Hammer of Moradin
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| A hammer of Moradin. | ||||||||||
| Hammer of Moradin | ||||||||||
| Region | Citadel Adbar | |||||||||
| Alignment |
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| Used by | Dwarves devoted to Moradin | |||||||||
| Game Edition | 3.5 | |||||||||
| Source: Player's Guide to Faerûn | ||||||||||
Hammer of Moradin is a special prestige class on Faerûn for the dwarven worshipers of Moradin. Hammers of Moradin are members of an order of holy warriors, defending Citadel Adbar againt the enemies of dwarves: goblinoids, giants and drow. Rather than simply defend the city walls, they leave that work to the regular army of the Iron Guard and actively seek their enemies to destroy them and their homes. Very often they are helped by the order of explorers of the Underdark, the Deepscouts. To become a hammer of Moradin, a dwarf must show great fighting skills and some degree of spellcasting ability.
Abilities
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As they become more powerful, hammers of Moradin gain earth-related abilites and powerful holy strikes.
- Aura of Courage
- Hammers of Moradin gains an aura of courage that functions exactly like the paladin ability of the same name.
- Hammer Throw
- Hammers of Moradin may use their warhammer as a thrown weapon with a range of 20 feet. They take 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 gain the returning ability. A returning warhammer flies through the air back to the thrower, returning so that it is ready to be used again.
Ex-Hammers of Moradin
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Those dwarves who violate their alignment or betrays either Citadel Adbar or the hammers of Moradin as a whole loses all spell-like and supernatural abilities gained from the prestige class. They regain his abilities and advancement potential if they atone for their actions.
References
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- Richard Baker, James Wyatt (March 2004). Player's Guide to Faerûn. Wizards of the Coast. ISBN 0-7869-3134-5.