I kinda expected that from you War Dragon...more negativity. Really...if you cant use CONSTRUCTIVE criticism...please keep your peanut gallery comments to yourself. You actually aren't contributing anything but the ever oppressive word NO. More and more I understand the name War Dragon. It suites you.
And there are examples of elite mortals becoming specific fiend types. Orcus himself was once human, though his depravity made him into a demon.
Anyway...
I had an idea for an epic level campaign. It involves elementalists. My question though is this. How would classes like this mesh with the various elemental portfolios? Would the wizard automatically know the elemental spells for his school or would he have to keep learning them.
Pyromancer is essentially a specialist wizard specialized in the fire school. They automatically have Aquamancy (cold, water) as their Prohibited School.
The other elemental specialists are Aeromancer (Air, Electricity), Aquamancer (Cold, Water), and Geomancer (Acid, Earth). Their Prohibited Schools are Geomancer, Pyromancer (Fire), and Aeromancer, perspectively.
Elementalist Master Specialists follow the same rules as Master Specialist (pyromancers).
Their esoteric are base on the conjuration and evocation esoterica.
Master Specialist – Pyromancer
A master specialist (pyromancer) acquires two esoterica per esoterica tier, though each of these esoterica are more focused and specialized variations of the existing esoterica of the schools of conjuration and evocation. A master specialist (pyromancer) otherwise follows the same progression and game rules as a master specialist and has the following esoterica.
Minor Esoterica (pyromancer): Any fire creature (any creature with the fire subtype) you summon or call appears with extra hit points equal to your caster level. When casting a pyromancy spell (any spell with the fire descriptor), you gain a bonus on Concentration checks equal to 1/2 your master specialist level.
Moderate Esoterica (pyromancer): Dispel checks made against your pyromancy spells (any spells with the fire descriptor) treat your caster level as if it were 5 higher than normal. You gain resistance 20 to fire.
Major Esoteric (pyromancer): You can cast a pyromancy spell (any spell with the fire descriptor) with a casting time of 1 standard action as a swift action. Any creature that fails its save against one of your
pyromancy spells (any spells with the fire descriptor) takes damage again 1 round later equal to half the damage it took when you cast the spell.