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Class record

Pyromaster

Striker

Tier
3
Difficulty
3 / 5
Main role
Striker
Secondary role

Rules reference

Class mechanics

Entry requirements and the complete level-by-level advancement path.

Entry

Requirements

Pyromancer mastered.

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points in Medicine, Magic, Religion, History, Flight, Artifice or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 to Reason
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to Power.
  8. Level 8Ultimate ability

Identity & lore

Class overview

Fire mages who have reached the pinnacle of fire control.

Tactical guidance

Playing Pyromaster

The Pyromaster is AoE striker that deals fire damage. Their Eternal Flames ability heavily punishes people who don't immediately remove the burns they inflict, all but ensuring they will die eventually. They rely on the pyromancer's ignite for many of their burning needs.

Fireball II is their one ability that inflicts Burning without the need of ignite. This makes it more mana and action efficient than a normal fireball. If needed, the size of it can also be increased by spending more mana. Good for those situations where a few enemies are barely out of range.

Blast Wave is a self peel tool. It also knocks back allies, so be mindful of your positioning.

Fireball Barrage lets you pelt an entire battlefield with fireballs. Very likely to be useful at the start of a fight where enemies are not yet clustered into one position. 

The Climax Art: Meteor is a sure hit attack that can only be avoided by walking out of the area before it lands. The damage potential of this ability when overcharged to the maximum is insane, though you are unlikely to be able to do so. Even when used at just 4 AP, the damage is high. You will need to rely on your teammates or terrain to keep enemies inside the strike radius however. 

Pyromaster

Class features

Abilities unlocked

Complete rules for every ability granted by Pyromaster.

Key ability

Eternal Flames

Class feature

Benefit 1

When you would apply Burning on your turn, you instead apply Hellfire. Hellfire functions like Burning, but it can no longer be removed the normal way if not removed before the end of the target’s next turn. Hellfire can be applied to enemies immune to Burning, but it can still be removed like normal even after a turn has passed. Hellfire is automatically removed at the end of the encounter.

Benefit 2

If you apply Hellfire to a target that is already burning, you deal extra fire damage equal to your Power.

Ability

Blast Wave

2 AP
Range
Self

You may make a Light attack that deals Fire damage against every character within 10ft of you. On damage, they are pushed back 10ft. This spell does not provoke attacks of opportunity.

Requirements

-
2 AP1 MP
Range
60ft

You hurl a Fireball at a 15x15ft area, making a Light Attack that deals Fire Damage against all units in the area. On damage, they become Burning X where X equals your Power x 3 Overcharge: You may spend extra mana to increase the size of the area. Every mana spent increases the size by 5ft.

Requirements

-
3 AP
Range
60ft
Keywords
Fire,Spell,Scatter

You hurl three Fireballs at three separate 15x15ft areas, making a Light Attack that deals Fire Damage against all units in each area. Each unit can only be attacked once per use of this ability, even if hit by multiple fireballs.

Requirements

-
2 AP4 MP
Range
120ft

You mark a 30x30ft area and begin summoning a meteor to strike it at the start of your next turn. Those in the area when it lands take Heavy Fire Damage. 

Overcharge: You may spend extra AP on this ability to increase the damage and size of it. For every extra 2 AP spent on it, the size increases by 5ft and the damage increases by your Power. If the Overcharge increases the AP cost to above 4, this ability gains the Setup keyword. You mark the area of this ability when you have finished spending all AP on it and not before. The maximum AP you can spend on this ability is 16 AP.

Requirements

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