Fire Warrior
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        The Embran are very skilled fighters and have one of the greatest armies in Tahngarth.  Embran who take the prestige class better their fire-like nature into something they can wield in battle.  Fire Warriors are the elite of the Embran race and are treated like great warriors in Embran towns.  The one thing a fighter hopes he never goes up against would be a Fire Warrior.
         
Hit Die: d10

Requirements
        To qualify to become a Fire Warrior, a character must fulfill all the following criteria.
        
Skills: Survival +5, Tumble +4.
        
Race: Must be an Embran or have the fire subtype.
        
Feats: weapon proficiency (must be metallic), weapon focus (must be metallic), and blindfight.
        
Special: Must have lived in a Embran community and trained under the great Frincast for 5 years.

Class Skills
        The Fire Warrior's class skills (and the key ability for each skill) are Balance (Dex), Craft (Int), Intimidate (Cha),                 Knowledge (Int), Move Silently (Dex), Search (Int), Tumble (Dex), and Survival (Wis).
                 
Skill Points at Each Level:  4 + Intelligence Modifier

Class Features
All of the following are features of the Fire Warrior prestige class.
                 
Weapon and Armor Proficiency:  Fire Warriors are proficient with all simple and martial weapons.  Fire                  Warriors are only proficient with light armor and are proficient with sheilds.
                 
Burning Touch: At 1st level, at will the Fire Warrior gains the ability to inflict additional damage by a touch.             The Fire Warrior's hands ingulf in flame and deal an additional 1d6 fire damage.  This attack can also be channeled              into a weapon that is made of a metal. 
                 
Broiling Haze: At 2nd level, as a standard action the Fire Warrior can cause a a hot fog to linger in the air                around him.  The warrior's body raises in temperature and causes the water in the air to dissipate and creates a thick            fog.  The fog covers an area of 10 ft. and grows every turn by 5 ft. + 5ft./2 levels of Fire Warrior.  This fog lasts for           1d6 rounds + Fire Warrior level or until the Fire Warrior chooses.  The haze grants everything inside it a 20%                      concealment  and cannot be seen through unless any of the creatures has blindsight or any other means of sight other           than their eyes.  The fog can be blown away by a wind spell greater than level 5.
                 
Pyroclast Skin: At 3rd level, at will the Fire Warrior can grow a magma slate-like skin that improves its                    defense.  This grants them a +5 natural armor bonus against all damage except piercing (only +3 against piercing).                They also recieve a strength bonus of +2 and a constitution bonus of +2.   This skin lasts for 1d10 minutes + Fire                Warrior level and can only be used every 1d4 hours.  It also negates all weakness to the cold.
                 
Heat: At 4th level, at will the Fire Warrior improves his burning touch attack by ingulfing their whole arms and          they inflict an additional 2d8 fire damage.  As the burning touch, it can be channeled through the Embran's weapon.
                 
Fiery Aura: At 5th level, the Fire Warrior grows a fiery aura that can be activated as a free action.  Anyone              within 20 feet of the warrior must succeed on a DC 10 + Fire Warrior level, fortitude save or take 1d8 points of heat           damage per round from the intense heat.  The save DC is constitution-based. 
                
Intense Smoke: At 6th level, during battle the Fire Warrior sweets, breaths deep, and his temperature                       increases to an extreme temperature.  This heat fills a 15 foot sphere with a hot, sulfurous smoke that chokes and                blinds opponents.  Anyone in the sphere must succeed on a DC 10 + Fire Warrior level, fortitude save or take a -2               penalty on all attack and damage rolls until 1d6 minutes after leaving the sphere.  The sphere lasts 1 round, and the              Fire Warrior uses it once as a free action during its turn each round.  The save DC is constitution-based.  Because of the smoke it gives off, a Fire Warrior has 20% concealment against creatures 5 feet away and total concealment against creatures 10 feet or farther away
                 
Burn: At 7th level, the Fire Warrior
                 
Consume Heat: At 8th level, the Fire Warrior
                 
Melt Weapons: At 9th level, the Fire Warrior
                 
Combustion: At 10th level, the Fire Warrior
Class Stats of the Fire Warrior