if he thinks doing so furthers his task. A flamewaker who leaves the Firelands or the Blackrock Depths must remain near a source of heat (such as a volcano) or use magic to maintain its fiery temperature.

Though it has never happened, the possibility exists that a flamewaker could forsake Ragnaros and his people and move out into Azeroth for a life of adventure. Such a life is probably short. Flamewakers have a demonic appearance and an evil reputation, so other races are likely to give them a cold reception. In addition, the outcast's flamewaker brethren and Ragnaros's other servants — such as Dark Iron dwarves and fire elementals — hunt him, with orders to destroy him on sight.

Flamewaker Racial Traits

A flamewaker has the following traits:

• +2 Strength. Flamewakers are remarkably strong.

• Medium: As a Medium creature, a flamewaker has no special bonuses or penalties due to his size.

• Flamewaker base land speed is 30 feet.

• Darkvision: Flamewakers can see in the dark up to 60 feet. Darkvision is black and white, but it is otherwise like normal sight.

• Outsider: Flamewakers are outsiders, not humanoids. They are immune to effects that specifically target humanoids, like hold person. In addition, they cannot be returned to life with raise dead or resurrection. See the Monster Guide, Chapter 5: Monster Types, Subtypes, and Abilities, for more information on outsiders.

• Subtypes: Flamewakers have the evil, extraplanar, and lawful subtypes. A flamewaker possesses these subtypes even if he is not evil and/or lawful.

• Fire Subtype: Flamewakers have the fire subtype. They have immunity to fire but vulnerability to cold. This means they take double damage from cold attacks, whether or not they succeed on a saving throw.

• Fire Dependence (Ex): A flamewaker must remain near an area of appropriate heat (in excess of 100 degrees) to maintain its elemental existence. A flamewaker can spend up to an hour away from such a heat source, in growing discomfort. After an hour, the creature expires.

Adventuring flamewakers usually wear specially-crafted magic amulets to maintain their temperatures. (GMs may allow flamewaker player characters to begin play with such an item at no cost.)

• Heat (Ex): A flamewaker generates so much heat that his mere touch deals 1 point of additional fire damage. Flamewakers' metallic weapons (such as the quarterstaffs they often wield) also conduct this heat.

• Automatic Languages: Common and Kalimag.

• Bonus Languages: Any unrestricted. Flamewakers are intelligent and learn many languages.

• Creature Class: If you play a flamewaker, you must take levels in the flamewaker creature class.

• Favored Class: Warrior. A multiclass flamewaker's warrior class does not count when determining whether he suffers an XP penalty (see WoW RPG, Chapter 3: Classes, "Multiclass Characters," XP for Multiclass Characters).

Increasing Intellect, Skills and CReatuRe Classes

Some creatures, such as flamewakers and keepers of the grove, gain bonuses to Intellect as they gain levels in their creature class. After the creature achieves maximum level in its creature class, its total bonus to Intellect is the same as it would have been had the character entered play at that level. However, as his Intellect increased gradually, he has slightly fewer skill points than he would have had he entered play as a fully developed creature. To solve this problem, if a creature gains bonuses to Intellect due to its creature class, these bonuses retroactively increase its number of skill points. Usually, increases in Intellect do not retroactively increase skill points; this is an exception to that rule. For example, Luke creates a lst-level flamewaker character with an Intellect of 11. At 1st level, the flamewaker gains 8 skill points. At 2nd level, the flamewaker gains another 8 skill points. However, he also gains a +1 bonus to Intellect. His Intellect increases to 12, which increases his Intellect modifier from +0 to +1. Therefore, he gains an additional skill point this level. Since he gained the Intellect by virtue of his creature class, his increased Intellect retroactively gives him skill points for each other level he has as well. In this case, he gains 1 additional skill point from 1st level. Thus, at 2nd level, the flamewaker gains 10 skill points.

Flamewaker Creature Class

All of the following are features of the flamewaker creature class. Note that the bonuses and abilities he gains at 1st level are in addition to those he gains by virtue of his racial traits.

"Class" Skills: Bluff (Cha), Concentration (Sta), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (nobility and royalty) (Int), Knowledge (the planes) (Int), Listen (Spt), Search (Int), Sense Motive (Spt), Spellcraft (Int), and Spot (Spt). See WoW RPG, Chapter 5: Skills for skill descriptions.

Starting Gold: A 1st-level flamewaker begins play with 2d4 x 10 gold pieces.

Damage Reduction (Ex): The flamewaker has damage reduction 1/magic. The value increases as the flamewaker gains levels, as shown on Table 2-3. This also means that the flamewaker's natural weapons count as magic for the purposes of overcoming damage reduction.

Spell-Like Abilities: As the flamewaker gains levels, he can use a number of spell-like abilities, as shown on Table 2-3. The flamewaker's caster level with these abilities equals his outsider Hit Dice, and save DCs are (10 + the spell's level + his Cha modifier).

Heat (Ex): The flamewaker's heat racial trait increases in potency as he gains levels, as shown on Table 2-3.

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