Scarlet Bringer

Masters of Fire, Scarlet Bringers are fiercely offensive and believe strongly that not only is a good offensive the best defensive but it is the only defense. Scarlet Bringers tend to be brash and intense not only in battle, but in life as a whole. A Scarlet Bringer's greater purpose is to take care of themselves and the few things they care about, and destroy whatever gets in their way.

Adventure: Scarlet Bringers adventure to feed their thirst for adventure, or maybe to quest for an item they wish to possess. Normally their reasons are greedy and self satisfying.

Religion: Scarlet Bringers vary between worshipping Astra (Sister of the Sun) if they are good, Saras (God of Destruction) if they are evil, or Sune (Goddess of Creativity) if they are neither. All of these dieties have fire-related domains that any Scarlet Bringer would like to have power imparted from.

Background: Scarlet Bringers do not need to be chosen by the Council but instead can seek them out for training.

Races: Most all Scarlet Bringers are human, as they tend to have the most passion and self-serving mindset. Half elves make good Scarlet Bringers as well for the same reasons. Half-orcs can become Scarlet Bringers, but most other humanoids do not have the proper demeanor.

Other Classes: Scarlet Bringers get along with either everyone or no one, there is no particular class they favor in the way of friends. Those clerics or druids or mages who can harness fire magic may win more favor with them than others though, as well as fighters with exceptional strength.

Role: Scarlet Bringers work as melee fighters with a good amount of fire magic to offset them. They rush into battle, making them good tanks to watch mages or other squishier classes backs.

Table 2-1: The Scarlet Bringer

Lvl	BaB			Fort	Ref	Will	Special
1	+1			+2	+0	+0	Firebending, Light of the Sun, Ignan 							Diplomat
2	+2			+3	+0	+0
3	+3			+3	+1	+1	Minor Fire Resistance
4	+4			+4	+1	+1
5	+5			+4	+2	+2	Firebending
6	+6/+1			+5	+2	+2
7	+7/+2			+5	+3	+3
8	+8/+3			+6	+3	+3	Improvised Alchemy
9	+9/+4			+6	+4	+4
10	+10/+5			+7	+4	+4	Firebending, Fire Resistance
11	+11/+6/+1		+7	+5	+5
12	+12/+7/+2		+8	+5	+5	
13	+13/+8/+3		+8	+6	+6
14	+14/+9/+4		+9	+6	+6	Improved Fire Resistance
15	+15/+10/+5		+9	+7	+7	Firebending
16	+16/+11/+6/+1		+10	+7	+7
17	+17/+12/+7/+2		+10	+8	+8
18	+18/+13/+8/+3		+11	+8	+8
19	+19/+14/+9/+4		+11	+9	+9
20	+20/+15/+10/+5		+12	+9	+9	Firebending

Game Rule Information
Scarlet Bringers have the following game statistics.

Abilities: Charisma is the stat that determines many Scarlet Bringer abilities. High Strength is also a most important asset to any Scarlet Bringer, as they are all fighters at heart.

Alignment: Any nonlawful.
Hit Die: d8.

Other: Scarlet Bringers need to have their names put on the Pact of the Sun to recognize them as a full-fledged member. The Pact of the Sun is an ancient Scroll documenting Scarlet Bringers by the Burning Tree Clan- the known decendents of the first Scarlet Bringer.

Class Skills
Scarlet Bringer's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft(explosive) (Int),  Intimidate (Cha), Jump (Str), Knowledge(explosives/combustion) (Int), Tumble (Str).
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.

Class Features
All the following are class features of the Scarlet Bringer.

Weapon and Armor Proficiency: Scarlet Bringers are proficient with all simple and martial weapons. They are proficient with all types of armor and shields, however they may not wear any heavy armor or else lose the ability to use their firebending abilities. Firebending requires strong and fast movements that cannot be done with heavy armor. Scarlet Bringers are not proficient with tower shields. 

Ignan Diplomat: The Scarlet Bringer has a natural connection with fire, and therefore can communicate with creatures made of it. The Scarlet Bringer gains Ignan if they did not all ready have it, and get a +2 diplomacy competency bonus when dealing with Fire-type creatures.

Light of the Sun: If there is sun out, then the Scarlet Bringer gains a +1 to attack once per combat. They must declare using this ability before their attack roll.

Fire Resistance: Scarlet Bringers are naturally resistant towards their own element, they have 1 point damage resistance versus fire, this increases to 3 points at level 10 and 5 points at level 14.

Improvised Alchemy: Scarlet Bringers are knowledgable about the composition that makes up explosives. They may add their Scarlet Bringer level to their Craft(Explosive) check to create a "bomb" out of flammable materials around them. A standard DC for these bombs are 15 for basic devices, 25 if the components are not guaranteed to work, and 32 if it seems almost completely infeasible (Scarlet Bringers can be extremely gifted in their art). Water can never be an ingredient in the creation of an explosive.

Firebending:
Whenever a Scarlet Bringer gets to a level that allows him to choose a new basic firebending technique, he may choose one of the following:

~ Fireball: The Scarlet Bringer can create a ball of pure flames that shoots out of his fist. This deals 1d6 per two Scarlet Bringer levels. This ability requires one free hand to perform and hits as if a ranged touch attack.

~ Hell's Judgement: The Scarlet Bringer gains the ability to imbue their weapon with properties of firebending. Their weapon's head now is flaming and will not hurt the Scarlet Bringer, dealing an extra d8 on a successful hit. If the imbued weapon already has the flaming ability, then it will instead deal an extra 2d8 of fire damage.

~ Fire Barrier: The Scarlet Bringer can create a wall of pure fire in one of two ways; either around them (a 5 foot radius) or in a line to create a 20 foot long wall. If something tries to move through the wall they will take 1d8+ the Scarlet Bringer's Charisma modifier damage.

~ Flaming Missile: The Scarlet Bringer can rain fire-y doom upon their unsuspecting enemies. For X times per day (where X is the Scarlet Bringer's Charisma Modifier) they may create half their Scarlet Bringer level worth of flaming missiles (these hit automatically, like a magic missile) and deal 1d4+X damage each. The missiles can be split up between targets. This bending ability requires two hands free.

~ Flare Cannon: The Scarlet Bringer gains the ability to shoot out a stream of fire. They can create a 15 foot cone of fire, dealing 1d12+ the Scarlet Bringer's Charisma Modifier to each target in the area. This ability requires two free hands to perform.

~ Aura of the Sun: The Scarlet Bringer has an aura of their element around them. Whenever a percieved enemy hits the Scarlet Bringer they will suffer X fire damage, where X is the Scarlet Bringer's Charisma Modifier. This aura is magical in nature, and can be turned on and off at will.

~ Burning Minion: Calling upon the all mighty divine fires from the outer planes, the Scarlet Bringer can summon a medium fire elemental to do their bidding. If the minion dies, the Scarlet Bringer may attempt to summon a new one in 1d6 weeks. The minion may be dismissed as the Scarlet Bringer wishes, and if it does not die then if dismissed it may be re-summoned in 1d4 days.