The elusive and mysterious harbingers pour out from the realms of faerie to raid mortal lands, speeding ahead of the main host to prepare the way to victory. Harbingers use the hidden passageways that crisscross the world to strike from the least expected directions and then melt away before their foes can mount a defense. Any faerie might pursue this path, though pixies are best suited to it.

Level 7 Keeper of the Flame

Attributes. Increase three by 1
Characteristics. Health +2, Power +1
Languages and Profession. You can speak another language or gain a profession.
Magic You learn the create flame spell.
Inured to Fire Creatures attacking you with fire make their attack rolls with 1 bane, and you make challenge rolls to resist attacks using fire with 1 boon.

Level 10 Keeper of the Flame

Characteristics. Health +2
Magic You learn one spell.
Fiery Resurgence You can use an action to plunge your hand into a flame and regain the casting of a Fire spell of rank 2 or lower. You can use this talent a number of times equal to your Power. You regain expended uses when you complete a rest.
Control Flame You can use an action to take control of one flame of Size 2 or smaller that you can see within medium range. The target flame can be part of a larger fi re. The controlled flame becomes a compelled creature with any shape you choose for as long as you concentrate, up to 1 minute. When the effect ends or when the controlled flame becomes incapacitated, the flame gutters out.


Controlled Flame


Size 2 or smaller construct


Perception 5 (-5); truesight
Defense 11; Health 20
Strength 10 (-0), Agility 14 (+4), Intellect 5 (-5), Will 5 (-5)
Speed 12
Immune damage from disease, fi re, or poison; gaining Insanity; asleep, blinded, dazed, deafened, diseased, fatigued, frightened, immobilized, poisoned, prone, slowed, stunned
Fiery Form A controlled flame takes half damage from weapons. In addition, it blazes brightly, emitting light out to 10 yards around it.


ATTACK OPTIONS


Fiery Touch(melee + 1) +4 with 1 boon (2d6 plus Ignite)
Ignite The target must get a success on an Agility challenge roll with 1 bane or catch fi re.
Ignite The target must get a success on an Agility challenge roll with 1 bane or catch fi re.