Clanggedin Prestige Class

I agree with Khaalis about the axes and add my supprt for them staying with the one handed axes (Inculding the Handaxe IMHO)
and also that they Warhammer would not be as suitable a weapon for them because that is distinctly Moradin's "trademark weapon."

Just another .02 to be added ;)
 

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Ok I'm completely sold on the axe theory, as well as no hammers! :D

You're right about the battleaxe, specially after I housed ruled 2e for 10 years that dwarves had battleaxe that did real damage (1d10)!! So I'm just going for the axes. No hammers (moradin weapon; thanks paulewag). No picks (decided that a heavy pick with that x4 crit is just begging for abuse).

What about the spellcasting. I still feel 1/2 levels is a bit harsh. I am open to suggestions though. The only way I would stay with the 1/2 spellcasting would be by giving fighter BAB and saves.
 

The prc already has 2 good saves (Fort and Will, as a cleric). I would say adding Fighter BAB may be OK. I have updated my post to reflect these and other changes.

Technik
 

maybe rather than having +1 caster level every level or every Other level you could alternate it with levels of bonus feats/class abilites filling in on the levels that they don't gain caster levels.
So over the cousre of a 10 level PrC they could end up with 6-8 levels of caster level increase?

(sort of like the "Fatespinner" in T&B, it gains a total of (6)
+1 caster level increases.)
 

First, you basically need to decide what the focus of the class is.
Second, you need to ask yourself, would any Cleric of Clangeddin be stupid NOT to take the class?

I feel that they gain a lot of combat abilities already. Any cleric would be stupid not to take the class if they gain +1 Spellcaster level every level. That is basically making them a Cleric that also gains a Fighter BAB PLUS all the nifty abilities of: Silverbeard, Giant Rage, Bonus Spell Use (BEYOND their normal spell progression), Advanced Clangeddin Technique, Damage Resistance, Alaghor Charm, and Ultimate Clangeddin Technique.

Thats far too powerful. The addition of the Fighter BAB and these 7 class abilities more than makes up for the loss of a few Cleric Caster levels. If 1/2 Caster levels unsettles you That much, the MOST I would go is 6 out of the 10 levels. They should have to pay for these 8 abilities by giving up at least 4 of their cleric caster levels.

Just my humble $0.02 worth.
 
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Maybe I wasn't very clear. I see two options:

1) Fighter BAB, Good Fort Save, 1 caster Level/every 2 levels

2) Cleric BAB, Good Fort and Will, loss of only 2 or 3 caster levels (haven't decided yet) after a 10 level progression.

Tecnik4 is going for option 1, although he believes on adding good Will saves(which I can appreciate, but seems a bit too much when compared to the Warpriest in Defenders of the Faith).

I'm leaning towards option 1 as well, and if someone can sell me on the good Will saves I would appreciate it :D .

Finally, can someone help me come out with specific details on the ritual of Clanggeddin. I believe it's these small details that can add incredible depth to a game, and which makes your players appreciate the effort a GM put's into things. I have no idea what to do here so any additional assitance will be welcome.
 

iwatt said:
1) Fighter BAB, Good Fort Save, 1 caster Level/every 2 levels

Tecnik4 is going for option 1, although he believes on adding good Will saves(which I can appreciate, but seems a bit too much when compared to the Warpriest in Defenders of the Faith).

I'm leaning towards option 1 as well, and if someone can sell me on the good Will saves I would appreciate it :D .

Finally, can someone help me come out with specific details on the ritual of Clanggeddin. I believe it's these small details that can add incredible depth to a game, and which makes your players appreciate the effort a GM put's into things. I have no idea what to do here so any additional assitance will be welcome. [/B]

Since you are leaning toward it, I would go option one witht he Will saves. Personally I dont like the Warpriest, and I feel that many of WotC classes are very unballanced either too weak or way to overpowered. The other thing to keep in mnd is that the Warpriest is a generic PrC, while this PrC is a very restrictive nitch PrC (as they should be). With the limited access to the class, I feel it worth the extra Good Save.

As for the ritual of Clangeddin...

Do you have access to the original 2E Demihuman Deities? A lot of ideas can come from that. Also if you have Relics And Rituals. Even thoughI dont like most of the book, the Indoctrination Ritual would be a good source for ideas as well.

If you dont have the books, and would like, once I have more time and the books handy I can pass some of the ideas along.
 

I've got relic and rituals at home, as well as the deities and demigods. But any insight (two heads good, one head bad said the ettin) from you will be well received. Besides I've got to get home (+12 hours; I'm working on my thesis).
 

The Test

Ok, here is what I threw together. I didnt have a lot of time but it should give you a good place to start from.

The Test of Clangeddin

Indoctrination as an Alaghor

Ritual
Caster Level Required Level: Alaghor 5
Minimum Casters Involved: 3
Components: V,S,M,DF, XP
Casting Time: 1 hour
Range: Long (400' + 40'/level)
Target: Up to 2 petitioners per Caster involved
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

After showing the proper understanding of the Clandeggin theology, and being accepted as an Alaghor petitioner, the petitioners must pass the Test of Clangeddin. This ritual involves risk and personal sacrifice on the part of the Alaghor petitioner.

Before the ritual begins the petitioners don the best armor they have available, preferably Dwarven Plate, and produce a Battle Axe or Dwarven War Axe that they have crafted with their own hands. The petitioners are then taken to the outskirts of the Clan holdings where a battlefield alter to Clangeddin is prepared and where the Alaghor have prepared an "encounter" for the petitioners. This encounter should always be a higher CR than the average CR of the petitioners (by +4 - thus a "Boss Ecnounter"), but not an "impossible" rating. Here, the Ritual begins.

The personally crafted axes of each petitioner is then sundered by the creator upon the Alter of Clangeddin after being anointed in the petitioners own blood (at least 1hp worth). The weapons are consumed in a glowing radiance that then spreads to the petitioner and acts as a Prayer spell, lasting 1 hour.

The petitioners are then told what it is they are hunting and are set loose. For the duration of the ritual the petioners are to hunt for and combat whatever test has been set for them. This battle is the test of Clangeddin. During this time the Alaghor sing a mournful dirge, a wordless rising and falling chant that rises slowly into an exultant roaring and ends in a single, high, clear singing note - an odd, eerie contrast to the rough-voiced bloodsong that has preceded it.

Those that return victorious from the battle are inducted into the Alaghor order. Anyone falling in battle will be rasised if it is within the clans clerical powers to do so but will be denied indoctrination into the Alaghor order and may not petition again for at least 5 years. If they cannot be raised it will be understood and accepted that Clangeddin chose to have them serve him in another way. Anyone falling to cowardice during battle will be magically branded as such and will banned from the church forthwith.

Divine Focus: The alter of Clangeddin
Material Components: The petitoners crafted axes
XP Cost: 10XP per petitioner
 
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Khaliss, I like it a lot. Thanks. I guess you are assuming a party size of petiotioners (3+), for that CR+4? But if it's only one petitioner, what is the "boss" CR? Maybe I'm slightly lost on this. But otherwise I really like it, specially because it "is" a powerful PrC, so it should have something more than a couple of feats and skills as a requirement.
 

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