Pyronite (24 RP)
Living flame and igneous rock, the Pyronite burns bright
Type (3 RP): Outsider (Native, Fire)
Ability Scores (0 RP): +2 Dex, +2 Cha, -2 Wis
Size (0 RP): Medium
Speed (0 RP): 30 ft base speed
Languages (0 RP): Pyronites begin play speaking Common and Ignan. Pyronites with high Int may select Intergalactic,
Fire Immunity (4 RP): Pyronites are immune to fire.
Cold Vulnerability (-2 RP): Pyronites take 50% more from cold.
Pyromaniac (3 RP): Pyronites are treated as +1 level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using bloodline powers of the fire elemental bloodline, using the revelations of the oracle's flame mystery, and determining the damage of alchemist bombs that deal fire damage. If a Pyronite has a Charisma score of 11 or higher, it also gains the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these spell-like abilities is equal to the user's character level.
Fire Affinity (1 RP): If a Pyronite is a sorcerer with the fire elemental bloodline, it treats its Charisma score as 2 points higher for all sorcerer spells and class abilities. Furthermore, a Pyronite able to cast domain spells corresponding to the Fire Domain casts its domain powers and spells at +1 caster level.
Flaming Weapons (6 RP): Pyronites deal an additional 1d6 fire damage on all natural attacks, unarmed strikes, and melee attacks made with non-reach weapons.
Fire Assault (1 RP): Once per day as a swift action, a Pyronite can call on the elemental power lurking in its veins to shroud its arms in fire. Unarmed strikes with its elbows or hands (or attacks with weapons held in those hands) deal +1d6 points of fire damage. This lasts for 1 round per character level. The Pyronite may end the effects of its elemental assault early as a free action.
Flame Stream (10 RP): Twice per day, as a standard action, Pyronites can make a supernatural breath weapon attack that deals 3d6 points of fire damage in a 20 ft line. All creatures within the affected area must make a Reflex saving throw to avoid taking damage. The save DC against this breath weapon is 10 + 1/2 the user's character level + Con modifier. Those who succeed at the save take no damage from the attack.
Weakness to Water (-2 RP): Pyronites may only be in direct contact with water for a number of minutes equal to their Con mod. Every minute afterwards, you take 2 Con damage. Unless killed by this, this is restored if they are away from water at a rate of 6 points per hour. This only applies when doused or submerged, such as when swimming or targeted by water spells. Less than 1 gallon of water does not have this effect.
Living flame and igneous rock, the Pyronite burns bright
Type (3 RP): Outsider (Native, Fire)
Ability Scores (0 RP): +2 Dex, +2 Cha, -2 Wis
Size (0 RP): Medium
Speed (0 RP): 30 ft base speed
Languages (0 RP): Pyronites begin play speaking Common and Ignan. Pyronites with high Int may select Intergalactic,
Fire Immunity (4 RP): Pyronites are immune to fire.
Cold Vulnerability (-2 RP): Pyronites take 50% more from cold.
Pyromaniac (3 RP): Pyronites are treated as +1 level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using bloodline powers of the fire elemental bloodline, using the revelations of the oracle's flame mystery, and determining the damage of alchemist bombs that deal fire damage. If a Pyronite has a Charisma score of 11 or higher, it also gains the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these spell-like abilities is equal to the user's character level.
Fire Affinity (1 RP): If a Pyronite is a sorcerer with the fire elemental bloodline, it treats its Charisma score as 2 points higher for all sorcerer spells and class abilities. Furthermore, a Pyronite able to cast domain spells corresponding to the Fire Domain casts its domain powers and spells at +1 caster level.
Flaming Weapons (6 RP): Pyronites deal an additional 1d6 fire damage on all natural attacks, unarmed strikes, and melee attacks made with non-reach weapons.
Fire Assault (1 RP): Once per day as a swift action, a Pyronite can call on the elemental power lurking in its veins to shroud its arms in fire. Unarmed strikes with its elbows or hands (or attacks with weapons held in those hands) deal +1d6 points of fire damage. This lasts for 1 round per character level. The Pyronite may end the effects of its elemental assault early as a free action.
Flame Stream (10 RP): Twice per day, as a standard action, Pyronites can make a supernatural breath weapon attack that deals 3d6 points of fire damage in a 20 ft line. All creatures within the affected area must make a Reflex saving throw to avoid taking damage. The save DC against this breath weapon is 10 + 1/2 the user's character level + Con modifier. Those who succeed at the save take no damage from the attack.
Weakness to Water (-2 RP): Pyronites may only be in direct contact with water for a number of minutes equal to their Con mod. Every minute afterwards, you take 2 Con damage. Unless killed by this, this is restored if they are away from water at a rate of 6 points per hour. This only applies when doused or submerged, such as when swimming or targeted by water spells. Less than 1 gallon of water does not have this effect.