[size=200]FIREWALKER[/size]
"The dance of fire, ever changing, all consuming. It turns lasting ugliness into a flicker of transient beauty." -Lady Immolatius, Fire Walker troupe leader Fire Walkers study and emulate the forms of fire, turning shape into substance and substance into shape. By moving in the dance of fire, they too become wreathed in it's terrible power, and spread it's crimson destruction. As they progress in their training, the fire in their souls ignite into a greater blaze than the world can bear, dancing from flame to flame in a flurry of red hot destruction. Speed, power and beauty is their credo, to burn hot and brightly.
Yet, at the same time, all but the youngest Fire Walkers have a core of discipline and restraint, for surviving their own mastery is not a given. Fire burns everything, but only a fool would burn himself out in the joy of consumption.
Most Fire Walkers favor a high speed, hit and run style of combat, making use of light weapons and armor to maximize their mobility. As their power develops, the greater the fire, the more able they become at making use of the flame as doors and windows, leaping from fire to fire to perform assaults from impossible angles and setting the battlefield ablaze in the process.
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BECOMING A FIRE WALKER [/size]
Fire Walkers typically have a fascination with fire since childhood. They are the ones who never stopped playing with fire, and moved on to emulate it's swift, volatile ways. Fire Walkers can be self taught, but often burn out early, consumed by their own flames. More commonly, troupes of Fire Walkers perform as traveling entertainers, providing a safe refuge and training for those who would be like them.
Class Skills The Class Name's class skills (and the key ability for each skill) are Balance(Dex), Bluff(Cha), Climb(Str), Craft(Int), Diplomacy(Cha), Escape sArtist(Dex) Gather Information(Cha), Intimidate(Cha), Jump(Str), Knowledge(arcana, local, the planes)(Int), Listen(Wis), Move Silently(Dex), Perform(Cha), Profession(Wis), Sense Motive(Wis), Sleight of Hand(Dex), Spot(Wis), Survival(Wis), Swim(Str), Tumble(Dex), Use Magic Device(Cha), and Use Rope(Dex).
Skills Points at Each Level : 4 + int
Hit Dice: d8
BAB Fort Ref Will Abilities
1. +1 +0 +2 +0 Burn(1d6), Ignition
2. +2 +0 +3 +0 Fire Walk(10ft)
3. +3 +1 +3 +1 Burn(2d6), Home in the Blaze, Fire Resist 10
4. +4 +1 +4 +1 Fire Walk(20ft), Immolation, Trail of Fire
5. +5 +1 +4 +1 Burn(3d6), Body of Flame(Flaming Burst)
6. +6 +2 +5 +2 Flame Armory, Fire Dancer, Fire Walk(30ft)
7. +7 +2 +5 +2 Burn(4d6), Body of Flame(Shroud of Fire), Fire Resist 20
8. +8 +2 +6 +2 Fire Walk(40ft), Wings of flame, Window of Flame
9. +9 +3 +6 +3 Burn(5d6), Body of Flame(Flowing Flames), Fire Eater,
10. +10 +3 +7 +3 Body of Flame(Apothesis), Fire Walk(50ft), Firefly Flight
Weapon Proficiencies: Fire Walkers are proficient with all simple and martial weapons, as well as light armor, medium armor, bucklers and light shields.
Burn(Su): Any creature or object that recieves fire damage dealt by a Fire Walker has a chance of catching on fire. Unless the creature succeeds on a Reflex save at DC(10+1/2 class level+charisma modifier), it ignites. The fire deals 1d6 fire damage per round for a number of rounds equal to the Fire Walker's level. This fire can be extinguished by making a successful Reflex save at the same DC as a move action. Creatures and objects affected by Burn provides bright illumination for a radius of 10ft per dice of damage it deals, and shadowy illumination for a radius of 20ft per dice of damage it deals.
If an already burning creature or object is affected by Burn, the higher damage and DC applies, while the duration is the longest remaining. A single successful attempt extinguishes all Burn effects active.
The damage of Burn increases by 1d6 every two Fire Walker levels.
Ignition(Su): As a free action, the Fire Walker can ignite his weapons and fists. The fire does not harm the weapon or it's wielder, and deals the Fire Walker's Burn damage each time the weapon deals damage. Ranged weapons add the damage to their ammunition. The fire goes out 1 round after the Fire Walker loses contact with the weapon.
Fire Walk(Su): At 2nd level, as a move action, the Fire Walker can use his spiritual connection with elemental fire to travel through flames, emerging adjacent to any fire within 10ft of the Fire Walker. The range of this ability increases by 10ft every two Fire Walker levels. Burning creatures count as fire for the purpose of this ability, as do creatures with the Fire subtype. The Fire Walker does not pass through the intervening space, as if by a [Teleportation] effect, but is not affected by effects that would normally impede or bolster teleportation.
Home in the Blaze(Ex): At 3rd level, Fire Walkers connection to elemental fire protects them from it's negative effects. Fire Walkers are immune to the debilitating effects of extreme heat, light and smoke. Fire Walkers can see through fire, bright light and smoke as if it were normal illumination in clear air. Fire Walkers with light sensitivity no longer suffer penalties in bright light.
Fire Resistance(Ex): At 3rd level, Fire Walkers gain resistance to fire, reducing damage recieved from fire by 10. This resistance increases by 10 every 4 Fire Walker levels.
Immolation(Su): At 4th level, the Fire Walker can take Ignition one step further, converting all his equipment into fire as a swift action. This fire does not harm the Fire Walker. His weapons, in addition to Ignition's effect, have all physical damage they deal converted to fire damage. In addition, his burning equipment sear all who strike him, dealing 1 fire damage per Fire Walker level to enemies attacking him with natural or melee weapons. Enemies using reach weapons do not take damage from Immolation.
Creatures grappling the Fire Walker while Immolation is active recieve Burn damage at the end of each round instead. Immolation can be used for a number of total rounds equal to the Fire Walker's class level per encounter and can be terminated as a free action.
Trail of Fire(Su): At 4th level, the Fire Walker's Fire Walk ability ignites the very air he passes through. Whenever he uses Fire Walk, the air ignites in a 5ft wide line from his previous location to the fire he emerges from. This line deals the Fire Walker's Burn damage to creatures touching it, and lasts for a number of rounds equal to half the Fire Walker's class level. A successful reflex save at the same DC as the Burn ability halves damage taken.
Body of Flame(Su): At 5th level, the Fire Walker can shed his mortal shell and become a being of solid flames as a move action for a total number of rounds equal to the Fire Walker's class level per encounter.
In addition, the Fire Walker, being comprised of living flames, is immune to fire damage while in this form, and instead heals damage equal to half the fire damage that would be dealt to him. However, he gains the Fire subtype while in this form, recieves 1d6 damage from touching water and recieves 5d6 damage each round from being immersed in water. Smaller amounts of water than 1 gallon per class level deal no damage, instead exploding into steam before they touch the Fire Walker's body.
The Fire Walker does not need to, and indeed cannot drink while in a Body of Flame, he may consume anything combustible by burning it, though he cannot be poisoned through consuming something in this manner.
Fiery Burst: While in the Body of Flame, the Fire Walker gains the benefits of Immolation and Ignition automatically, and every attack made by the Fire Walker can cause an eruption of fire in a 5ft radius around the target in place of Ignition's benefit, dealing the Fire Walker's Burn damage to all creatures within the area, a reflex save at the same DC as Burn halves the damage.
Shroud of Fire: At 7th level, the Fire Walker's Body of Flame improves further, by expending an additional round of duration each round, the Fire Walker may expand his Body of Flame into a shroud of fire, superheating the air around him and dealing damage equal to his Fire Walker level to everything within range of his Fire Walk ability.
Flowing Flames: At 9th level, the Fire Walker's Body of Flame is no longer wholly solid. While in his Body of Flame, he now becomes amorphous, and can pass through any crevice at least 1 inch wide as easily as open space, becoming immune to difficult terrain. In addition, his amorphous state protects him from critical hits, having a 50% chance of negating a critical hit.
Apothesis: At 10th level, the Fire Walker can assume his fiery form at will, and increases the radius of the Fiery Burst option to 10ft. However, he is still limited to a number of rounds equal to his class level per encounter for the Shroud of Fire and Flowing Flames improvements to his Body of Fire.
Fiery Armory(Su): At 6th level, the Fire Walker can store objects into a flame as a standard action. While the fire burns, the object is held in an extra dimensional space, and reappears when the fire is extinguished, or when a Fire Walker pulls it out of the flame as a move action(equivalent to drawing a weapon, and improved by Quick Draw in the same manner).
The size of the fire does not matter, a candle flame can hold any number or size of object, so long as the object is a light load for the Fire Walker.
The Fire Walker may store and retrieve all his worn equipment in this manner as a single object.
Fire Dancer(Su): At 6th level, the Fire Walker can treat flames as if they were solid objects, walking on the flames themselves as if he were a spark dancing above them. Any non-instantaneous fire is effectively solid, level ground, as far as the Fire Walker is concerned. He may walk upon his own trails of fire while they last, if so desired.
Wings of Flame(Su): At 8th level, the Fire Walker can manifest wings formed entirely of fire as a swift action. This grants him a fly speed equal to his land speed at a manueverability of Good, as well as two wing slams that deal fire damage equal to his Burn damage as a secondary natural attack. The Fire Walker can sustain these wings continously for a number of rounds equal to his Fire Walker level, after which he must wait for an equal number of rounds before manifesting them again.
At 10th level, this time limitation no longer applies.
Window of Flame(Su): At 8th level, the Fire Walker can now choose to take adjacent creatures along when using his Fire Walk ability. Those taken along are unharmed by the travel, though they do not recieve any protection from any other ability of the Fire Walker. Unwilling targets can avoid being pulled along with a Reflex save.
In addition, the Fire Walker can see through any fire within the range of his Fire Walk ability.
Fire Eater(Su): At 9th level, the Fire Walker gains the ability to consume fire around him. As a standard action, the Fire Walker extinguishes all nonmagical flames within the range of his Fire Walk ability. Magical fires are allowed a caster level check against the Fire Walker's class level. For every cubic foot of fire(rounded up) consumed by this ability, the Fire Walker gains 1d6 temporary hit points, which lasts for 1 hour).
In addition, creatures resistant or immune to fire without the fire subtype within the area suffer an additional indignity, on a failed Fortitude save at the same DC as the Burn ability, their resistance to fire is suppressed for a number of rounds equal to the Fire Walker's level, while their immunity to fire only halves fire damage for the same duration.
Creatures with the Fire subtype do not lose their resistance or immunity, but instead gain 1d4 negative levels on a failed Fortitude save at the same DC, a successful save halves the negative levels instead. Fire creatures slain by Fire Eater provide 1d6 temporary hit points per hit dice, and grants the Fire Walker a +1 Morale bonus to damage per hit dice for 1 hour.
Firefly Flight(Su): The Fire Walker can use Fire Walk as a swift action while in his Body of Fire. Additionally twice per day, the Fire Walker can Plane Shift to the Elemental Plane of Fire from anywhere and from the Elemental Plane of Fire to any fire in existence using his Fire Walk ability as a full round action. If there is no fire at his target destination, the Fire Walker is instead shunted to the nearest fire in a random direction.
[size=150]PLAYING A FIRE WALKER [/size]Fire Walkers generally favor lightweight, high speed combat, as a matter of style, and can make use of ranged and close combat with equal proficiency. However, as they gain in experience, and their Fire Walk ability grows in range and versatility, more Fire Walkers make use of heavier armor, relying on Fire Walk to provide the mobility they need. A small but significant number practice archery instead, making use of their abilities to deter close combat and setting flames all across the battlefield to serve as escape routes.
Above all, however, Fire Walkers avoid combat near water, or extreme cold, these being anathema to their powers. Only one whose flame is greater than that of the water and frost would willingly challenge these elements.
Combat: Fire Walkers have two main abilities, governing their combat, Burn and Fire Walk. Burn not only enhances the Fire Walker's damage, but by setting enemies on fire, transform every single flaming enemy or object into an exit for Fire Walk, which in turn can spread the burn even more greatly through Trail of Fire. As they advance, Fire Walkers become increasingly good at setting everything on fire, and with a certain level of protection from the heat, their party members can benefit as well.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this class be able to draw on..
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FIRE WALKERS IN THE WORLD [/size]
"I'm not, I repeat, NOT letting a troupe of pyromaniacs into my city!" -Distressed Mayor A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.
[size=150]
NPC Reaction [/size]
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.
[size=150]FIRE WALKERS IN THE GAME [/size] This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.
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Sample Encounter [/size]
EL 12: Give the encounter level and description of a sample member of this class and a stat block for him/her.
[size=150]Name[/size]
alignment/Gender/Race/Levels
Init +0,
Senses: Listen +, Spot +,
Languages ------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +,
Ref +,
Will +
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Speed ft. ( squares)
Melee Base Atk +,
Grp +
Atk Options Combat GearSpells Prepared Supernatural Abilities -----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ Feats Skills Possessions[size=200]EPIC CLASS NAME [/size]Hit Die: dx
Skills Points at Each Level : x + int
Class Ability Class Ability.
Bonus Feats: The Epic Class Name gains a Bonus Feat every x levels higher than 20th