Illustration by Andrew Simon Thomas
Design Notes
This is a monster class for the salamander. I base my designs upon Jojiro’s philosophy. This class is special because it changes the way environment is perceived: it takes two common barriers for adventurers (fire and metal) and opens them up, while making water a terrifying one. Templates C and D make the salamander a deadly fighter in melee, but it lacks the durability to truly abuse it.
The power of this class relies on the interactions between all its abilities: the fire damage boost improves Fire is Art, Metalbending and Molten Molting, and Snatching Tongue is a good way to touch something for more than a round and trigger Fire is Art.
Starting Equipment
Fire Poker, Bag of Coal, Flask of Alcohol
Starting Skills (+5)
Plane of Fire Life, and either Glassblowing, Harem Guarding, or Spa Culture.
For every Salamander template you have, the fire damage inflicted through your actions is increased by 1.
A: Fire is Life, Fire is Art
B: Snatching Tongue
C: Metalbending
D: Molten Molting
Fire is Life
Fire and magma affects you like it was water. Water affects you like it was fire.
Fire is Art
Your extremities (fingers, tongue, tail) can function like a soldering iron. Anything you touch for more than a round takes 1 point of fire damage.
Snatching Tongue
You can extend your sticky, burning tongue like a frog and grapple objects that are 15’ away. If they are not large or anchored, they are dragged to you.
Metalbending
Metal objects you hold for at least 10 minutes become white-hot. They inflict fire damage and you can bend them as if they were wet clay.
Molten Molting
After each rest, your magmatic skin molts and you recover one Wound. If a creature damages you by making direct contact, it takes 1 fire damage. If you are grappled, you can squeeze out of your skin and escape the grapple. If you do, you lose this ability until you rest again.