This creature can perform Long Jumps and High Jumps without a running start. This creature cannot take fall damage unless the fall is over 20 Meters. This creature has 17 strength.
Any creature that attempts to grapple with this creature will take 2d4 fire damage.
If 20 total fire damage is Influcted on this creature it must flip a coin.
If the coin lands on Heads; the suit overloads and explodes, instantly killing the creature and dealing 2d10 damage to any creature within 10ft of it.
If the Coin lands on Tails: the creature inside the suit overheats and falls unconscious immediately.
Due to the thin verticle slits of the helmet, vision is heavily impaired.
All 5 standard senses.
Eject a 1 Meter Wide column of Boiling Oilbackwards, 4 Meters.Being covered in this Oil deals a continuos 2d4 fire damage every action the creature takes for 3 turns. Standing in this oil deals 2d4+2 fire damage. Moving across this Oil deals 4 Fire Damage and requires a dex save of 12 or higher to not be knocked prone.
Throw A ball of condensed Flaming Oil and Gas.
Range: 10 Meters. Explodes in an AOE sphere of 4d6+1 fire damage, that is 1.5 Meters in diameter.
All creatures within 3 Meters of the Fireman take 3D8 Fire damage.
As a last ditch effort the Fireman Ignites their Gas and Oil Tanks sending the Fire Engine into Overdrive.
They deal an additional 2 Die of damage for each attack and move at double their base walking speed.
Any creatures within 4 meters of this creature must make a Con save of 13 or higher, failing reduces their movement speed to half of their base movement speed.
After the creature has spent 2 of their turns Ignited, they will enter a Death Spiral. While in Death Spiral; This creature is unable to perform attacks. At the end of their third turn, this creature will detonate for 4d12+3 Fire damage in an 9ft radius, instantly dying.
Firemen can soar to the roof's of nearby buildings, using them for High Ground, Mobility, Ambushes, Escapes and similar functions.
Firemen tend to run into close to mid-ranged combat and attempt to either beseige thier opponent with their flames or grapple them.
When sufficiently damaged or enough of it's allied forces have perished, they will either "Ignite" or Flee.
Firemen are early adopters of a Mechanical-Magical hybrid suit. These Suits are comprised of a Fire-Resistant Full-body suit, a "Broiler" faceplate and helmet, 4 large metal tanks of varying sizes, several thin supports connected to the joints, a series of tubes & pipes connecting all over the suit.
The "Fire Engine" Suits are an early prototype by an unknown inventor. They utilise a Flame Crystal to generate large amounts of Heat and Steam. The Flame Crystal is stored in the smallest tank, beneath the largest. The other tanks contain Oil and a Flamable Gas. The tubes and pipes pump the heat, steam, oil and gas all over the suit, this allows the wearer to expell Flames and Steam via their hands and feet.
Users of the Fire Engine are known for their abilities to perform astronomically high jumps, blast heat outwards, throw semi-explosive fireballs and eject boiling oil. All of this firepower however, comes at a cost: The insides of the suit can quickly surpass what a typical race can survive. As such, most wearers of the Suit are either Plate or Steel Stitches who can handle the heat. One other downside is known but infrequently talked about, if the Steam Pipe breaks or the Gas Tube gets a hole and touches the steam pipe, It can cause the suit to explode. The Suit can also overload and cause an explosion, although, this has been weaponised to some extent.
Due to the low cost of the Suit, it has become widely spread among various gangs in Wholstad.