I need some help with a Sargas' Priest prC

Post/Author/DateTimePost
#1

zombiegleemax

Nov 23, 2003 10:49:21
In the lands of Taladas the Minotaurs have ruled with a Iron fist for many years. I'm trying to develope a Sargas battlepriest PrC.

This Blood Axe PrC is centered around the Sargas blessed Great axe (or in my world the Blood axe)

Does anyone have any suggestions? My ideas so far are as follows

The Blood Axes are a warrior sect of the clergy consisting of only the most physically powerful and devout followers of Sargas. While some priests of Sargas are negotiators or diplomats these priests are the clerical melee monsters of the faith.

"Bring forward the will of Sargas and let none stand in our way!" Talarog, Minotaur Blood Axe of Sargas

Requirements
Feats; combat casting, extend spell, exotic weapon proficiency (Blood axe)
BAB; +6
Spells; able to cast lvl 4 divine spells

Class abilities
Hit die d8
Alignment LN or LE
BAB and saves; same as a cleric
Spell progression; same as a cleric
Skills; The Blood Axe's class skills (and the key ability for each skill) are Concentration (Con), Craft Weapons(Int), Heal (Wis), Intimidate (Cha/Str), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Profession (Wis), and Spellcraft (Int).

Lvl 1) Persistant spell feat free
Lvl 2)
Lvl 3)
Lvl 4) Weapon enchantment
Lvl 5)
Lvl 6)
Lvl 7) Weapon of wounding
Lvl 8)
Lvl 9)
Lvl 10) Weapon of Thirst

Blood axe ; a Minotaur Blood axe is a two handed exotic axe with a serrated blade. A Blood Axe cleric of Sargas with the War domain may select a Blood axe as his chosen weapon. Cost 3040 gp Dmg 3d6 Crit x3 Wt. 24 lb Type slashing/bludgeoing

Weapon enchantment; when the chosen axe is held by a Blood Blade it is considered to have the magic weapon, greater spell on it at all times. This ability does use up a spell slot as if the spell had been cast on the weapon but it persists whenever held by the priest.

Weapon of wounding; when the chosen weapon is wielded by a Blood Axe the weapon possesses the wounding ability

Weapon of thirst; whenever a creature suffers damage from the wounding ability of the axe a Blood Axe receives those hps as a healing affect.


What do you think? Please provide your comments or totally redue the PrC as you see fit keeping the axe weilding cleric in mind.
#2

cam_banks

Nov 23, 2003 11:31:23
Originally posted by Hammerhand
Blood axe ; a Minotaur Blood axe is a two handed exotic weapon that can only be wielded by a character with at least an18 strength.. It is a very large and heavy axe with a serrated blade on one side and a hammer like surface on the other.
Cost 3040 gp Dmg 3d6 Crit x3 Wt. 24 lb Type slashing/bludgeoing

Weapons don't normally have a strength requirement for their use. I would drop that as a feature of this weapon.

You could also call for the "weapon of..." features to require the Blood Axe to permanently sacrifice one spell slot of a certain level in order to gain the benefits of that spell or quality whenever they wield the axe in question. A ritual that lasts from sunrise to sunset would also make a good requirement. Since the greater magic weapon spell is a 4th level cleric spell, it should require the permanent expenditure of a 4th-level spell slot. I should point out that this is a little better than wounding, which is a +2 weapon quality and doesn't get better according to character level, but I suppose it works.

Wounding should take up a single 5th-level spell slot, and the thirst quality should take up a 6th-level spell slot. They should have access to those by the time they get those class abilities.

If the character loses the axe which he bonded with in the ceremony and for which he sacrificed his spell slots, he'll need to find another one and do it all over again. The previous weapon would need to be destroyed, however, or else the character will need to sacrifice more slots. It's also worth pointing out that in the event that the character gains a magical axe, the benefits start to be less useful.

Cheers,
Cam
#3

zombiegleemax

Nov 23, 2003 11:39:49
Cool Cam, thanks for your input.

I was also thinking that rather than gaining the persistant feat how about being able to cast ONE spell as a quickened spell at the same lvl as that spell would normally be cast at? This could add a new spell at lvl 3 and lvl 6 and lvl 9 of the PrC.
#4

zombiegleemax

Nov 23, 2003 12:40:43
How does this version look?

As an aside most Minotaurs on MY Taladas posses the Minotaur racial lvls before entering into any NORMAL classes.

Requirements
Feats; quicken spell , hulking brute, exotic weapon proficiency (Blood axe)
BAB; +6
Spells; able to cast lvl 2 divine spells

Minotaur Blood Axe
Class abilities
Hit die d8
Alignment LN or LE
BAB and saves; same as a cleric
Spell progression; same as a cleric
Weaons and armor; A Blood Axe is only capable of wielding his natural weapons and his bonded Blood axe in melee though for ranged attacks (though not preferred) he may use any but gains no proficiencies. A Blood Axe is not permitted the use of any shield but can wear any armor and is often spied geared up in an adamantium Minotaur Breatplate.
Skills; The Blood Axe's class skills (and the key ability for each skill) are Concentration (Con), Craft Weapons(Int), Heal (Wis), Intimidate (Cha/Str), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Profession (Wis), and Spellcraft (Int).

Lvl 1) Heat of the moment, Weapon binding
Lvl 2) Blade call
Lvl 3)
Lvl 4) Weapon binding
Lvl 5)
Lvl 6)
Lvl 7) Weapon binding
Lvl 8)
Lvl 9)
Lvl 10) Weapon binding

Blood axe ; a Minotaur Blood axe is a large two handed exotic axe with a serrated blade commonly forged of adamantium. A Blood Axe cleric of Sargas with the War domain can select a Blood axe as his chosen weapon (so he must have selected the hulking brute feat at lvl 1).
Cost (adamantium version) 3040 gp Dmg 3d6 Crit x3 Wt. 24 lb Type slashing

Heat of the moment; A Blood Axe can choose ONE non-evocation spell that he can cast. He may apply the Quickened spell feat without increasing that spells caster lvl. Whenever that spell is cast it is cast as if the Quickened feat is applied. A new spell gains this ability at lvls 3,6 and 9.

Weapon binding; When a Minotaur attempts to become a Blood Axe they must pass a gruiling test of faith. They are given a week long trial throughout a maze without food or water (but are permitted to create those using the blessings of Sargas).

At the center of the maze is an Adamantium Blood axe. Once possessed the prospective Minotaur MUST give himself a grievous wound with that weapon. The greater the wound the greater the glory so even though the primary test may be passed (the maze) not all Minotaurs survive this final test. The scar received from this wound cannot be magicaly or naturaly removed so it is a life long troophy of the tests passing.

Whenever an Axe gains new abilities a 24 hr ritual must be performed by the Blood Axe with once again causing himself a further wound with his weapon but this wound need not be as grievous (but many are just as bad or worse) but any scar received from this wound still cannot be removed by any means.

A Blood Axe once bonded to his axe is spiritually tied to his weapon and may use it as his holy symbol. A Blood Axe is totally disgraced within his Order if he loses his axe in any way and so will go to any lengths to retain possession of or to recover a lost axe. To aid in the recovery of a lost axe a Blood Axe can sence the direction of his lost axe and the possition of said axe once within a 1 mile radius.
lvl 1) If the applicant survives the test and the wounding, binding themslves to their new brother in arms they are required to temporarily give up a lvl 1 spell slot to imbue their axe with the magic weapon spell as a constant affect.
lvl 4) By permanently giving up a lvl 4 spell slot to imbue their axe with the magic weapon, greater spell as a constant spell as if cast on the weapon by the wielder. At this point the lvl 1 spell slot used up for the continuous magic weapon spell ability is regained.
lvl 7) By permanently giving up a lvl 5 spell slot a Blood Axe provides his axe with a flaming quality. This ability adds 1d6 flame damage on any successful attack (this ability does not affect those immune to fire).
lvl 10) By permanently giving up a lvl 6 spell slot a Blood Axe receives the flaming damage (caused by his lvl 7 ability) as a healing affect. As a wound heals due to this affect it glows with a reddish glare.

Blade Call; Come lvl 2 a Blood Axe gains the ability to summon his axe (much like the quickdraw feat) as a free action. An axe may be summoned within a 10' radius at lvl 2 and this range increases by 10' for every class lvl afterwards. The axe when called does not teleport but becomes etheral and flys through the air and solidifies into the awaiting Blood Axe's hands.
#5

zombiegleemax

Nov 23, 2003 14:49:12
Cost (adamantium version) 3040 gp Dmg 3d6 Crit x3 Wt. 24 lb Type slashing

I'm not sure about a couple of things. Firstly, whether in Taladas they still use gold ;)

Secondly, there's the fact that this Blood Axe is made from adamantium most of the time - this metal is supposed to be really quite rare. I can't remember offhand how much adamantium weapons are supposed to cost, but I think it's based on size. A 24lb axe would definately have to be held in two hands, or at least if it was to be at all effective. As it is, it would be so difficult to recover after a swing... but that's reality, not game mechanics.

If this is the adamantium version, what would the normal metal version be like? Heavier, for a start, but 40stp for a weapon that does 3d6 damage and has a x3 critical? I don't think it's balanced in terms of game mechanics either.

Think of it like this; a greataxe does d12 damage. A small greataxe does one die smaller - d10. This greataxe would probably be a category larger, which I would guess to be 2d8 damage, so having exotic weapon proficiency would kind of make sense - you're learning to use a weapon not designed for you.

I can also think of other things that might work well with this prestige class, as it seems a little low on extra bits - a free quick draw feat, the ability to summon the axe into both hands from a distance, and finally being able to summon the weapon from any distance (although not from another plane).

Also, since clerics have to choose their deities favoured weapon when they first acquire the domain, you could just have it that upon gaining the prestige class, they must reselect a domain as war, and now get weapon proficiency and focus in the bloodaxe, as perhaps a part of the ritual performed upon initiation.

And, keeping in line with the 'Prestige Classes' thread, perhaps drop the first level of the prestige class of having increased caster level, and to make sure that it's mostly clerics taking this prestige class (because fighters with 3 levels of cleric become absurd, what with this being a mostly fighter prestige class), increase the required caster level.

Good idea though! Once you're done tinkering, will you be submitting to the Whitestone Council? Or do they just take stuff off these boards and give credit where it's due?
#6

zombiegleemax

Nov 23, 2003 15:28:44
Well Im not really sure what the Whitestone Council is or does,hehe.

The way the weapons damage increase due to size by the PHB would have the axe doing 3d6 and not 2d8. Though I did think that it would be a 2d8 base damage the PHB says it would be 3d6.

By the rules in the DMG a two handed weapon made out of adamantium costs an extra 3,000 gp. Plus alot of the weapons weight would also come from the handle which wouldnt be made of adamantium. Also in my campaign the Taladian Minotaurs have a fairly consistant flow of adamantium coming in due to a treaty they have with some Daewar dwarves that others do not know exist. I guess one last thing is that evn though it does say that the Blood axe is uaually forged with Adamantium there are very few in extistance (perhaps 150 forged from adamantium in total).

I dont really have a problem with a lvl 3 fighter/lvl 4 cleric taking this PrC. If someone is willing to loose the spells from that the fighter lvls would bring up then thats fine. Anyone who has crunched the stats of a multi-clkassed clerics knows that a cleric is most poiwerful as a straight class (ie..not loosing any spell caster lvls)

I do REALLY like the quickdraw idea with the summoning of the axe within 10'/PrC lvl as a higher lvl ability. I would want to make sure that the axe couldnt be summoned from anywhere on Krynn because I want anyone with this PrC to be a tad paranoid about the chances of loosing his axe.

As for gold pieces and steel pieces my group has never really taken to heart the whole steel piece thing. We find changing the currency kind of annoying especially when introducing new players into the DL fold.

Im going to make a few changes asap based on your ideas pddisc
#7

zombiegleemax

Nov 25, 2003 7:28:57
They both sound pretty cool!