Azkal is the god of War, Fire and Soldiers, His clerics are the most feared in combat of any of the god's clerics though their spell casting ability is the weakest.
Class Requirements
Alignment: | deity: LN/E; clerics: Most are LN. Very small number are LE; flock: any but TN |
Duties: | Guidance, Missions |
Other Limits: | Must follow all orders and the rules of war. |
Symbol: | Crossed swords on flames |
Colors: | Red and Black |
Holy Symbol: | Many are made of metals with steel and bronze being the most common. It may be constructed all out of one metal or forged from several. Occasionally, leather, ceramic or semi-precious stones are incorporated in the design. As an Azkalite gains glory through his deeds, he often adorns or changes his holy symbols as a visible and outward sign of his victories. A much traveled and experienced Azkalite may have a very elaborate holy symbol. Some very high level Azkalites have even had holy symbols made from mithral - and these are rumored to have special properties. |
Class Features
Granted Powers: | Tempered By Fire (Ex): +2 Sacred Bonus on all Saves vs. fire spells. Incite Berserk Rage (Su): This power allows a priest to inspire a anyone (Including himself) to a state like berserker rage. The warrior must be willing to have this war-blessing bestowed upon him. It takes one full minute for a priest to incite a single warrior to berserker rage; the rage lasts one hour. A priest can use this power on any number of warriors per day, one at a time. A warrior may only be incited to berserker rage once per day; even if a different priest tries it on him, it cannot incite a warrior to a second rage in the same day. Inciting Rage gives the warrior a +2 morale bonus to hit and damage rolls, a +1 morale bonus on Will saves and a -1 penalty to their AC for the duration of the rage. Inciting Rage does not stack with a Barbarian's rage or with spells & abilities that incite emotion. While enraged, the warrior cannot flee from a fight; he cannot leave the field of battle until no enemies face him. Once he does leave the field of battle, he can choose whether or not he will emerge from the rage or sustain it; a warrior would sustain it if he felt that another fight was likely to take place soon. When he emerges from the rage, the warrior takes no extra damage or ill effects. An enraged character can not cast spells or use skills or feats that require patience or concentration. Exception - A priest who enrages himself may cast offensive spells only that can be cast in one round or less. Strength of the Warrior (Ex): For the purposes of combat, treat the Azkalite's strength as if it were two points higher per 5 cleric levels. Armored Vigilance (Ex): Beginning at 6th level, Azkalites receive the bonus feat, Armored Vigilance, which lets them don and remove armor in half the time. Inspire Fear (Sp): Beginning at 8th level, the cleric may Inspire Fear as the fear effect of the Emotion spell once per day. This is done through loud battle cries and flamboyant weapon displays. For each additional four levels, the cleric may inspire fear one additional time per day. (DC = 10 + 1/2 caster level, rounded down + Wis modifier) Blind-Fight (Ex): At 10th level, Azkalites receive Blind-Fight as a bonus feat. Azkal's Fiery Blade (Su): At 12th level, Azkalites can ignite their weapon with sacred flame as a standard action. The weapon ignites in red flames that inflict +1d6 points damage. This is considered both sacred and fire damage so to resist it a target has to be resistant to both. These flames give off heat but do not ignite flammable objects. The sacred flames give off light equal to a torch. The cleric can do this a number a time per day equal to their Charisma modifier (but at least once/day). The sacred flames last for a munber of rounds equal to the cleric's level. |
Prayer List : | All Azkalites know Burial Blessing in addition to the other spells on their Prayer List. |
Weapons: | Azkalites are proficient in all simple and martial weapons. They are also considered proficient in the exotic weapon, Bastard Sword. Weapon Specialization (Ex): At 6th level, they receive the feat, Weapon Specialization in one of the following of their choice: Dagger, Mace (Any), Flail (Any), Morning Star, Sword (Any except scimitar & rapier), Warhammer. The cleric need not have Weapon Focus in the weapon. This grants the Virtual Access to the Weapon Focus feat for the purposes of prerequisites. |
Armor: | Any and all available armors may be used. |
Bonus Skills: | All Azkalites receive (2 + Int modifier) x 4 Skill Points at 1st level and 2 + Int modifier Skill Points at each successive level. Bonus: Fire-Building Recommended Skills: Craft: Armorsmithing, Craft: Weaponsmithing, Handle Animal, Heal, Knowledge: War, Ride, Sense Motive |
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This spell applies to or effects only fire animals and / or monsters.