Burning: “Burning” is a stacking condition. Any foe that is Burning takes 1D6/Burning Number fire damage, for 3 rounds. Any time you gain Burning while you are already Burning, increase the Burning Number by 1 or the Burning Number of the effect, whichever is higher, and refresh the 3 rounds (Max Burning is 5).
Example 1 – ErrantX has gained Burning 1, so he will take 1D6 fire damage on his turn for 3 rounds. 2 rounds later he is hit by Burning 1 again, Since Burning 1 is not higher than his present Burning, he now has Burning 2 for 3 rounds. Example 2 – Some tree has gained Burning 1, so he will take 1D6 fire damage on his turn for 3 rounds. 2 rounds later he is hit by Burning 3, Since Burning 3 is higher than Burning 1, the tree now has Burning 3 for 3 rounds.
Torch Raising Strike – Melee attack deals an extra 2d6 points of fire damage.
Enduring Flame – Stance – Any opponent struke by a Consuming Flame strike from you must make a reflex save DC 10 + manuever level + relevant stat or start Burning 1 for 1 round per 4 initiator levels.
Trembling Blaze – Boost – Until the end of your turn, any foe you cause Burning on becomes shaken unless they make a DC 11 + relevant stat Will save.
Blazing Circle – Strike – Deal 1d6 fire damage to everyone within 15ft of you unless they make a reflex save DC 11 + relevant stat for half.
Falling Meteor – Strike – make a ranged touch attack that deals 4d6 fire damage and deals 2d6 fire damage to all within 5ft. Reflex save DC 12 + relevant stat for half.
Blazing Skin – Counter – after foe strikes you, deal 3d6 fire damage to them and cause Burning 1
Fuel the Burning Fear - Strike – Make attack that deals an additional 4D6 fire damage and causes -5 to hit and damage against you while they are burning.
Stance of the Blazing Skies – Stance – All foes withing 20ft of you at the end of your turn take 1d6 fire damage, and gain Burning 1 unless they make a reflex save DC 13 + relevant stat.
Ember Blade – Boost – Until the beginning of your next turn, your melee attacks deal additional fire damage equal to your relevant stat, and any foe you strike must make a Will save DC 13 + relevant stat or become shaken
Fiery Spiral – Strike – Deal 5D6 fire damage to all withing 15ft, reflex save DC 14 + relevant stat for half.
Ignite the Weak – counter – Make intimidate check opposing foes attack roll, if you win ignore attack and cause Burning 1 on the foe.
Conscious Flame – Boost – Until end of your turn allies are immune to all fire damage you cause.
Crashing Comet – Strike – Make a ranged touch attack that deals 12d6 fire damage and inflicts Burning 2 on a failed save, then deals 6d6 fire damage to all within 10ft. Reflex save DC 15 + relevant stat for half damage and to avoid Burning.
Turn up the Heat – Strike – Make a melee attack, if it hits inflict melee damage + 3d6 fire damage + Burning 3
Ignite Panic – Boost – foes you damage this round become shaken unless they make a will save DC 15 + relevant stat.
Eyes of the Inferno – Stance – any time you deal fire damage, your opponent must make a Will save DC your intimidate check or take 1d6 fire damage, gain Burning 1, and become shaken. Useable once per round.
Controlled Inferno – Boost – Until end of your next turn allies are immune to all fire damage.
Explosive Skin – counter – after foe strikes you, deal 8D6 fire damage to them and cause Burning 2
Hellfire Vortex – Strike – Deal 12D6 fire damage and cause Burning 2 to all within 25ft, reflex save DC 17 + relevant stat for half damage and avoid Burning
Collapsing Star – Strike – Make a ranged touch attack that deals 20d6 fire damage, then deals 10d6 fire damage to all within 15ft, all are afflicted with burning 2. Reflex save to prevent burning and take half damage.
Fire Gods Burning Heavens - Stance – While in this stance you have fly speed equal to your move speed with good maneuverability, and any burning foe who sees you must make a will save or be shaken.
Ignite the Soul – Strike – Make a melee attack that deals an additional 25D6 fire damage and inflicts Burning 4 on your target, then if target is reduced below -1 while Burning this encounter, they explode dealing 15D6 damage to him and everything within 30ft, Reflex save DC 19 + relevant stat to reduce secondary affect by half.