Warrior Cults of the Axe
Fighter Subclass options
Axe Sub-Cults
Code of the Axe
- Use your axe!
- Hew down those who oppose you- with your axe!
- Do so in notable ways! That means lots of blood!
Axe Cult Warriors
- Special: Treat them as fighters (using their bonus to hit, HD, and saves), except that they give up any other special abilities for the ones detailed here. Axe Cult warrior-priests are detailed in Part III.
- Allowed Weapons: the AXE!! (other sharp or bludgeoning melee backup weapons are permissible too)
- Allowed Armor: Any, but preferably lighter! They often wear at least one adornment that matches the color of their sub-cult (see below).
- Symbols: Stylized Axe based on their sub-cult
- Mysteries of the Axe: When fighting aggressively with an axe (of course), axe cult warriors can gain a +1 to hit and to damage each round for every odd level they have (+1 at 1st, +2 at 3rd, +3 at 5th, etc.) In return, they take a standard -2 AC penalty when doing so. For example, a 3rd level axe cult warrior can gain a +2 to hit and +2 to damage during a round, but at the cost of being 2 easier to hit. In addition, axe cult warriors can use other axe abilities based on their sub-cult.
Axe Abilities
There are many types, shapes, uses, and (especially) colors of axes- many ways to swing them that are good for hacking things to death. So too can such warriors access various abilities based on which sub-cults they follow. Each are found by color, all harnessing that which is visceral, emotional, or even elemental. A number of examples follow. See Part II for the full list.
- Requirement: Axe cult warriors must be holding their AXE!!!!
- What & How Often: They may use any abilities they want from their sub-cult color list. Whichever they select, they can use them a total of once per day per level, in any combination(s) their hacking heart pleases. Even better, axe cult warriors can conveniently use those abilities as part of their attack. It's not like they're stopping to cast some fancy spell!
- Great Swings: For especially memorable effects, axe cult warriors may expend multiple uses of one or more of their abilities during the same round (if they still have enough left over for that day). In these cases, make the ability uses all apply to the same target.
- How Long They Last: Unless otherwise noted, each ability lasts for just 1 round per use.
- Focus: Some axe cults only use one of the abilities listed for their sub-cult. Those who so specialize often incorporate its name as their cult instead (e.g. Cult of the Blood Axe). They can thereby access that ability an extra time per day, adding to their once per day per level total ability use limit.
- Checks: Axe cultists roll for axe side-effects whenever they use their abilities in order to keep things exciting (see further below)!
Axe Sub-Cults
- Red Axe Cult abilities
Blood: Cause 1d3 extra damage to a foe that they hit that bleeds, making them do so!
Rage: Make an extra attack during a round with a -4 AC penalty, likely foaming at the mouth.
Fire: Ignore 1d6 fire damage, create a spark that will light combustibles by hitting something really hard, or even hack something to help douse a fire that is 1d6' in diameter. Afterwards, the axe cultist will be happy to tell others about it loudly. - Blue Axe Cult abilities
Throwing: Hurl their axe at +50% of its normal range. It has a 50% chance of returning, with the same of the cultist cursing if it doesn't.
Sadness: Cause a foe that they hit to save vs. death/ make a Will save DC 10 or take a -1d3 penalty to all rolls for the next 1d3 rounds, trying to hold back their tears.
Ice: Ignore 1d6 cold damage, or cause a foe that they hit to save vs. paralysis/ make a Fortitude save DC 15 or move at 1/2 speed for the next 1d3 rounds due to a strange numbing effect. - Green Axe Cult abilities
Woodsman: Clear vegetation and/or cut trees at twice normal speed for 1 hour, or do 3d6 extra damage to a plant or plantlike foe. Singing a song while doing so is greatly encouraged.
Fertility: Cause an individual that sees or whom they touch with their axe to become quite virile and concupiscent for the next 1d3 turns. The individual can save vs. spell/ make a Will save DC 15 to resist it, but why would they?
Lucky: Reroll a roll that's related to their axe, but must take the second result, for better or worse. No need to split hairs unless one wants to.
For example, a 2nd level warrior of the Cult of the Green Axe can use the Woodsman, Fertility, and/or Lucky abilities a total of up to twice per day. If he rather belonged to the Cult of the Fertile Axe, then he could use just Fertile thrice per day. And if he were really in a pinch, he might expend two of his daily uses to make an individual be quite virile and concupiscent for the next 2d3 turns- hopefully to make more axe cult cultists!
Roll 1d12 whenever an axe cult warrior uses an axe ability!
1. Get the Axe? The ability has a 50% chance of failing, and a 50% chance of causing the warrior to experience an axe test too (see Part II).
2-3. To Grind: The ability functions at only 1/2 its usual power, rounded down. The axe cultist can choose to experience an axe test to make it fully powered instead though!
4-9. No Side-Effect: The ability works normally this time.
11. Great Hack: The ability has a 50% bonus to its effect, rounded up.
12. Mighty Chop! The ability has a 100% bonus to its effect. It is also not expended, so it can be used again that day for more bloodshed!
For example, a Blue Axe cult warrior that rolled an 11 (Great Hack) when using Throwing could toss his axe at +75% of its normal range, and it would have a 75% chance of returning. If not, he'd have a 75% chance of uttering an unminced oath.
Next week: more axe sub-cults and axe tests
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