FLAMEWALKER OF KOSSUTH: Kossuth, Firelord, the Tyrant among Fire, is an Elemental Lord from the Elemental Plane of Fire. He is generally uncaring to his faithful, but continues to grant his priests their powers since their worship increases his power on his home plane. To maintain continued worship he does take a limited interest in his followers' mortal problems, and occationaly makes his presence known with a manifestation, but never an avatar.

Kossuth's church is varied and chaotic since he takes no interest in its structure. As a result it is a collection of cults with each faction coming up with its own ethics, codes, morals, and teachings. Kossuth's symbol varies greatly from faction to faction, but is generally a depiction of fire. It is believed that if Kossuth's following were to somehow become unified he would become a very powerful force in the Realms, something the other gods don't really wish to see happen. Of the four Elemental Lords, the best known and most feared are the cults of Kossuth, who are very powerful in Thay and the lands of the East.

The teachings of the faith of Kossuth are built around an assumption that those fit to succeed will do so and that the faith of Kossuth is innately superior to other faiths, especially those of the other elemental lords and particularily to that of Istishia. (The Istishian and Kossuthian churches hate one another.) Fire and purity are one and the same; the smoke produced by fire is created by the element of air in its jealousy and through the impurities of the material cleansed by the flames. The driving force of the church is ambition, and the reward of successful ambition is power. Kossuthian doctrine also speaks of the inevitability of change to a higher state being accomplished by difficulty and personal pain of one type or another. "No pain, no gain" is most definitely a Kossuthian sentiment.

Firewalkers of Kossuth can be of any alignment, but most are evil, reveling in the destructive power of fire. They can be members of any race. They dress in whatever their faction deems approprate for the representation of their god. This is usually robes and long capes in reds, yellows, and oranges.

Stats Required: Dexterity 12, Wisdom 9
Alignments Allowed: Any
Race: Any

ADVANTAGES
- Innate fire resistance of 4% per level
- Flame Arrow 1/day per 5 levels
- Burning Hands at level 1
- Circle of Flame at level 3 (spell inventory)
- Fireball at level 5
- Shroud of Flame at level 7
- Conjure Lesser Fire Elemental at level 9
- Conjure Fire Elemental at level 11
- Conjure Efreet at level 13

DISADVANTAGES
- Memorize One less spell per level

SPHERE ACCESS
- Major access to the spheres of all, combat, elemental-fire, healing, summoning, and sun
- Minor access to the spheres of divination, elemental-air, elemental-earth, protection, and war
- No access to the spheres of animal, astral, charm, chaos, creation, elemental-water, guardian, law, necromantic, numbers, plant, time, thought, travel, wards, and weather

HIGH-LEVEL ABILITIES
- Conjure Fire Elemental Prince
- Meteor Swarm

 

 
     
 
     
 
     
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