8/+ 3||+ 5||+ 5||+ 10||–||4||4||4||4||4||4||3||3||2||–|
|17th||+ 8/+ 3||+ 5||+ 5||+ 10||Channel Positive Energy 5d6||4||4||4||4||4||4||4||3||2||1|
|18th||+ 9/+ 4||+ 6||+ 6||+ 11||–||4||4||4||4||4||4||4||3||3||2|
|19th||+ 9/+ 4||+ 6||+ 6||+ 11||–||4||4||4||4||4||4||4||4||3||3|
|20th||+ 10/+ 5||+ 6||+ 6||+ 12||Persistent Fire||4||4||4||4||4||4||4||4||4||4|
Alignment: Lawful good.
Weapon and Armor Proficiency: Silver pyromancers gain proficiency with the longbow and shortbow, but lose proficiency with the light and heavy crossbow.
Spellcasting: Starting at 4th level, you can treat spells from the paladin spell list as though they were arcane spells on the wizard spell list. You can add these spells to your spellbook normally, just as though they were arcane spells. This ability replaces the wizard’s arcane bond.
Channel Positive Energy (Su): The silver pyromancer can release a wave of energy by channeling the power of her faith through her holy symbol. This energy can be used to cause or heal damage, depending on the creatures targeted.
A silver pyromancer can choose to deal damage to undead creatures or to heal living creatures. Channeling positive energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the pyromancer. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every four silver pyromancer levels beyond 1st. Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the silver pyromancer’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A silver pyromancer may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A silver pyromancer can choose whether or not to include herself in this effect.
A silver pyromancer must be able to present her holy symbol to use this ability. This ability replaces the wizard’s arcane school.
Sacred Flame(Su): Beginning at 5th level, you can lace your fire spells with sacred energy that is not subject to resistance to fire-based attacks or even fire immunity. Half of the damage your fire spells deal results from this sacred energy, while the rest is normal fire damage. You can choose not to use this ability—for example, if your spell targets a creature that is vulnerable to fire (such as a creature with the cold subtype).
When you reach 10th level, you can choose to make fire spells deal no fire damage at all, instead dealing full normal damage derived from sacred power. Thus, creatures that are immune or resistant to fire take full damage from such a spell. However, if you use this ability, you cannot also make the spell a smiting spell and your persistent fire ability does not apply to it. This ability replaces the wizard’s 5th level bonus feat.
Smiting Spell (Su): Beginning at 10th level, you can choose to imbue your fire spells with additional holy power so that they deal extra damage to evil creatures. You can use this ability once per day, and you must declare that you are using it before you cast the spell. Thus, if you lose the spell for any reason (failing a concentration check to cast the spell defensively, failing to bypass the target’s spell resistance, and so on), your daily use of a smiting spell is still expended.
When you cast a smiting spell, you gain a + 4 bonus on caster level checks to bypass the spell resistance of evil creatures with that spell, and the spell’s damage is increased by 50% against evil creatures (as if you had applied the Empower Spell feat to it). In addition, evil creatures take a – 2 penalty on their saving throws against a smiting spell. If you also apply the Empower Spell feat to your smiting spell, it deals double damage (+ 50% twice) to evil creatures.
At 15th level, you can use this ability three times per day. In addition, once you reach 15th level, an evil creature that fails its saving throw against a smiting spell you cast is blinded for 1 round. This ability replaces the wizard’s 10th and 15th level bonus feats.
Persistent Fire (Su): Beginning at 20th level, when a creature fails its saving throw against one of your fire spells, it takes an additional 1d6 points of fire damage on your turn in the next round as the fire from the spell continues to smolder in the creature’s clothing, hair, or even flesh. This is similar to the effects of catching on fire, but the fire is automatically extinguished after a number of rounds equal to your Charisma bonus. This ability replaces the wizard’s 20th level bonus feat.
Ex-Silver Pyromancers: If you cease to be lawful good or willfully commit an evil act, you lose all silver pyromancer abilities (including access to paladin spells). You cannot progress any further in levels as a silver pyromancer. You regain your abilities and advancement potential if you atone for your violations, as appropriate.
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