Playthings of Mad Gods

GLOG Class: Firebearer

Some see holding the team's fire as you venture into the depths as a chore - not you. You see it as a sacred duty, as the thing that allows other heroes to do their duty. You've learned much about the difference proper lighting makes - and while they are laughing now, no one will laugh after you cover them in oil and toss a burning torch at them.

Fire-holding adventurer by Dean Spencer

Firebearer:

Firestarter: You can light a flame with your eyes closed - with a flint and steel it takes you a round, without them a minute. You may also light anything flammable that you hold in your inventory without expending an action, if you have a burning item in your hand. Also, your GM should inform you about the flammability of the surrounding environment and hostile creatures.

Power of Proper Lighting: As long as you hold a lantern with both your hands, you grant a +1 bonus to all actions of your allies in the range of its light (as you keep the light stable) and a -1 penalty to all actions of enemies who are looking at you (as the light blinds them). Also, flammable equipment that you use lasts for 1.5 times longer. Also, if you are using We Are The Flame you count as 2 light sources.

Torch-tosser: The burning torches you throw will always set fire to the flammable targets if they connect. Also, you can accurately estimate the depth of any hole you throw a burning torch into.

Burn baby, Burn!: You learn how to start more dangerous flames - using various mixes of chemicals with your oil, and a dash of burning hope, you make it so that the flames you start roll 2d6 for their damage, and keep the higher result.

Flametoucher: You become immune to fire damage, as your veins fill with the strange fires of your hope. If you die, set everything in the range of 10 m aflame.

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