Kossuth
Portfolio: Elemental Fire, Purification through Fire, Burning
Ability Requirements: Wisdom 9, Intelligence 10
Prime Requisite: Wisdom, Intelligence
Alignment: Neutral
Kossuth, the Tyrant among Fire, the Firelord is an Elemental Lord from the Elemental Plane of Fire. He is generally uncaring to his faithful, but continues to grant his priest their powers since their worship increaces his power on his home plane. To maintain continued worship he does take a limited intrest in his followers mortal problems, and occationaly makes his presence known with a manifistaion, 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 varys greatly from faction to faction, but is generally a depiction of fire. It is believed that if Kossuth's following (or any of the other Elemental Lords) 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.
Priest of Kossuth can be of any alignment, but most are evil, reveling in the destructive power of fire. 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. They tend to use metal armor and shields, and use bills, swords, daggers, knives, and bludgeoning weapons.
Sphere selection is limited to Major access to All, Combat, Elemental-Fire, and Sun. Minor access is given to Charm, Divination, Healing, Necromantic, and Protection.
| Priest of Kossuth receive 80 character points to spend on skills and abilities from the following list. Skills cost 5 to 15 points. Any unspent points can be used to acquire nonweapon proficiencies or saved for use during the game. The most common abilities are followers, immunities, saving throw bonus, summon elemental, and access to spheres. |
Access to spheres: The standard spell selection cost 50 character points or he can purchase spheres individually just as clerics do (see page 57 of the Skills and Powers book).
Casting reduction (5): The priest' spell casting time is reduced by 1. All spells retain a minimum casting time of 1.
Detect evil/good (10): A priest with this ability can see emanations of evil or good (depending on the priests alignment) from creatures and objects within a path 10 feet wide by 60 feet long. It takes one round to scan a direction, and the priest cannot be attempting other actions.
Followers (5/10): By purchasing this skill, a priest can gain followers as described in the Players Handbook if he establishes a stronghold and is at least 8th level. If this is purchased as a 10-point ability, the priest can attract followers whenever he establishes a stronghold, regardless of level. Refer to the priest section of the Players Handbook for more details on followers.
Hit point bonus (10): Priests with this ability use 1d10 to determine their hit points rather than 1d8.
Immunities (5): The priest is immune to the effects of wall of fire and fire trap spells, and is unharmed by normal flame (the priest possessions however are not immune to fire, and still require saving throws to keep from being destroyed).
Know Alignment (10): This ability allows the priest to cast the know alignment spell once a day. This is in addition to the number of spells the priest can normally cast.
Resist energy drain (10): Priest with this ability gain a +1 bonus to saving throws vs. the energy drain spell and the level draining attacks of undead. If the attack does not normally allow a saving throw, a saving throw is allowed with a -4 penalty.
Saving throw bonus (10): The priest has a +2 bonus to his saving throws against any sort of fire related magic.
Spell duration increase (10): The duration of all non instantaneous spells cast by the priest increases by 1 round for every two experience levels of the priest. For example, a 6th level priest has his spells' durations increased by 3 rounds.
Summon Elemental (10): At 5th level the priest may summon a Fire Elemental once per day. The elemental is under the priest controll for one hour, and then fades away.
Warrior Hit Point Bonus (5): The priest with this ability can enjoy the benefits of a high Constitution score as if he were a fighter. for example, if the priest has a Constitution score of 18, he would gain 4 bonus hit points per level, rather than 2.
Weapon allowance (5): The priest can choose a favored edged weapon. The priest must still purchase proficiency in the chosen weapon.
Weapon specialization (15): The priest can specialize in a particular weapon. The character point cost must be met in addition.
Wizardly priest (15): The priest gains access to one school of wizard spells and can cast them as if they were clerical spells. The priest must continue to observe the number of various level spells they can cast each day.