FireBat Class
The History of a Firebat
"Fire washes the skin off the bone and the sin off the soul. It cleans away the dirt. And my momma didn't raise herself no dirty boy."
- Franko Tildon, widely credited as the first fighting firebat(src)
A firebat during the Brood War
Firebats are "armored assault troopers," often attached to provide support for marine squads. Particularly devastating in close quarters combat, they're typically armed with dual arm-mounted flamethrowers and wear heat-resistant fireproof armor similar to those used by marines, although it is noticeably heavier.
Firebats predate the Guild Wars, and were fielded by the Confederate Marine Corps to aid in expanding Confederate interests. During the Guild Wars, the experimental CMC-230 XF power armor was equipped with jet packs and issued to flamethrower infantry troopers, and was given the nickname "firebat." The system had reliability issues, causing the jet packs to eventually be scrapped, though a non-jump ground variant continued to be produced for firebats.
During the Great War, Terran Confederacy firebats were equipped with wrist-mounted Perdition flamethrowers and CMC-660 combat suits. The vulnerable flame tanks are protected by containment fields.
As with marines, many firebats are recruited or conscripted from "culturally challenged" persons. Such individuals undergo neural resocialization and receive aggression inhibitor implants as part of their training. Firebats are almost exclusively composed of resocialized criminals and psychotic pyromaniacs. During the reign of the Confederacy, firebats were infamous for being high-risk, unstable individuals, and older personnel manuals recommended the exclusive use of resocs or pyromaniacs for firebat duty. Still, volunteers are not unheard of: in the Confederate Marine Corps, an individual had to have a PEB (Preferred Experience Base) of at least three months combat experience to become a firebat.
The Terran Dominion continues the use of firebats. Its personnel manuals claim that its firebats are "stable, reliable soldiers."
Creating a Firebat
Options
- The Firebat Incinerator Archtype is extremly skilled at killing zerg
- The Maurader Archtype is very capable at taking down protoss.
The FireBat
Level | Proficiency Bonus | Features | Fire Scorch | Fuel Maximum |
---|---|---|---|---|
1st | +2 | Juggernaut Platting, Fire Scorch, Fuel | 1d8 | 3 |
2nd | +2 | Stimpack | 1d8 | 4 |
3rd | +2 | Mech suit Archetype | 1d8 | 5 |
4th | +2 | Ability Score Improvement | 1d8 | 6 |
5th | +3 | 2d8 | 7 | |
6th | +3 | Aura of Protection | 2d8 | 8 |
7th | +3 | Archtype Feature | 2d8 | 9 |
8th | +3 | Ability Score Improvement | 2d8 | 10 |
9th | +4 | Archtype Feature | 3d8 | 11 |
10th | +4 | Courage Aura | 3d8 | 12 |
11th | +4 | Improved Juggernaut Platting | 3d8 | 13 |
12th | +4 | Ability Score Improvement | 3d8 | 14 |
13th | +5 | Archtype Feature | 4d8 | 15 |
14th | +5 | 4d8 | 16 | |
15th | +5 | Archtype Feature | 4d8 | 17 |
16th | +5 | Ability Score Improvement | 4d8 | 18 |
17th | +6 | Perfected Juggernaut Platting | 5d8 | 19 |
18th | +6 | Aura Improvements | 5d8 | 20 |
19th | +6 | Ability Score Improvement,Archtype Feature | 5d8 | 21 |
20th | +6 | Phycopathic Pyromaniac | 5d8 | 22 |
As a Firebat, you gain the following class features
Hit Points
- Hit Dice: 1d12 per Firebat level
- Hit Points at 1st Level: 12 + your Constitution modifier
- Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per firebat level after 1st
Proficiencies
- Armor: All armor
- Weapons: Simple and Martial weapons
- Tools: None
- Saving Throws: Strength and Constitution
- Skills: Choose two skills from Acrobatics, Athletics, History, Insight, Intimidation, Perception, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a Firebat suit
Juggernaut Platting
At Level 1 you gain juggernaut Platting, Reduces Damage taken by 2 from Piercing, Slashing and Bludgeoning Damage. This increases by 2 agian at level 11 and again at level 17.
Fire Scorch
Instead of attacking the Firebat uses Fire Scorch which is a 15 ft cone of fire damage equal to the Fire scorch chart + Strength. This requires the enemy to make a Dex save on failed the enemy takes full damage and on a successful save the enemy takes half. The DC is 8 + Proficiency + Strength Modifier
Fuel
Fuel Starting at 1st level, when you hit a creature with an attack, you can expend one fuel to deal Radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d6 for fuel point, plus 1d6 for each Fuel point you choose to spend, to a maximum your Proficiency level.
Stimpack
Starting at second level, you use a stim pack to gain 1d10+ firebat level and gain a double movement speed for one minute and gain one exhaustion point.
Aura of Protection
Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
At 18th level, the range of this aura increases to 30 feet.
Aura of Courage
Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Firebat Archtype Incinerator
At 3rd level you gain Immunity to fire damage.
At 3rd level you also gain napalm rocket, It deals 1d12 plus firebat level. This attack is an auto-hit and the damage cannot be resisted, Immunity however would still work. If the rocket hits flesh then the creature continues to burn for the 1d12 damage every turn until it dies. This can only be used once per long rest.
Violence is usually the solution
At level 7 you can put yourself into flames and deal 1d8 of fire damage to every creature that hits you with a melee attack and deals 1d4 to all creatures around you. This can only be used twice per long rest.
Maybe it's the Answer?
At level 13 your attacks now stick even to shields as it deals 1d4 every turn even to sheilds until an action is used to put it out.
No it's definitely the solution
At level 15 your blast radius of 15 ft cone increases to a 20 ft cone.
Bugs cant fight if they're in a different state of matter
At level 19 you can use incineration. Your Gauntlets summon an blue inferno using every single fuel point you have to deal 10 + 1d10 per fuel point(the d10s not the raw 10.) in a 60 ft cone incerating everything in its path. There is no resistance or immunity to this attack this is a con saving throw. This can only be used once per long rest.
Phycopathic Pyromaniac
At 20th level for 2 rounds you gain access to both the Enhanced Battle suit ability and the Bugs cant fight if they're in a different state of matter abilities. Once the two rounds are complete the user suffers 2 points of exhaustion. Can only be used once per long rest.
Marauder Archtype
At level 3 your flame attack becomes a rpg insted that can shoot up to 30ft. that hits in a 10 ft block dealing the same damage as Fire scorch and you can also still use fuel as before. At level 3 your rockets also deal double damage to shields
Why so slow?
At level 7 your rockets now reduce the enemy movement speed by half when they fail the Dex saving throw.
Armor piercing Grenades
At level 13 your attacks deal an extra 2d6 damage bludgeoning to creatures or vehicles with heavy armor.
Landmines
At level 15 you gain the ability to lay down mines it takes 1 minute to lay down an explosive mine, It deals 3d10 bludgeoning to every creature in a 20 ft circle. You may have 3 mines active or on you at any given time.
Enhanced Battle Suit
At level 19 your can overcharge your suit and deal double damage for 2 rounds and gain extra attack while using the suit like this. This also gives the user 40 temporary hit points. This can only be used once per long rest. The user takes one exhaustion point afterwards.