Crimson Scales

## Vessle

Heavy Armor
 Maximun Dex Bonus
 Armor Check Pentalty
 Speed
 Weight

## Base Stage

Requirements - Armor Profciency (Heavy) and IC event.

 Armor Class
 Speed
 Attack Roll
 Damage
 Grapple Modifier
 Abilities
 Saves
 Space/Reach
 Special Abilities
 Special Qualities

#### Protection From Arrows

Projectiles have no effect against the armor. The user becomes immune to projectiles, including techniques with a ranged touch attack.

#### HellFire

The armor grants its user the power to generate blue flames. These flames can inflict great mental suffering on those it touches, burning away at their psyche until that creature goes comatose. Water does not hinder these flames; it will remain lit even when submerged.

##### Flaming Fists

The user shrouds their hands in HellFire, which deals 3d8 points of Wis Damage plus 2d6 points of Fire Damage (per Character Level; Max 35d6) on a successful melee attack. This damage is dealt in addition to their unarmed strike damage. Each round after this attack is made, the flames remain on the creature, dealing an additional 3d4 points of Wis Damage. The initial damage cannot be saved against, but the secondary damage can, where the user makes a Will Save (DC 10 + Character Level + Wis Modifier + Highest Level of Jutsu). A successful save halves the damage it receives. The flames affect a creature for HD/10 turns. If these flames are already applied to a creature, attacking them again deals the initial damage alone.

## First Stage

Requirements - Otherwordly Welcoming Feat and IC event.

 Armor Class
 Speed
 Attack Roll
 Damage
 Grapple Modifier
 Abilities
 Saves
 Space/Reach
 Special Abilities
 Special Qualities

#### HellFire

##### HellFire Gun

Orbs of condensed flames form in-front of the user’s fingers. The user can create 10 of these orbs, one per finger, each dealing 10d6 points of damage. The orbs explode after hitting their target or a surface, dealing an additional 1d6 point of damage per HD to all creatures within 30ft. On a successful Fortitude Save (DC 11 + Character Level + Wis Modifier + Highest Level of Jutsu) it instead deals half damage.

##### Typhoon

Flames erupt around the user, surrounding them in a spiralling upward mass fire. Rotating with incredible speed, the flames prevent the target from being approached. Creature’s are unable to move closer than 30ft to the user. Moving closer requires a Str Check vs CL. The spiralling mass of flames radiates waves of heat outwards, scorching all within 90ft. Within 30ft creatures suffer 2d8 points of damage per HD, 1d8 points of damage between 30ft - 60ft and 1d6 points of damage per HD between 60ft - 90ft. On a successful Fortitude Save (DC 11 + Character Level + Wis Modifier + Highest Level of Jutsu) it instead deals half damage.

## Second Stage

Requirements - Demonic Embrace Feat and IC event.

 Armor Class
 Speed
 Attack Roll
 Damage
 Grapple Modifier
 Abilities
 Saves
 Space/Reach
 Special Abilities
 Special Qualities

#### Lightning Redirection

Heating the air around them, the thermal energy causes it to break down and reduce its insulating properties. This creates a channel for electricity to travel along. The user is able to manipulate this channel, thus allowing them to redirect the path of electrical bases techniques. On a successful Reflex Save (DC 12 + Character Level + Wis Modifier + Highest Level of Jutsu) against electric jutsu/spell, the user can redirect them. This does not apply for those with a personal area of effect such as Chidori or LCM.

#### Evil Shield

The user can conjure a shield composed of flames. The shield has a demon’s face on, which is animated and can communicate as. One per turn, the shield emits a deafening and eerie burst of laughter, causing all those within 60ft to become stunned for one turn. Creatures that cannot hear this laughter are unaffected. Hovering around the user, the shield intercepts all attacks made against them. It possesses HDd12 Hit Points and is destroyed when it reaches zero. The shield is immune to Fire Damage and acts as if it were a solid object, allowing it to intercept even melee attacks. It is immovable from its path of orbiting the user.

## Third Stage

Requirements - Intermediate Mastery Feat and IC event.

 Armor Class
 Speed
 Attack Roll
 Damage
 Grapple Modifier
 Abilities
 Saves
 Space/Reach
 Special Abilities
 Special Qualities

#### HellFire

##### Combustion

After succeeding on a touch attack, the user concentrates flames in the palm of their hands, unleashing a destructive explosion. This powerful explosions can blow off limbs and chunks of flesh with ease. This deals 4d6 points of damage per Character Level, with no save. The target is also subjected to 4d8 points of Cha damage.

##### Pyromancer’s Furry

The user encases themself in flames, using it to propel them forward with incredible speed and burn through anything in their path. Targeting a single creature, the user becomes a mass of swirling flames, burning through anything in its path. On a failed Fortitude Save (DC 13 + Character Level + Wis Modifier + Highest Level of Jutsu) the target dies, their body exploding into a chunks of charred flesh. A successful save instead deals 2d6 points of Con damage per Character Levels.

## Fourth Stage

Requirements - Demonic Master Feat and IC event.

 Armor Class
 Speed
 Attack Roll
 Damage
 Grapple Modifier
 Abilites
 Saves
 Space/Reach
 Special Abilities
 Special Qualities

#### Flame Embodiment

Conjuring raging flames, it consumes the user's body, morphing them into a humanoid shaped mass of flames. Eating away at the user’s flesh, in return this state grants a boost to the strength of all fire related abilities. The user is also considered incorporeal. Lasting for a number of rounds equal to the user's highest level of jutsu, this permanently consumes 3 points of Con each time it is used.

In this state the user cannot sustain damage through melee and it cannot inflict damage through melee. Instead your unarmed strike is substituted with a stream of flames. This has an effective range of 100ft + 10ft/HD dealing the user’s unarmed strike as fire damage. Objects within 60ft of the user become scorched and rendered brittle husks, piles of ash or simply molten. This includes weapons, even the user’s own if it is near them. Creatures within 60ft of the user are required to make a Fortitude Save (DC 14 + Character Level + Wis Modifier + Highest Level of Jutsu) or suffer 5d6 points of damage per HD (Max 60d6), where a successful save instead deals half damage. Each round a creature remains within 60ft of the user it is required to make this save. Furthermore, the user’s fire related abilities deal twice their maximum damage.