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aSh-gangSTA--
685

Avatar: 23493 2011-10-31 20:46:14 -0400
26

[And The Banned Pla-
yed On
]

Level 60 Emo Kid

The Delightfully Chaotic

The Arsonist

Description: The Arsonist makes his living by setting fire, for

pure enjoyment or for the money. They are modeled after the

modern arsonist, and pyromaniacs, but have been slightly modified

to fit most campaigns.

Their main attributes are memory and speed, so high wisdom

and dexterity are prefered. Since memory and speed are of the

essence he needs at least a 14 in both. A high constitution is

also important.

Role: The Arsonist is a person that enjoys setting anything on

fire. If they are offered a considerable ammount of money they

will burn just about anything. The Arsonist can find jobs as

arsonists, demolition experts, fire-fighters, and fire-safety

experts.

Legal Issues: The Arsonist is very secretive about there work, and

few are ever caught. Those that are caught are burned at the

stake, a penalty befitting their crime.

Some Arsonist set fire for the gonvernment. For instance:

They may want and old structure taken down so they hire an arsonist

to do the job.

Those that work for the government fighting fire or tearing

down (burning) old building have a place in society, but those that

burn just for money and the fun of it are sought after and killed.

Secondary Skills: If your DM is using secondary skills the

character can select any of the following secondary skills:

Forester, Limner/Painter, Mason, Scribe, and Woodworker. The

character can have any two of the five.

Weapon Proficiencies: Required: Bow (long or short), dagger, flight

arrows (burning), javelin, sling, spear, and the longsword. The

Arsonist must become proficient in these weapons before gaining

proficiencies in any other weapon.

Nonweapon Proficiencies: Bonus nonweapon proficiencies: Fire-

building, Weather Sense. Recommended (General): Carpentry,

direction sense, riding land-based, rope use, stonemasonary;

(Rogue): Blind-fighting, disguise.

Equipment: The Arsonist will have the equipment he deems necessary

for his survival. Most will have a 100’ rope, grapling hook, and

a kit of various disquises, 2 flasks oil, tinder box. They will

have a dagger, bow and 6-10 arrows or spears.

Some Arsonist will have a riding horse near buy as a means of

escape. Other supplies can be kept in saddles.

Skill Progression: The Arsonist tend to have fairly balanced thief

skills. The only skills of little interest are Pick Pockets, and

Read Languages, they will distribute their abilties in other skills

are they deem necessary.

Special Benefits: The Arsonist has the a skill known as Pyrology:

This is the science of starting fires, and it consists of two

parts. * Part One: The Arsonist has developed a Burning Hands

ability,, like the first level Wizard spell of the same name.

This allow the Arsonist to cause 1d6 +1 hit points of fire

damage. * Part Two: The Arsonist increase in the ability of

setting fires, and recieves a bonus of +1 to setting this them.

This increase every four level to a maximum of +3.

The Arsonist recieves the ability of Pyrostrife: This is a

bonus of +1 to hit and damage when firing a flaming arrow, or

throwing a flaming spear.

Special Hindrances: The Arsonist can not wear armor heavier than

studded leather, because the Arsonist has to be able to escape from

a fire quickly and safely.

The Arsonist only recieve his Pyrology ability if he has the

nonweapon proficiencies of carpentry, and stonemasonary. The

Arsonist must recieve these proficiencies at first level. The

Arsonist needs these skills too find the main support structure of

a building so that the whole building would collapse.

The Arsonist only recieves his Pyrostrife ability when

firing flaming arrows or throwing flaming spears, and must

proficient with these weapons at first level.

The Arsonist prefer to be Neutral Evil, but can be any

evil. They do not recieve the 10 percent bonus to earned

experience. While the Arsonist can have any monetary amount of

treasure, they cannot have more treasure than they can carry. So

in this case a Bag of Holding is very useful.

Races: Any race that enjoys setting things on fire can be a

Arsonist, but it is only recommended for humans, and half-elves.

Nonhuman characters are limited to their racial restrictions of

their choosen clbum.

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