Sign
Your hair turns fire-red and emits harmless embers, and your irises and pupils become fire-red.
Influence
You are compelled to be short-tempered, but also charismatic. You’re also usually a bit of a pyromaniac.
Automatic Power
Sense Fire – You sense all sources of fire within a 1 mile radius centered on you at all times. This just gives you a vague awareness of the presence of fire, which can be improved by concentrating further.
1 Round: Yes/No (Open Fire or Contained?)
2 Rounds: You know the amount of fire
3 Rounds: General direction of the fire(s)
Granted Powers
- Elemental Flame – The fire spirit’s power over fire allows you to generate flames to wreath your weapon(s) in at will. If you wield a ranged weapon, these flames are instead applied to the ammunition you fire. The amount of extra damage this deals is dependent upon your character level. This ability only works while your sign is not suppressed.
- 1st-6th: +1d6 fire damage
- 7th-10th: +2d6 fire damage
- 11th-15th: +3d6 fire damage
- 15th and above: +4d6 fire damage
- Fiery Dance – As a move action, you can teleport up to 6 squares to a square you have line of sight to, vanishing in a blast of fire. Make a Magery check and compare it to the Reflex Defenses of all creatures that were adjacent to your starting square. If you exceed their defense, they take 2d6 fire damage, if you do not, they take half damage. This is an area-of-effect attack.
- Flame Blast – As a standard action, the binder can project a blast of fire. This blast deals 1d6 fire damage per 2 character levels to all targets within 4-square radius blast centered on a square within 500 squares and within your line of sight. This functions as an area-of-effect attack, using your Magery check as the attack roll. This ability can be used once per encounter. This ability only works while your sign is not suppressed.
- On Wings of Fire – As a standard action, contractors bound to a spirit of fire can create wings on their back of pure flame, provided they are not underwater or in a vacuum. These wings give the binder a fly speed of 12 squares, which drops to 8 squares when in medium or heavy armor or carrying a heavy load. This ability only works while your sign is not suppressed. This ability lasts until you either suppress your sign or spend another swift action to deactivate it. This does not give you a fly speed for the purposes of prerequisites. You cannot select this as your chosen ability at level 1.
- Sun’s Blood – You gain the fire subtype, giving you immunity to fire damage, but vulnerability to cold damage.
Ultimate Power
Flame Haze – Once per week as a full round action, the contractor can explode in a burst of fire that deals 20d6 points of fire damage to everything in a 2000-square radius. This functions as an area-of-effect attack that uses your Magery skill vs the Reflex Defense of everything in the radius. If the attack hits the target, they take full damage and catch on fire. If it misses, they take half damage and avoid catching on fire. Inanimate objects automatically catch on fire. You lose 2,500 XP when using this ability, assuming you survive. When using this ability, you must make a Constitution Check vs DC 20. If you fail this check, your body is obliterated as part of using this ability. If you succeed on the check, your body reforms 1d6 hours later in the same spot where you were when you used the ability, along with any equipment or objects they were carrying or wearing. You are stunned for the round after you re-form. Alternative, you can choose to automatically fail this Constitution check, which gives you a +20 on the Magery check made as part of activating it, and doubles the damage – at the cost of your life.