Affinity (Ex) A pokemon who has access to a sorcerer bloodline gains access traits it's bloodline as two levels higher for all sorcerer spells and class abilities. Pokemon who have access to a cleric domain can use their domain powers and spells at +1 caster level. At a GM's approval, this evolution can apply to other class-based traits that are selected by the player at level 1 and cannot be changed, like witch patrons or shaman spirits. For creatures with the Fire subtype, this trait is usually centered around flames and heat.
Burn: The monster’s attacks deal 1d6 points of fire damage. This increases to 1d8 at 6 HD, 1d10 at 12 HD, 2d6 at 18 HD, and 3d6 at 24 HD. The target must succeed at a Reflex save or catch fire.
Burning Aura (Su) As a swift action, the bul gwishin can activate a burning aura. It casts bright light in a 30-foot-radius burst around it and dim light 30 feet beyond that, and creatures that start their turn within 5 feet of it are subjected to its burn ability. This aura lasts until it is reduced to 0 hit points or turns the aura off on its turn.
Burning Path (Ex) The shinen-gaki can move up to its speed, leaving behind a trail of fire in its path. Any creature entering this path or beginning their turn in it is affected by the shinen-gaki’s burn. The trail lasts 1d4 rounds before burning itself out. A shinen-gaki cannot use this ability in sunlight.
Candle Flare (Ex) The candle corpse can tilt back its head and spit a ball of flame hundreds of feet into the sky as a standard action. This signal flare is visible for a mile or more in darkness.
Cloud of Smoke and Fire (Su) A blast shadow can, as a free action, surround itself with a cloud of smoke that burns living flesh. While active, the blast shadow gains concealment, and all living creatures within 5 feet take 1d6 points of fire damage per round. If the blast shadow takes any cold damage, this cloud is dispelled and cannot be renewed for 1d6 rounds.
Energy Bite or Energy Claw (Su) The pokemon’s natural attack damage deals 1d6 extra points of fire damage.
Energy Explosion: Choose a damage type. Once per day as a standard action, the monster can create a 20-foot-radius burst of fire within 60 feet. This deals an amount of damage equal to 1d6 + the monster’s HD of the chosen type to all creatures in the burst. A successful Reflex save halves the damage.
Energy Infusion: Choose a damage type. Each time the monster uses a spell, spell-like ability, or supernatural ability that deals energy damage, it can choose to change the energy damage type dealt by that ability to the chosen type instead.
Fire Healing (Ex) The creature regains 1 hit point for each full round that it remains in contact with a fire at least one size category smaller than itself. When struck by a magical fire effect, the creature heals 1 point of damage per 10 points of damage that the fire effect would otherwise deal.
Fire Sense (Ex) This creature notices and locates any fire source equal to a torch or greater within 200 feet. It also senses the intensity of the flame.
Firewalk (Su) The creature can climb an object on fire as though it had a climb speed equal to its highest speed. Furthermore, it can walk on flames at its highest speed, as though walking on air via the air walk spell.
Forge Breath (Su) A forge spurned may exhale a cloud of stinging soot, ash, and glowing embers as a standard action in either a 30 ft. cone or a 20 ft. radius spread. It persists for 1d4 rounds. Any living creature in the area is blinded by burning cinders and takes 1d6 points of fire damage per round of exposure (DC 13 Reflex save negates blindness but not damage). Anyone in the thick smoky cloud benefits from concealment as well. The forge spurned may not breath again until it fills its flaccid undead lungs with its bellows (a full round action that provokes attacks of opportunity.
Heatsense (Ex) Hoar spirits can detect heat (such as that generated by living creatures) within 60 feet, including the heat of invisible creatures. It functions as blindsense in regards to any non-visible heat sources within its range.
Immolation (Su) Normally used as a last resort, a fire phantom can detonate itself in an inferno of elemental fire that deals 6d6 points of fire damage to all creatures within a 10-foot radius. A successful DC 15 Reflex save halves the damage. The save DC is Charisma-based. This instantly kills the fire phantom if it fails a DC 20 Will save. Even if the fire phantom survives, its flames are extinguished for 1 minute. During this time the fire phantom cannot use its fire blast ability and cannot deal fire damage with its slam attack. It retains the fire subtype. After 1 minute, its fires relight and it may deal fire damage normally and use its fire blast ability. If the fire phantom survives the immolation it may not use it again for one day.
Immunity (Ex) This creature is immune to fire. If the creature's race has vulnerability to cold and immunity to fire, it gains the fire subtype.
Lava Ball (Su) As a full-round action, a fellsig can regurgitate a ball of lava into its fist and hurl it with a range increment of 30 feet. Any creature struck must succeed at a DC 13 Reflex save or catch fire and take 1d6 points of fire damage at the start of its turn for an additional 1d4 rounds. The save DC is Charisma-based.
Lesser Breath Weapon (Su) The pokemon gains a breath weapon that fires a tiny glob of energy, inflicting 1d6 points of fire damage on a single target within 30 feet after making a successful touch attack. This power may be used at will, but must wait 1d4 rounds between uses. At fourth level, and every three levels thereafter, the lesser breath weapon increases its damage by +1.
- Breath Weapon (Su) This pokemon breathes a stream of energy which does 1d6 fire damage for every 2 levels (minimum 1). This breath weapon has a range of either 60 ft or a 10ft cone, and requires a reflex save to halve the damage. The pokemon can use this ability twice per day (although it must wait 1d4 rounds between uses). Breath weapon does not replace lesser breath weapon. By taking this trait again, it can use this ability at will, (albeit with a 1d4 round wait between uses).
Luminescence (Ex) This creature's body contains either chemicals or open flames, causing the entire creature to glow and shed light as a torch. The creature cannot suppress this effect. It can, however, diminish the light produced to shed illumination as a candle.
Molten Heart (Ex) Beneath the slabs of igneous rock that compose a fellsig’s body are organs of superheated rock and fumes. A creature that confirms a critical hit against a fellsig in melee is struck by a jet of flaming ash that deals 2d6 points of fire damage (Reflex DC 13 half).
Smoke Inhalation (Su) As a full-round action, a cinder ghoul can attempt to force some of its smoky form into the lungs of an adjacent living opponent. The target must succeed on a DC 18 Fortitude save or inhale part of the creature. Smoke inside the victim’s lungs burns the tissues and organs, dealing 1 point of Constitution damage each round for 1d4+2 rounds. The affected creature can attempt another Fortitude save each round to cough out the burning residue and stop the Constitution damage. The save DC is Charisma-based.
Spell-Like Abilities (Sp) Upon taking this trait, the creature gains access to a number of spell-like abilities according to it's hit die bracket. It gains access to one spell from the following list according to its hit die bracket, which become usable once per day. If the creature has more than 4 hit die and knows at least one spell from the HD bracket one step lower, those spells will be usable three times per day. If it is higher than 9 hit die, the spells that it knows from the the HD bracket two steps below its own become usable at will. This ability can be taken multiple times to learn new spell abilities from any hit die bracket it has access to.
Steam Body (Ex) The steam and vapors that make up the creature’s body make it hard to land blows, granting it concealment at all times (20% miss chance).