Ogre in the Playground
Join Date: May 2008
Re: Roar and the World Roars With You [3.5, Base Class, P.E.A.C.H.]
Axe of the Feral Gods
”Scream with Bahgtru! Fight with Ilneval! Nurture the warriors with Luthic! Hide in the shadows with Shargaas! Seek the stench of death with Yurtrus! Destroy those who would destroy us with GRUUMSH! KILL THEM ALL!”
–Grotklor Sikisikla, Axe of the Feral Gods, and war thane.
An Axe of the Feral Gods is someone who allows the gods of the orcs to fill them with power, and take on aspects of the gods themselves. He uses his power in order to help his orcish bethren, and to protect the honor and power of his gods.
BECOMING AN AXE OF THE FERAL GODS
How you would normally become a member of this prestige class.
Base Attack Bonus:
Knowledge (the Planes) 5 ranks, Intimidate 11 ranks
Rage Pool class feature; Ferocity and Vicious rage abilities
The Class Name's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local) (Int), Knowledge (Nature) (Int), Knowledge (the Planes) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skills Points at Each Level:
4 + int
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||1st||2nd||3rd||4th|
| Bind the Gods (One Vestige), Bind Baghtru, Rage Pool||0||-||-||-|
| Totem +1||1||-||-||-|
| Bind Ilneval||2||0||-||-|
| Bind Luthic, Totem +2||3||2||0||-|
|Bind the Gods (Two Vestiges)||3||2||1||-|
| Bind Shargaas||4||3||2||0|
| Totem +3||4||3||3||1|
| Bind Yurtrus||4||4||4||2|
| Bind Gruumsh, Transcend||4||4||4||3|
: The Axe of the Primal Gods gains proficiency with all weapons with the word “Orc” or “Orcish” in their title. They do not gain proficiency with any armor or Shields.
Bind the Gods (Ex):
Through special methods known only to Axes of the Feral Gods, the Axe of the Feral Gods can contact the Orcish pantheon and make a pact with them. At 1st level, hecan make a pact with one vestige at a time. At level six, he can form and maintain pacts with two vestiges simultaneously. He must complete the summoning and binding process with each separately, so each has its normal chance to influence him. He bears the physical sign of binding for each one. Prestige classes that progress binder level can also progress this ability, but cannot progress it past level 10.
To contact a vestige, the Axe of the Feral Gods must draw its unique seal visibly on a surface (generally the ground), making the image at least 5 feet across. Drawing a seal requires the ability to mark a surface and 1 minute of concentration, and the act provokes attacks of opportunity. A seal not used within 1 minute of its drawing loses all potency, and he must draw a new one to contact the vestige. A vestige might also have other requirements for contact, as noted in its entry (see The Vestiges, page 16). Once the seal is drawn, he must perform a ritual requiring a full-round action to summon the corresponding vestige. During this time, he must touch the seal and call out to the vestige using both its name and its title. The ritual fails if he cannot be heard (for example, if he is within the area of a silence spell). Otherwise, a manifestation of the vestige appears in the seal’s space as soon as he finishes the ritual. This image is not the actual vestige; it is merely a figment—an illusion that cannot harm or be harmed by any creature. Creatures that interact with the image or study it carefully automatically recognize it as illusory. The summoned image ignores everyone but the Axe of the Feral Gods. If he fail to address it within 1 round, it disappears. The vestige speaks in whatever language used to call it.
To make a pact with the summoned vestige, the Axe of the Feral Gods must make a binding check (1d20 + his effective Axe of the Feral Gods level + his Cha modifier). This process requires 1 minute, but he can choose to make a rushed binding check as a full-round action at a –10 penalty. The DC for this check is provided in the description of each vestige (see pages 16–49). The Axe of the Feral Gods must make his perilous pact alone; others cannot aid him in any way. Whether the binding check succeeds or fails, he gain the powers granted by the vestige for 24 hours. During that time, he cannot rid himself of the vestige unless he possess the Expel Vestige feat. Success or failure does, however, determine other aspects of the pact. If the Axe of the Feral Gods fails the binding check, the vestige influences his personality and his actions, and he is said to have made a poor pact. (Specifically, the vestige’s presence changes his general demeanor, and it can force him to perform or refrain from certain actions.) If his binding check is successful, the vestige has no control over his actions and does not influence his personality. In this case, he are said to have made a good pact. While under the influence of a vestige, he must adhere to its requirements to the best of his ability. If the Axe of the Feral Gods is conscious and free-willed, and he encounters a situation in which he cannot or will not refrain from a prohibited action or perform a required one, he takes a –1 penalty on attack rolls, saving throws, and checks until that vestige leaves him. If he is influenced by more than one vestige, he must act according to all their influences. If he fails to fulfill the requirements of more than one vestige or disobey a single vestige more than once, the penalties stack. As long as he is bound to a vestige, he manifests a specific physical sign of its presence, as given in its entry. This sign is real, not an illusory or shapechanging effect, and someone using true seeing perceives it just as it is. He can hide a sign by mundane or magical means without penalty, or he can prevent it from appearing at all if he have the suppress sign ability.
Vestiges are bound to his soul by the pact. They cannot be targeted or expelled by any means except the Expel Vestige feat, nor can they be suppressed except by an antimagic field or similar effect. The Difficulty Class for a saving throw against any supernatural power granted by a vestige is 10 + 1/2 his effective Axe of the Feral level + his Cha modifier.
An Axe of the Feral Gods casts divine spells. Unlike most divine casters, he knows any spell that is on the spell list of his chosen deity of the day, and can cast any spell he knows spontaneously. His caster level is equal to his effective binder level.
To cast a spell, an Axe of the Feral Gods must have an ability score, depending on his chosen deity, equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is (10 + the spell level + the Axe of the Feral Gods’s ability modifier).
The table for which god uses which ability score is as follows;
Like other spellcasters, an Axe of the Feral Gods can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the above table. In addition, he receives bonus spells per day if he has a high pertinent ability score.
He must choose which god he represents at the beginning of the day, and his spell list changes to the spell list of the chosen god. He may choose any deity of the Orcish pantheon.
Bind Bahgtru (Ex):
The Axe of the Primal Gods gains access to the Bahgtru vestige.
The Axe of the Feral Gods’s class levels and barbarian levels stack for determining:
- The size of the Axe of the Feral Gods's rage pool.
- The rage points gained from Frenzied Strike.
Starting at level two, the Axe of the Feral Gods may draw a totem on the ground, channeling the power of his gods through it, empowering allies. He does so as a standard action, and he must spend 2 rage points in order to use this ability. The totem affects all allies within 30 feet. The totem lasts 5 rounds. Anyone may snuff the totem out by spending a standard action that provokes attacks of opportunity.
The Totem bonus is equal to the bonus on the class table.
You may only know one totem at level 1. You learn an additional totem every two levels thereafter (two totems at level 3, 3 at level 5, 4 at level 7, and 5 at level 9). The totem affects all allies within 30 feet, as well as the Axe of the Feral Gods.
Bind Ilneval (Ex):
Starting at third level, the Axe of the Primal Gods gains access to the Ilneval vestige.
Starting at level four, the Axe of the Feral Gods gain benefits based on the god that he chooses to represent each day for spells.
Bahgtru: +2 to Strength and Constitution. He gains the benefit of the power attack feat, and when he uses power attack, he may take an additional -2 penalty to the attack roll, and gain a +2 bonus to the damage. Bind Luthic (Ex):
Ilneval: +2 to Strength and Dexterity. He may take an additional five foot step as a swift action.
Luthic: +2 to Wisdom and Constitution. He may heal an ally as a touch attack that is a swift action, healing them for a number of hit points equal to his Wisdom modifier. This does not harm undead.
Sharagass: +2 to Dexterity and Intelligence. He may add his Intelligence modifier to all damage rolls that are made against flanked or flatfooted opponents.
Yurtrus: +2 to Charisma and Intelligence. He may deal negative energy damage with a touch attack, as a swift action. It deals a number of negative energy damage equal to the Axe of the Feral Gods’ Charisma modifier. This damage heals undead.
Gruumsh: +2 to Constitution and Charisma. He may instill fear in an opponent as a touch attack that uses a swift action. They must make a will save (DC 10 + Axe of the Feral Gods’ levels + Constitution modifier) or become frightened for 2 rounds. If they make the save, they are shaken for the same amount of time.
Starting at level five, the Axe of the Primal Gods gains access to the Luthic vestige.
Bind Sharagass (Ex):
Starting at level seven, the Axe of the Primal Gods gains access to the Sharagass vestige.
Bind Yurtrus (Ex):
Starting at level nine, the Axe of the Primal Gods gains access to the Yurtrus vestige.
Bind Gruumsh (Ex):
Starting at level ten, the Axe of the Primal Gods gains access to the Gruumsh vestige.
Starting at level ten, the Axe of the Primal Gods transcends his mortality, and becomes the purest servant of his gods that he can be. He becomes an outsider with the native subtype. He gains all abilities and features associated with that type, however unlike other outsiders, he can still be brought back from the dead as if he were a member of her previous creature type. He grants all orcs within 30 feet the benefits of his totem ability constantly, but he must choose which totem, and can only have one totem active at a time. Switching totems is a swift action. He must lay down an actual totem in order to allow other allies the benefit, and when he both affects orcs with the physical totem as well as the constant effect, they do not stack, and he must choose which to affect orcs with. Whenever he casts a spell that has a duration longer than instantaneous and is beneficial, he may share than spell with one orcish ally within 30 feet. Beneficial spells are those that do not prevent or cause the target to be less able to do, an action or actions. Hit point damage counts as a non-beneficial effect. All orcish allies within 30 feet gain the passive benefits of the Axe of the Primal Gods’ current orcish god vestige, passive being any effect that does not require an action in order to start or have any benefit from. If he does not have an orcish god bound to his vestige, they gain no benefit.
Vestige Level: 3th
Binding DC: 19
Special Requirements: Yes
Legend: Gruumsh's son is a the god of mindless brutality. Other deities think Bahgtru slow and stupid, an appellation that drives him into a fury but is none the less correct. Bahgtru values nothing more than pure physical might and distains anyone who he feels is weaker (which is just about everyone else). Despite his stupidity and general distain for others, Bahgtru is fanatically loyal to his father. By extension, he expects his clerics to follow the orders of their chieftains unquestioningly. This philosophy has earned him the position as the orcish god of loyalty as well as strength.
Special Requirements: You must place a small weight, similar in shape to an hourglass, in the center of the rune.
Manifestation: The small weight hovers, and then spins. It spins incredibly fast, and in the reflection, you can see a giant, burly orc, who has large red streaks painted on his face and on his forearms.
Sign: You gains streaks of a red substance upon your face, and as stripes all over your body. It does not wash off.
Influence: If you have a chance to prove your strength (if by a contest of arms, a chance to prove your ability in weight lifting, etc), you must take it.
Granted Abilities: Bahgtru grants you strength and determination enough to protect your people. He gives you strength in and out of battle, and the ability to fly into a rage.
Brutality of the God of Strength: You gain a +2 sacred bonus to all damage rolls with weapons with the name “Orc” or “Orcish” in their title, as well as the spiked gauntlet.
Fear the Arm: You gain a +2 bonus to all intimidate checks.
Bloodthirsty Rage: As a move action you may enter into a Bloodthirsty Rage, granting you a +4 bonus to Strength and Constitution, as well as a +2 bonus to all will saves, for a number of rounds equal to your modified Constitution modifier. Once the rage ends you are fatigued for 3 rounds and you must wait 5 rounds before using this ability again.
Battle Frenzy: You may make an additional attack on the end of a charge per 2 rage points spent, to a maximum of the number of attacks you gain through a high Base Attack Bonus. Using this ability is an immediate action.
Physical Might: You gain a +2 bonus to all Strength checks.
Vestige Level: 4th
Binding DC: 22
Special Requirements: Yes
Legend: As Gruumsh's chief lieutenant, Ilneval holds a prominent position in orcish life. Unlike Bahgtru, Ilneval teaches that strength is not only in the arm but in the mind as well. He is an ambitious deity with eyes for the throne of Gruumsh. Ilneval would never betray the orc race however, no matter how strong his ambition. When the chieftains call for war, it is the clerics of Ilneval who marshal the forces and lead the battles. His favored weapon is the Longsword.
Special Requirements: You must place a small talisman in the shape of a silver longsword in the center of the rune.
Manifestation: The longsword extends and grows, bleeding the silvery substance, and then morphs into the shape of a large orc. He seems wiry and strong, and he grins at you, his lips cracked and the scars on his face stretching.
Sign: Your face becomes lined with scars and cracks.
Influence: If you have a chance to protect your allies or any friendly orcs who are in harm, or who may soon become so, you must take it. It does not necessarily have to be combat related, but it probably might be.
Granted Abilities: Ilneval grants you grace and power in battle.
Cunning of the War God: You gain a +2 sacred bonus to damage rolls with any weapon with “Orc” or “Orcish” in their title, as well as with the longsword.
Grace: You gain a +2 bonus to all Balance and Tumble checks.
Change the Flow: You gain the Improved Bullrush feat. You may not use this feat in order to qualify for other feats or classes.
Whirlwind: You may attack all enemies within 10 feet as a full round action. You may only make one attack per enemy, and only eight attacks in total. After using this ability, you must wait 5 rounds before using it again.
Stand the Tide: If you don’t move during a round, you gain a +1 bonus to all melee attack rolls. This bonus increases by +1 for each round you do not move. If you ever move, you lose this bonus. This bonus may not rise above a number equal to one half the Axe of the Feral Gods' class levels, rounded up.
Vestige Level: 5th
Binding DC: 25
Special Requirements: Yes
Legend: Luthic is the consort of Gruumsh and mother of Bahgtru. She represents the subservience of orc femailes and is associated with fertility, healing, and caverns. Her clerics tend to the wounded from battles, care for children, and attend childbirths. It is her clergy which more than any other that ensures the continual survival of the orc species by ensuring a steady supply of young to replace the dying. She teaches that life springs from the earth and to the earth all must return. She also teaches that each orc must know their place in the grand workings of the tribe.
Special Requirements: You must place a bundle of protective herbs on the rune.
Manifestation: The herbs burns slowly, and the smoke reaches upward. It eventually condense into a sort of black liquid, and on the reflection of that, you can see a matronly orc, who holds a baby and a great club. Her features are fierce and wrathful.
Sign: Streaks of red appear all across your face, in strange patterns.
Influence: If you have the chance to heal or tend to an injured ally or comrade, you must take it.
Granted Abilities: Luthic grants you the natural abilities of a healer, and a mother.
Wisdom of the Matron Goddess: You gain a +2 bonus to Heal, Survival, and Diplomacy checks.
Heal the Wounds: You may heal one target with a touch. You may touch one target, and make a Heal check. You heal the target that much health, plus your Axe of the Feral Gods levels. After using this ability, you must wait 5 rounds before using it again.
Protect the Children: You may change to target one attack that is targeting an ally within 10 feet of you to yourself, as an immediate action, and by spending 3 rage points. You may only use this ability once every 2 rounds.
Vestige Level: 6th
Binding DC: 26
Special Requirements: Yes
Legend: Sharagass is the orc patron of silent death. A cruel and secretive deity, he is favored by those who work in the shadows, especially assassins and thieves. Clerics of Shargass are a secretive lot hiding themselves within the tribe to cull the weak with stealth and cunning. Orcs who live in the ever-present dark of Traykon's underworld revere him as their patron even above Gruumsh. A fact that angers the Orc-Father but there is little he can do without risking a war that could jeopardize his own power.
Special Requirements: You must have absolute silence within the area that the binding is to happen.
Manifestation: Shadows twist and swirl around the rune, and a twisted dagger rises from the center. In its reflection, you can see a pale orc, who appears to be spattered in blood. The knife flashes a blinding white, and then fades, both the shadows and the knife gone.
Sign: Shadows slightly swirl about your feet, especially so when you move.
Influence: When you are offered a wager or bet, you cannot back down from it, while under Sharagass’ influence.
Granted Abilities: Sharagass allows you to hide in the shadows, and kill from the darkness, as well as manipulate those who oppose you.
Silence of the Nightlord You gain a +2 bonus to Hide, Move Silently, Bluff, and Forgery checks.
Shadow of the Assassin: You may gain Hide In Plain Sight for 2 rounds, as a swift action. After this effect ends, you must wait 5 rounds before using it again.
Vital Spot: You gain +1d6 Sneak Attack damage per two levels in the Axe of the Feral Gods levels. So, for a level 7 Axe of the Feral Gods, he would have +3d6 Sneak Attack damage dice when he has Sharagass bound.
Vestige Level: 7th
Binding DC: 29
Special Requirements: Yes
Legend: Yurtrus represents the fearful and superstitious nature of orcs as the bringer of disease and misfortune. Yurtrus does not communicate with other deities or even with his own clerics and is feared rather than worshiped. Although few in numbers, clerics of Yurtrus act as mediators for their tribes to help appease the deity's wrath when pestilence strikes. His clergy also dispose of the dead, a duty which no other orcs will perform for fear of drawing Yurtrus' attention.
Special Requirements: You must place a small white clay replica of a hand inside the rune.
Manifestation: The hand shakes, and levitates up. It appears to be able to move, despite being clay, and creates an “o” with its thumb and forefinger, and a small mirror appears there. In it, you can see a completely white orc. He stands on a field of corpses, and is looking down. He looks up and you, and you can see his pupils are red.
Sign: A large white handprint appears on your face.
Influence: You may not leave a body unburied or left a lone; you must either bury it or do its final rights. If you do not have the time in your current location, you must take the corpse with you.
Granted Abilities: Yurtrus gives you powers of death and the knowledge of a necromancer.
Stop the Heart: As a touch attack, you make force an opponent to make a Fortitude save (DC 10 + Axe of Feral Gods levels + your Intelligence modifier), or take 3 Constitution damage. They take no damage on a successful save. You must pay 3 rage points in order to use this ability, and you must wait 5 rounds after using it before you are able to use it again.
Bleed: Any opponent that you hit with an attack when they are flatfooted or flanked takes a number of damage equal to your Intelligence modifier or 3, whichever is lower, the next round. Multiple hits in a round do not make the target take more damage.
Deathblow: You gain the Death Blow (Complete Adventurer) feat. You may not use this feat in order to qualify for feats and prestige classes.
Knowledge of the White Hand: You gain a +2 bonus to all Knowledge (Religion), and Craft (Poisonmaking) checks.
Vestige Level: 8th
Binding DC: 32
Special Requirements: Yes
Legend: As the father of orcs and the leader of the orcish pantheon, Gruumsh is a fearsome and terrible god. He exhorts his followers to great acts of savagery and bloodshed, teaching that only by taking what they want from those weaker than themselves may they prove their superiority above the other races. He calls no one friend who is not an orc and holds a special hatred for elves and especially Corellon Larethian for an ancient grudge. His preferred weapon is the Longspear.
Special Requirements: You must have torn out your eye at some point in your life, in service to Gruumsh. You must place a small figure of a longspear in the rune.
Manifestation: The longspear extends and loops around, in a huge circle. In the center of that circle, a huge eye appears. In the reflection of the eye, you can see a huge orc, who looks sidelong at you, and then disappears. The eye pops, and the longspear returns to its regular size.
Sign: You constantly bleed tears of blood from the eye that you have torn out.
Influence: If you have the chance to use intimidate against a helpless target who is aware of you, and able to be effected by the intimidate, you must do so.
Granted Abilities: Gruumsh gives you power against his foes, and non-orcs.
Eyes of the All-Seer: You gain See Invisibility as the spell as a swift action, with caster level equal to your hit dice, for 2 rounds, by spending 3 rage points as swift. After using this ability, you must wait 2 rounds before doing so again.
Smite the Infidels: You may make a melee attack against a non-orc and add your effective binder level to the attack and damage rolls, and you charisma modifier to the attack roll, as a standard action. You must wait 5 rounds after using this ability before using it again.
All-Father’s Fury: You gain a +3 sacred bonus to attack and damage rolls with weapons with “Orc” or “Orcish” in their titles, or that are of orcish manufacture, and Longspears.
Seek the Enemies: You gain a +2 bonus to Spot, Listen and Sense Motive checks.
Fear from the Watcher: You gain a +3 bonus to Intimidate checks against non-orcs, and a +2 bonus to Diplomacy with orcs.
1st—Enlarge Person, Divine Favor, Entangle, Jump, Magic Fang, and Endure Elements.
2nd—Bull’s Strength, Darkvision, Barkskin, Rage, Shatter, and Align Weapon.
3rd—Magic Vestment, Haste, Greater Magic Fang, Protection from Energy, and Invisibility Purge.
4th—Righteous Might, Mass Enlarge Person, Spell Immunity, and Song of Discord.
1st—Magic Weapon, Longstrider, True Strike, Divine Favor, Virtue, and Bane.
2nd—Spiritual Weapon, Cat’s Grace, Flame Blade, Blur, Heroism, and Alter Self.
3rd—Magic Vestment, Displacement, Blink, Keen Edge, Greater Magic Weapon, and Flame Arrow.
4th—Divine Power, Dimension Door, Weapon of the Deity (CDiv), and Prayer.
1st—Cure Light Wounds, Bless, Remove Fear, Sanctuary, Shield of Faith, and Alarm.
2nd—Cure Medium Wounds, Shield Other, Lesser Restoration, Aid, Calm Emotions, and Delay Poison.
3rd—Cure Serious Wounds, Good Hope, Create Food and Water, Remove Disease, Prayer, and Protection from Energy.
4th—Cure Critical Wounds, Spell Immunity, Restoration, Detect Scrying, Leomund’s Secure Shelter, and Repel Vermin.
1st—Disguise Self, Comprehend Languages, Charm Person, Expeditious Retreat, Silent Image, and Sleep.
2nd—Invisibility, Alter Self, Fox’s Cunning, Darkness, Silence, and Blur.
3rd—Nondetection, Glibness, Crushing Despair, Blindness, Deafness, and Invisibility Sphere.
4th—Confusion, Freedom of Movement, Poison, Zone of Silence, Greater Invisibility, Tongues, and Hallucinatory Terrain.
1st—Cause Fear, Doom, Detect Undead, Deathwatch, Hide from Undead, and Chill Touch.
2nd—Death Knell, Desecrate, Gentle Repose, Command Undead, and False Life.
3rd—Animate Dead, Bestow Curse, Speak with Death, Halt Undead, Vampiric Touch, and Contagion.
4th—Death Ward, Blight, Enervation, and Fear.
1st—Inflict Light Wounds, Command, Protection from Good, Cause Fear, Summon Monster I, and Protection from Law.
2nd—Shatter, Bear’s Endurance, Undetectable Alignment, Scare, and Tasha’s Hideous Laughter.
3rd—Contagion, Suggestion, Hold Person, Magic Circle against Good, Magic Circle against Law, and Invisibility Purge.
4th—Inflict Critical Wounds, Dismissal, Dominate Person, Hold Monster, Fear, and Dominate Person.
Current Project: Campaign Setting
Extra fabulous avatar by Serpentine.
Originally Posted by Lix Lorn
NOTHING is simple. NO EXCEPTIONS. No, not even that.
Last edited by unosarta : 10-02-2010 at 04:21 PM.