Firebeard
Zealots of Firebeard, Gawd of Alcohol, Drunkenness, Daring Battles
Title: Molotovs
Alignment: Chaotic Neutral
Ability Requirements: Strength 13, Constitution 14
Prime Requisite: Strength, Constitution
Hit Die Type: d10
To-hit Progression: Fighter
Saving Throw Tables: Fighter
Building Point Bonus: 6
Spelljacking: No
Spell Spheres: Devotional 1, Chaos 7, Combat 7, Creation 1, Elemental Earth 3, Elemental Fire 7, Elemental Water 7, Healing 3, Hurting 5, Necromancy 4. May memorize the mage spell Firewater as a first level spell.
Turn/Command Undead: No
Weapon of Choice: Battleaxe
Weapons Permitted: Any axe, any crushing melee weapon
Armor Permitted: Any
Allowed Race: Any who can drink alcohol (most are dwarves)
STP’s: Gain High Tolerance and Brewing talent at no initial cost. They pay half BP cost, have double mastery roll, and have double the chance of learning any skills that deals with brewing and alcohol. May take axe bonus and dense skin talent even if not allowed by race at one BP less than normal cost
Other Requirements: Molotovs may never take a talent or flaws that restricts alcohol use (such as Prudish). And will never pass up a free alcoholic beverage from a friendly source, though they may refuse suspect sources or accept it and purify with a spell later (which doesn't remove or damage the alcohol).
Symbol: A red beard with a mischievous grin.
Holy Symbol: A mug with a mischievous grin.
Restrictions: Molotovs
Background: Firebeard
Zealots’ Relationships to Standard Clerics: Zealots view clerics
Special Powers: Incite Berserk Rage
1st - Any living target of a spell cast by a Molotovs causes 1 point of intoxication per level of the spell. Targets may make the normal check to reduce the point as if they had drunk an alcoholic beverage. If there is no living targets, then the Molotov is affect by the intoxication.
3rd - Can
Holy Days: Maroth
Rituals
All Followers: Followers
Zealots: Zealots