Hammers of Moradin Organization in Not Forgotten Realms | World Anvil

Hammers of Moradin

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The Hammers of Moradin—Clr9, Clr8 (2), Mnk8, Pal8 (2), Clr7 (4), Mnk7 (2), Pa17 (2), Clr6 (6), Mnk6 (4), Pal6 (3).   Rorann Stonehammer, NG male shield dwarf Clr17 of Moradin (leader of the Hammers of Moradin, and high priest of the Hall of Moradin’s Hammer)   Within the halls of Citadel Adbar in the icy North, an elite order of warrior-priests stands ready to defend the dwarven people against the onslaught of fell giants, dark elves, and goblinoids. Called the hammers of Moradin, they serve as Citadel Adbar's rallying point against the incursion of dark creatures that haunt the North. The regular army, known as the Iron Guard, defends the city capably, but the hammers actively strike out against the monsters farther afield, bringing the righteous fury of the Soul Forger to their enemies' very doorsteps.   Fighter/clerics and paladins make up the bulk of the members of this prestige class, though cleric/monks are not unheard of. While rangers and cleric/rogues are quite capable of qualifying for the hammer of Moradin prestige class, most gravitate instead to the Deepscouts, another branch of Citadel Adbar's army. Members of other classes very rarely become hammers of Moradin.     Hammer of Moradin were a special prestige class on Faerûn for the dwarven worshipers of Moradin. Hammers of Moradin were members of an order of holy warriors, defending Citadel Adbar against the enemies of dwarves: goblinoids, giants and drow. Rather than simply defend the city walls, they left that work to the regular army of the Iron Guard and actively sought their enemies to destroy them and their homes. Very often they were helped by the order of explorers of the Underdark, the Deepscouts. To become a hammer of Moradin, a dwarf had to show great fighting skills and some degree of spellcasting ability. Abilities     As they became more powerful, hammers of Moradin gained earth-related abilites and powerful holy strikes.   Aura of Courage   Hammers of Moradin gained an aura of courage that functioned exactly like the paladin ability of the same name.   Hammer Throw   Hammers of Moradin could use their warhammer as a thrown weapon with a range of 20 feet. They took no additional penalties for using the weapon in this fashion.   Hammer Return   After becoming a bit more experienced, any warhammer thrown by Moradin's dwarves gained the returning ability. A returning warhammer flew through the air back to the thrower, returning so that it was ready to be used again.   Ex-Hammers of Moradin   Those dwarves who violated their ethical alignment or betrays either Citadel Adbar or the hammers of Moradin as a whole lost all spell-like and supernatural abilities gained from the prestige class. They regained his abilities and advancement potential if they atoned for their actions.

 
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