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 ()
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 ()
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 ()
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 ()
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 ()
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 (Sp)
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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