Phoenix Clan Warrior

 

Unarmed Combat or (*Phoenix Claw Gauntlet)

 

The Phoenix Clan Warrior is as much a mage as a fighter.  Though a melding technique they are able to channel elemental energies though there body and weapons.  The training required to become a Phoenix Clan Warrior is very similar to that of a monk.  The focus of the training is more on the body and its relation to the elements than the combination of body and spirit.  Massive monasteries are built to train new members and though grand in scale the generally only house about 20 students per monastery.  It takes time and dedication to learn even the basic skills of elemental channeling.  A normal Phoenix Clan Warrior is trained from a very early age and completes training around the age of 20.  The style of the Phoenix Clan is known as the Soshi SetoThis style is one of control and a novice can quickly be overcome by the energy pouring though their body if they are not careful.

 

 

 

Clan Warrior

level

Fatigue Caused by Spell Level

Light

Moderate

Heavy

Severe

Mortal

1-2

-

0

1st

2nd

3rd or higher

3-4

0

1st

2nd

3rd

4th or higher

5-6

0

1st & 2nd

3rd

4th

5th or higher

7-8

1st

2nd & 3rd

4th

5th

6th or higher

9-10

2nd

3rd & 4th

5th

6th

7th or higher

11-12

3rd

4th & 5th

6th

7th

8th or higher

13-14

4th

5th & 6th

7th

8th

9th

15-16

5th

6th & 7th

8th

9th

-

17-18

6th

7th & 8th

9th

-

-

19-20

6th

7th, 8th,& 9th

-

-

-

*This is mental fatigue not physical so magical healing will not remove it.

 

Phoenix Clan Spell List

 

0 – Flare (Dazzles one creature)

1 - Burning Hands (1d4 fire damage/level max 5d4)

2 - Produce Flames (1d4 + 1/two levels damage, touch or thrown)

3 - Searing Light (Ray deals 1d8/two levels, more against undead)

4 – Fireball (1d6 damage per level, 20ft radius)

5 - Flame Strike (Smite foes with divine fire 1d6/level)

6 - Fires of Purity (Target burst into magical flame becoming a formidable weapon)

7 - Fire Storm (Deals 1d6 fire/level)

8 - Delayed Blast Fireball (1d6/level you can delay up to 5 rounds)

9 - Meteor Swarm (Deal 24d6 fire damage + burst)

 

Effects of Fatigue:

 

Naturally, fatigued characters face some significant disadvantages, as shown below.  The fatigue from channeling is mental fatigue and cannot be cured by magic.

 

Lightly fatigued: The lightly fatigued character is unable to see well because of mental overexertion. A lightly fatigued creature takes a -1 penalty on attack rolls.  This effect lasts for 10 minutes.

 

Moderately fatigued: A moderately fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Anything that would normally cause fatigue causes the fatigued character to become exhausted. After 2 hours, moderately fatigued characters are no longer fatigued.

 

Heavily fatigued: A heavily fatigued character cannot run or charge and takes a -4 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the heavily fatigued character to become severely fatigued. After 2 hours of complete rest, heavily fatigued characters are only moderately fatigued.

 

Severely fatigued: A severely fatigued character is exhausted.  She moves at half speed and takes a -6 penalty to Strength and Dexterity. Afterr 2 hour of complete rest, a severely fatigued character becomes heavily fatigued. A heavily fatigued character becomes severely fatigued by doing something else that would normally cause fatigue.

 

Mortally fatigued: Characters are incapable of attacking or effectively defending themselves and collapse into a trembling heap immediately (helpless). The character must attempt a Will Save DC 15 + Spell level; if she fails, the strain proves too much and she perishes.  If she passes, she remains unconscious for 2 hours before awaking severely fatigued.  Obviously, a channeller should be extremely careful when she begins to feel tired she can cause her own death if she overdoes it.

 

 

 

  

 

 

 

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