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Old 09-30-2010, 09:15 PM   Top  -  End  -  #38
unosarta
Ogre in the Playground
 
 
Join Date: May 2008
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Minneapolis
Gender: Male
Default 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.
ENTRY REQUIREMENTS
Base Attack Bonus: +8
Skills: Knowledge (the Planes) 5 ranks, Intimidate 11 ranks
Race: Orc
Feats: Knowledge Devotion
Special: Rage Pool class feature; Ferocity and Vicious rage abilities

Class Skills
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

Hit Dice: d8

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial1st2nd3rd4th
1st
+0
+0
+0
+2
Bind the Gods (One Vestige), Bind Baghtru, Rage Pool0---
2nd
+1
+0
+0
+3
Totem +11---
3rd
+2
+1
+1
+3
Bind Ilneval20--
4th
+3
+1
+1
+4
Aspect21--
5th
+3
+1
+1
+4
Bind Luthic, Totem +2320-
6th
+4
+2
+2
+5
Bind the Gods (Two Vestiges)321-
7th
+5
+2
+2
+5
Bind Shargaas4320
8th
+6/+1
+2
+2
+6
Totem +34331
9th
+6/+1
+3
+3
+6
Bind Yurtrus4442
10th
+7/+2
+3
+3
+7
Bind Gruumsh, Transcend4443

Weapon Proficiencies: 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.


Spellcasting: 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;

GodAbility Score
BahgtruStrength
IlnevalDexterity
LuthicWisdom
SharagassCharisma
YurtrusIntelligence
GruumshConstitution

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.

Rage Pool: 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.

Totem (Su): 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.
Spoiler


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.

Aspect (Ex): 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.

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.
Bind Luthic (Ex): 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.

Transcend (Ex): 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.


Vestiges
Spoiler



Spell List

Spoiler
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Last edited by unosarta : 10-02-2010 at 04:21 PM.
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