Hammer of Moradin

Standing ready to defend the dwarven people against the onslaught of fell giants, drow, and goblins, the Hammers of Moradin are an elite order of warrior-priests that seek out their people's most dangerous foes and bring the righteous fury of the Soul Forger to their enemies' very doorsteps.

Hit Dice

1d10

Requirements

Feats:
Iron Will, Weapon Focus (Warhammer)
Skills:
Craft (weaponsmithing) 7 ranks
Base Attack Bonus:
+7
Spells:
Ability to cast 2nd-level divine spells
Special:
Candidate must worship Moradin as their patron deity and be inducted as a member of the Order of the Hammers of Moradin.

Proficiencies


Class Features

All of the following are features of the hammer of Moradin prestige class.  

Aura of Courage (Su)

Beginning at 1st level, the hammer of Moradin gains an aura of courage that functions like the paladin ability of the same name.  

Hammer Throw (Ex)

A hammer of Moradin may use their Warhammer as a thrown weapon with a range increment of 20 feet. They take no additional penalties for using the weapon in this fashion.  

Goblinkiller (Su)

Beginning at 2nd level, the hammer of Moradin may imbue any Warhammer with the goblinoid bane property as a Move Action. This ability may be used once per day, and the effect lasts a number of rounds equal to the hammer of Moradin's Charisma modifier.  

Hammer Return (Su)

When the hammer of Moradin reaches 2nd level, any Warhammer they throw gains the returning special ability. A returning Warhammer flies through the air back to the hammer of Moradin, returning just before their next turn, so that it is ready to use again in that turn. Catching the Warhammer when it comes back is a Free Action. If the hammer of Moradin can't catch it, or if they have moved since throwing it, the Warhammer drops to the ground in the square from which it was thrown.  

Damage Reduction (Ex)

At 3rd level, the hammer of Moradin gains Damage Reduction 2/-. Their Damage Reduction increases to 4/- at 6th level, and to 6/- at 9th level. The DR from this ability stacks with that provided by Adamantine armor, but not with other forms of Damage Reduction.  

Powerful Grip (Ex)

At 3rd level, the hammer of Moradin gains a bonus equal to one-half their Strength bonus (rounded down) on damage rolls when wielding a Warhammer in melee. Thus, their bonus on damage rolls with this weapon equals 1-1/2 times their Strength bonus when they wield it in one hand and twice their Strength bonus when they wield it in two hands.  

Far Shot (Ex)

At 4th level, the hammer of Moradin gains the benefit of the Far Shot feat when throwing their Warhammer. This benefit increases the range increment for their thrown hammer to 30 feet.  

Quake (Su)

By striking their Warhammer violently against the ground (a Standard Action), a 4th-level or higher hammer of Moradin creates a shock wave that violently shakes the earth in front of them. Each creature touching the ground in a 60-foot cone from the point of impact must make a successful Reflex Save (DC 10 + hammer of Moradin level + hammer of Moradin's Strength modifier) or be knocked Prone.  

Drowbasher (Su)

When a 5th-level or higher hammer of Moradin uses the goblinkiller ability to imbue their Warhammer with the goblinoid bane property, it also gains the drow bane property. This ability does not confer any additional uses per day of the goblinkiller ability and it does not extend the duration of the effect, it merely makes each use more versatile.  

Power Strike (Su)

At 5th level, the hammer of Moradin can strike their foe so hard that the blow leaves the opponent Dazed. To use this ability, the hammer of Moradin makes a normal attack roll (the player must declare that they are using this power before making the attack roll, expending the use whether or not it hits). The attack deals normal damage if successful. In addition, any foe damaged by this attack must make a successful Fortitude Save (DC 10 + hammer of Moradin level + hammer of Moradin's Strength modifier) or be Dazed for 1 round. Constructs, Oozes, Plants, Undead, Incorporeal creatures, and creatures immune to critical hits cannot be Dazed. This ability is usable twice per day at 5th level and four times per day at 10th level.  

Chaos Crusher (Su)

At 7th level, the hammer of Moradin may imbue any Warhammer with the axiomatic special ability as a Move Action. This ability may be used once per day, and the effect lasts a number of rounds equal to the hammer of Moradin's Charisma modifier.  

Stalwart (Su)

Hammers of Moradin are renowned for their ability to stand strong in the face of a hail of arrows, or wade into a throng of shrieking goblins and emerge untouched. At 7th level, the hammer of Moradin may add their base Will Save modifier to their AC once per day as a Free Action. This benefit lasts for 1 round per hammer of Moradin level.  

Giantslayer (Su)

When an 8th-level or higher hammer of Moradin uses their goblinkiller ability, their Warhammer gains the giant bane property in addition to the goblinoid bane and drow bane properties. This ability does not confer any additional uses per day of the goblinkiller ability and it does not extend the duration of the effect; it merely makes each use more versatile.  

Thunder Strike (Ex)

When the hammer of Moradin reaches 8th level, their blows are so mighty that armor not only offers little protection from them, but it also acts as a conduit for the force of the blow, causing his opponent even more pain. When wielding their Warhammer, the hammer of Moradin gains a bonus on melee damage rolls equal to their foe's Armor Bonus (not including Shield Bonus or Enhancement Bonus). Thus, a hammer of Moradin striking a creature wearing a Breastplate gains a +5 bonus on their damage roll.  

Power Throw (Su)

At 9th level, the hammer of Moradin can hurl their Warhammer with such force that it plows on past creatures struck by it. When throwing their Warhammer, the hammer of Moradin makes a single Ranged Attack roll and checks the result against the AC of all creatures in a 60-foot straight line from their position. They then roll damage against each creature that the weapon hits.  

Bones of the Earth ()

When the hammer of Moradin reaches 10th level, they gain a powerful blessing from Moradin himself. This benefit functions like the Shadow Walk spell (Caster Level equals hammer of Moradin's divine caster level), except that rather than traveling along the edge of the Shadowfell, the character travels along the edge of the Elemental Plane of Earth. Both the origin and destination points must be within 5 feet of solid, natural stone. This ability is usable once per day.  

Code of Conduct

A hammer of Moradin who violates the code of conduct of their deity or betrays the Order of the Hammers of Moradin as a whole loses all spell-like and supernatural abilities gained from this prestige class, and can no longer advance in levels as a hammer of Moradin. Such acts may have consequences from their base classes as well (such as a Paladin or Cleric of Moradin). They regain these abilities and advancement potential if they atone for their actions (see the Atonement spell for more details).

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