Incendiary Skin

Price: 17,000 gp; Slot: Body; Type: Outsider (fire); Weight: 4 lb; Install DC: 29; Implantation Value: 6

Aura: Moderate Transmutation; CL: 11th;

Special Notes / Rules: Implants

Source: MoE, pg. 132

Description: By replacing your skin with that of a fire-based outsider, it always appear ruddy, as if you have a fever or are sunburned. You gain a constant fire resistance 5 or improve any existing fire resistance by 5. As an immediate action, in response to a successful non-reach melee attack, an unarmed attack or a natural attack, you can flare your skin around the point of the injury. Doing so causes the person that attacked you to make a Reflex save, DC 10 + 1/2 your Hit Dice + your Constitution modifier, or take 1d4 points of fire damage per 2 Hit Dice the recipient has (maximum 10d4). A successful save reduces this damage by half. You cannot use this ability for 2d4 rounds after it is used.

So long as you do not have any outsider implants that require the water subtype, you gain a +2 circumstance bonus to Reflex saves and initiative. This bonus stacks with other bonuses from outsider implants that require the fire subtype.

Construction:

Craft DC: 26; Cost: 4,250 gp

Requirements: Craft Implant (outsider), Fire Shield, Resist Energy

Donor Requirement: The skin or essence of an outsider with the fire subtype