Clanggedin Prestige Class

iwatt

First Post
This is what I (now it's we) came up for the Alaghor, the prestige class for followers of Clangeddin Silverbeard. The idea is based on the 2E edition version of specialty priests.

Alaghar

Alaghor are Clanggedin Silverbeard´s priests who are borderline fanatical loyalists. They marvel at the storytelling of their deity´s deeds, and are boastful about their own as well. Their hatred for giants is only outmatched by that of their deity.
Alaghor are fierce combatants whose love for Clanggedin and battle imbue them with amazing powers, making them a deadly force on the battlefield. Together with his battleaxe, the alaghar uses his strength and divine magic to empower his allies and destroy his foes in battle.
Alaghor´s are extremely tough priest followers of Clanggedin that have endured the test that the Lord of the Twin Axes imposes upon them. The test is harsh and consists in: First, one must destroy a giant by himself. Second, one must carry out the ritual of commencement that lasts three days and takes place in a shrine of Clanggedin.

The offical writeup is in Technik4's post below.
 
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So, I will take your idea and change it around, please take it as you will.

Basic Clanggedin Technique [General]
You’ve been trained in the Clanggedin special fighting methods against Giants.
Requirements: BAB +2; worshiper of Clanggedin Silverbeard.
Benefit: you gain a +2 to your damage roll (this is not multiplied with a critical hit) against creatures with the type [Giant].
Special: The extra damage only applies when using a 1-handed axe.

Rockburst
Evocation [Earth]
Level: Clr5 (Clangeddin), Rgr4 (Clangeddin)
Components: V, S
Casting Time: 1 action
Range: 25 + 5 ft./caster level
Target: Concentration of natural rock or stone
Area of effect: 1 cubic foot/caster level
Duration: Instantenous
Saving Throw: Reflex Half

This spell allows the caster to make a boulder or rockpile explode, suddenly propelling jagged shards in all directions. If the pile of rock is larger than the one a caster can explode only a partial part of the rock is exploded.

Rockburst deals 1d6/caster level (max 15d6) to everyone with 20 ft. of the area of effect. Anyone beyond 10 ft. of the blast gets a +4 bonus to their save. Against creatures with the [Water] subtype this spell deals 1d8/caster level instead of 1d6.


Alaghor

Hit Die: d8

Requirements
To qualify to become an Alaghor, a character must fulfill all the following criteria.
BAB: +5
Knowledge Religion: 4 ranks
Feats: Basic Clanggedin Technique, Combat Casting, Weapon Focus (Battleaxe)
Race: Dwarf
Religion: Must worship Clanggedin Silverbeard.
Spellcasting: Ability to cast 2nd level divine spells.
Special: Endure the test of Clanggedin.

Class Skills
The Alaghor class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge(War) (Int), Knowledge(Religion), Profession (Wis), Spellcraft (Int), Survival (Wis).
Skill points at each level: 2 + Int modifier

Class Features
All of the following are class features of the Alaghor prestige class.

Weapon and Armor Proficiency: Alaghor do not gain proficiency in either weapons or armor.

Silverbeard (Ex): At 1st level, an Alaghor can use this spell-like ability as a standard action once per day. The continual use of this spell makes the beard turn silver. Silverbeard grants the Alaghor +1 natural armor at 1st level. This bonus increases to +2 at 5th level (and the beard is permanently silver), and +3 at 10th level.

Giant Rage (Ex): At 1st level the Alaghor can focus their hatred of giants into a rage, not unlike a barbarian. Their rage becomes an all-out bloodlust, during which they cannot cast spells, turn undead, or take any action that requires thought or concentration. As long as the Alaghor can still see a living giant the rage lasts, and it grants a +4 Strength, +4 Constitution, and +2 bonus to Will saving throws. During the rage an Alaghor loses access to the Dwarven racial ability to dodge giants (loses the +4 dodge bonus vs giants). Once all the giants are defeated or the encounter has ended, the Alaghor becomes fatigued. Regular uses of rage can be used regularly or as Giant Rage. Giant Rage improves in tandem with Rage, so an Alaghor with enough barbarian levels for Greater Rage uses those bonuses for a Giant Rage.

Rockburst (Su): At 2nd level an Alaghor can cast Rockburst once per day. At 6th level an Alaghar can cast Rockburst twice per day, and at 10th level three times per day.

Advanced Clangeddin Technique (Ex): At 3rd level the Alaghor gains the use of the Improved Critical feat when fighting against giant folk and using a 1-handed axe. Additionally a dwarf may forfeit existing racial attack bonuses against orcs and goblins and instead use this bonus against giants.

Damage Reduction (Ex): At 4th level an Alaghor can shrug off the damage taken by any attack by gaining DR 1/-. This ability becomes DR 2/- at 8th level. If an Alaghor has DR from barbarian levels, add all values to determine the total DR.

Alaghor Charm (Ex): At 5th level due to the silver color of their beards an Alaghor gains a bonus equal to their Alaghor level in dealings with dwarves. This bonus applies to charisma checks, skill checks, and checks to alter the mood of an encounter with dwarves.

Ultimate Clangeddin Technique (Ex): At 9th level the Alaghor gains the use of the power critical feat when using a 1-handed axe and fighting against giant folk.

L BAB F/ R/ W/ Special
1 +1 +2 +0 +2 Silverbeard (+1), Giant Rage 1/day
2 +2 +3 +0 +3 Rockburst 1/day, Spellcasting +1
3 +3 +3 +1 +3 Advanced Clangeddin Technique
4 +4 +4 +1 +4 DR 1/-, Spellcasting +1
5 +5 +4 +1 +4 Silverbeard (+2), Alaghor Charm
6 +6 +5 +2 +5 Rockburst 2/day, Spellcasting +1
7 +7 +5 +2 +5 Giant Rage 2/day
8 +8 +6 +2 +6 DR 2/-, Spellcasting +1
9 +9 +6 +3 +6 Ultimate Clangeddin Technique
10 +10 +7 +3 +7 Silverbeard (+3), Rockburst 3/day, Spellcasting +1

Edited: Removed comments.
 
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Tecnik, I loved your input. I was giving them Cleric BAB, and was thinking of giving them adavance their spellcasting every level. I like all of your polishes. Clanggedin does have the War domain, and his favored weapon is battleaxe, so the Weapon focus is not that harsh a requirement for clerics. I think I'd add the Combat casting feat as a requirement (I still feel you should have a less optimum feat as a requirement for a prestige class). The last thing that concerns me is why you remove the dodge bonus to AC against giants. That's a pretty strong nerf. Remember dwarven cleric are not noted for their tumbling abilities :D . He will probably get clobbered by a giant without this benefit.

But in dangrer of repeating myself, I think most of the changes you proposed are quite good.

Clangeddin is Lawful good and hois portfolio is Battle, War, Valor, bravery, and honor in battle.
his domains are Dwarf, Good, Law, Strength, War

You can find more info on him in Faiths and Pantheons. He is a FR dwarven God of war who hates Giants.

This is my first serious attempt at crafting a Prestige class. And Rockburst was a spellike abilty from the specialty priest in 2e. I've never tried to create a spell, so It probably did not come out pretty strong. I like the +2 instead of 1d4 in the Clangeddin fighting tecniques. Not sure about applying it to all wepons though, but you make a strong point comparing it to the ranger class ability. Does it stack with favored enemy. I would allow it, hust for the uber smackdown a Ranger of clangeddin could lay! :D
 

Combat Casting is still a good requirement, I've put it back in.

Removing the Dodge bonus against Giants? Well, it is "Giant Rage" and so the Alaghor will be using his special fighting techniques, but being blinded with rage he forgoes the defensive styles he learned as a wee lad. Or at least, thats how I rationalized it. In actuality I needed to add the last thing rage does, which bestows a -2 AC penalty for the duration of the rage. The nice thing about working with a specific concept is working with and around racial abilities. I think removing the dodge for the duration of the rage is a little more neat than just giving a flat -2 AC, plus it represents a true bloodlust, without regard for themself the Alaghor plunge into battle, a war bellow on their lips.

I don't think at this point full spellcasting is very balanced. Right now they gain too many outside abilities, perhaps even too many for 1/2 progression for some groups.

Indeed the Ranger Alaghor shall layeth the smack! :)

Technik
 

I don't know if there is a 3.0 entry anywhere?

But I remeber the old entry in the Dragon Magazine years back that first presnted the various "demi-human" pantheons and
IIRC Clanggedin was a 2 weapon fighter it that.
His Symbol was 2 crossed axes because that was a trademark fighting style for him.
I am thinking he used 2 battle axes?

So perhaps his most devoted and prestigeous followers would
want to emmutlate or even be reuired to fight this way?

Either using the "normal rules" for two weapon fighting (battle axe+hand axe or 2 handaxes) or a more prestigeous ability to actually use 2 battle axes as if the off hand was using a "light weapon" ?

Like I said I am not aware of a 3.0 version of him so if there is one I don't know if he uses 2 weapons?

Also I don't thik it would be unreasonable to apply the special Clanggedin techniques to All axes (and only axes; or all axes and picks.
And he definately Should have the War domain, but I also agree that he wouldn't necesarrily need to be a Cleric.
Although having the PrC being basically "Clerical" is appropriate.

OK so that's my .02 cents for now,
And, of course, all the above is IMHO and YMMV. ;)
 

Technik4:

You make a case about making him forget his defensive maneuvers. When all you can see is that nice big Hamstring you're going to cleave in twain, you aren't very worried about getting smashed. Introducing balance issues, does giant Rage stack with normal rages. As you have it worded, a barbarian Alaghor could use a regular rage nad then add a giant rage as well. That's +8 Str +8 con -2AC, no Giant dodge bonus. It get's even worse if you add the Great (?) or Mighty (?) Rage abilities.

Paluewag:

About the two weapon fighting styles, I don't remember. I can tell you that Tempus (FR deity of war) fights with two weapons as well, but his 2e specialty priest's never did. If I recall correctly, the 2e Alaghor did not fight with two weapons either. I guess the Alaghor ranger could easily decide to emulate him, but I wouldn't force it on all of the other Alaghor's.

About the other issues

I think the weapons the abilities apply to should be: Axes, picks, and hammers (includes the heavy maul). All of these are closely linked to dwarves. The reqyuisite of having weapon focus with battleaxe will favor the choice of battleaxe enough.

What about giving him only Fort as a good save. Coupled with clerical BAB and good spellcasting. It seems pretty overpowered, but rememeber that if he is in giant rage he cannot cast in combat. And if the Alaghor is not facing giants, most of his abilities are nerfed.ough the ranger smackdown possibilities really opne up a new angle. Add in some levels of Giant killer PrC (from the Silver Marches) and one of these pumped up Ranger/Alaghor Giantkiller can take down a Giant all by there lonesome.

Also, I am a great believer that prestige classes should have RP requisitesas well as feat and skills. The requirements I had were twofold:

1) Killing a Giant singlehandedly. I think I would make this requierement an a "True Giant" (i.e Hill, Stone, Frost,...) and not a troll or Ogre. Maybe set a CR minimum. Or that the rival was the same CR as the character?

2) The test of Clangeddin. I would like to flesh out this test as well. Any ideas?
 

My intention for the +2 dam vs Giants feat was that it would stack with ranger's Favored Enemy.

My intention was for Giant Rage to be seperate from rage but mechanically the same. So you can't Rage and then Giant Rage, they are the same thing. The only difference is that a Giant Rage doesnt end until all the giants are dead, the pc is dead, or the encounter is over (meaning either side fled the field) at which point they are fatigued. If you have regular uses of Rage, you may use them as a Giant Rage instead. You may not use Giant Rage as regular Rage, it only works against Giants. If you end up getting Greater Rage as a barbarian ability, your Giant Rage raises to match the stat increase (+6/+6 I believe).

As far as what weapons its limited to? As you said requiring Weapon Focus (Battleaxe) will already make that the best choice.

I don't think just dropping the Will save is enough to balance 5 more levels of spellcasting. I think the class would have to give up some serious Umph to get full spellcasting, remember to compare it to a regular dwarven cleric. As I said, right now some may consider it overbalanced with half spellcasting.

I like the RP requirements.

Technik
 

I like the development so far but I would toss out one more concept. I feel the Weapon Option should be opened up slightly to remain with Axe, but be expanded to allow for Battleaxe and Dwarven Waraxe.

Just my quick thoughts.
 

The alaghor can use any of the mentioned weapons he wants, it's just that the weapon linked closest to Clangeddin is the battleaxe. Maybe allow it with the dwarven waraxe, but I wouldn't go as far as allowing it with the Giant axe. This is a powerful prestige class, their should be some costs attached to taking it. Combat Casting is pretty maligned in the boards, but I have gotten good mileage out of it, specially when you don't have all those skill points. Remember that this is a cleric prestige class ( as well as the dwarven ranger's go too class :D), and both therse classses tend to leave Int as one of their lower stats. A dwarven cleric will not wait till level 7 for Divine power, so he will have a decent strength. So Combat Casting allows for an offset in your concentration ranks, allowing for other skills tod evelop as well.

About the spellcasting level, I feel that 1 every two is pretty low, but I'm willing to acccept that good advancement is abit too good. Maybe drop it every time Giant Rage appears in the advancement (1, 7) or even Silverbeard (1,5,10). I know this isn't standard of any other prestige classses, but it would slow the advance a bit.

What do you guys think of that? A cleric7 qualifies for the class. CLeric4/Fighter2 qualifies the quickest (BAB). Finally, a ranger8 could get in as well.

At the end of the progression:
OPtion 1 (drop two levels)

Cl7---------->casts as a Cl15 casts 8th level instead of 9th
Ft2/Cl4----->casts as a Cl12 casts 6th level instead of 8th if her had gone straight cleric
Ranger 8-->casts as 16th level ranger (all of his spell levels)

OPtion 2
Cl7---------->casts as a Cl14 casts 7th level instead of 9th
Ft2/Cl4----->casts as a Cl11 casts 6th level instead of 8th if her had gone straight cleric
Ranger 8-->casts as 15th level ranger (all of his spell levels as well)

A last option would be for him to lose 4 caster levels (1,4,7,10)
OPtion 3
Cl7---------->casts as a Cl13 casts 7th level instead of 9th
Ft2/Cl4----->casts as a Cl10 casts 5th level instead of 8th if her had gone straight cleric
Ranger 8-->casts as 14 th level ranger (all of his spell levels as well if he has a Wis 18)

As I said, this is my first prestige class. In y expereince though, I'm a good judge of balance, and I would lean towards option2. The feats may make him look as a melee machine, but rememeber that every round your cleric is swinging an axe he is not casting spells. Finnaly, a lot of my players don't like to paly clerics because they feel obligated to play a support role. This prestige class will guarantee the dwarven cleric will shine against giant enemies. After all, I want my players to have fun.
 

iwatt said:
The alaghor can use any of the mentioned weapons he wants, it's just that the weapon linked closest to Clangeddin is the battleaxe. Maybe allow it with the dwarven waraxe, but I wouldn't go as far as allowing it with the Giant axe. [snip]

Just a return note here. The only reason the Alaghor/Clangeddin is linked to the Battle Axe is because it is a 2E mechanic. The Dwarven Waraxe didnt exist in 2E. Unfortunately the 3E FR rules are still under 3.0, before 3.5 revision that makes the Waraxe accessable to any Dwarf with Martial Weapon proficiency, thus they still had to stick with the Battleaxe. If FR is ever revised to 3.5 I think Clangeddin's chosen weapon would be the Dwarven Waraxe. Just doesnt make sense not to be, as it is the chosen Axe of choice for andy Dwarf with Martial Proficiency. Just my humble thought on it.
 

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