The Burner
The Burner is a barbarian that combines the fury of rage with the fury of fire. Uniting his own mortal soul with that of a fire spirit, he can manifest the power of fire whenever he rages. The way of fire is a dangerous one; man was not made to live hand in hand with fire. But eventually, the Burner learns to resist fire and even become one with it. Their path is a difficult one, but the ones that complete it are enormous in power and unmatched in their rage.


Requirements:
Attack Bonus:
+6
Feats: Endurance, Power Attack
Skills(Ranks): Knowledge (spirits or elements): 3
Special: the ability to rage; must bind his spirit to the spirit of an fire elemental, this causes the loss of 1 CON, this loss cannot be prevented


Hit Die:
1d12

Skill Points: 4 + Int modifier

Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Intuit direction (Wis), Jump (Str), Knowledge (spirits or elements) (Int), Listen (Wis), Ride (Dex), Swim (Str)

LevelAttackFortRefWill Special
1
2
3
4
5
6
7
8
9
10
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Rage 1/day
Fire resistance: 5
Fists of Fury (+d6 fire dmg)
Blood of Fire (d6 dmg to attacker)
Fire resistance: 10
Rage 2/day
Conflagration (2D6)
Fire immunity
Everburning Furnace (no longer winded)
Inferno (4D10, 15’ radius on start of rage)


Class Features:
Weapon and Armor Proficiency: Simple and Martial weapons, Light and Medium Armor.

Armor: The burner can wear any light or medium armor but, when he gains more and more powers, the chance that he burns and destroys his armor increases. Therefore, Burners tend not to wear armor as the bond with their fire spirit grows.

Burning Rage: The special powers Fists of Fury, Conflagration and Inferno only work when the Burner is in rage.

The Burning: Until they reach level five, Burners are not immune to their own fire. For example, if they use Fists of Fury they have to roll damage every round the power is activated, even if they did not attack that round. If they roll a 6, they suffer 1 damage because their fire resistance only prevents 5 fire damage.

Water: If the Burner is in rage and he is splashed with enough water (1 gallon / burner level), he falls out of rage and suffers D6 damage. The Burner suffers all effects of being winded.

Fists of Fury: The Burner learns to focus the power of fire and can ignite his hands. This causes his unarmed attacks, or attacks with light melee weapons, to deal an extra D6 fire damage. The Burner is considered armed and does not draw attacks of opportunity. Objects can catch fire as normal and are subject to the rules in the Player’s Guide.

Blood of Fire: The Burner’s blood undergoes some strange changes. As long as the blood stays in his veins, everything is fine but, as soon as it is exposed to air it combusts. Whenever the Burner is attacked and hit with a slashing or piercing weapon, his blood can spray the attacker causing him D6 fire damage. The attacker may make a reflex save for half damage. Objects can catch fire as normal and are subject to the rules in the Player’s Guide.

Conflagration: When he reaches 7th level, the Burner can cause his entire body to erupt in flame. Anyone standing in the same square (5’ by 5’ area) as the Burner or anyone attacking the Burner in melee, suffers 2D6 fire damage. Anyone standing in an adjacent square (up to 5' away from the Burner) and not attacking the Burner, suffers D6 fire damage, they may make a reflex save (DC=20) for no damage. Objects can catch fire as normal and are subject to the rules in the Player’s Guide.

Everburning Furnace: The Burner no longer suffers the effects of being winded after rage.

Inferno: On the first round of rage the Burner explodes in a ball of flame as the spirit of fire manifests in all its glory. Everyone standing in a 15 foot radius around the Burner immediately suffers 4D10 points of fire damage. In addition, the Burner may sacrifice his own hitpoints to fuel the fire, for every 10 hitpoints sacrificed, he may add another D10 to the damage and increases the radius with 1 foot. This damage is halved if you succeed at a reflex save (DC=25). Objects can catch fire as normal and are subject to the rules in the Player’s Guide.