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Dwarven society is a society of warriors and the vast majority of these warriors (and other dwarves for that matter) worship the major dwarven deity. However a special few are so utterly devoted to their deity that he bestows upon them special powers, so that they might better serve his cause. The "Hammers" (as they are most often called) are devoted followers of this deity, granted powers in return for extreme devotion to their god and his edicts. They show the utmost respect for clerics of their deity and they can often be found serving them in various capacities. Sometimes this means guarding sacred temples, other times it means leading special quests to recover religious artifacts. Whatever the task assigned - it is always extremely perilous and there is little in the way of personal reward for the Hammer, other than the favor of their deity and his clerics. Fighters most often find themselves joining "The Hammers", although rogues, rangers, clerics and even barbarians have been known to join their ranks. "The Hammers" can be identified by a special single tattoo somewhere on their body (often the chest) - showing the symbol of their deity. All the Hammers wield warhammers just like their god, and many of their granted powers are based on their use of this weapon. This weapon is sacred to them right from the start of their service. It is blessed by a cleric of their deity during the initiation ritual. Loss of the warhammer is considered an omen of impending doom. Many a stern dwarven "hammer" has become sullen and depressed after losing his weapon, pondering what is to be his fate. Hammers are free to use other weapons, but they still require a warhammer as a focus for their granted powers. Use of other weapons is frowned upon, and usually indicates a very desperate situation. Hammers are held in very high regard in all dwarven communities, and they have a friendly rivalry with Dwarven Defenders. Hit Die: d10 Requirements
The Hammer of the Dwarves
Class Skills The Hammer's class skills (and key ability for each skill) are Climb (Str), Craft (Str), Intimidate (Cha), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis). Skill Points at Each Level: 2 + Int modifier. Class Features Weapon and Armour Proficiency: Hammers are proficient with all simple and martial weapons, all armors and shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket and Tumble. Hurl Hammer: The character can hurl his warhammer just as if it was a thrown weapon. He receives no attack penalty for an unfamiliar weapon (a warhammer can't usually be thrown). The hurled warhammer has a range increment of 20 feet and will automatically return to the hand of the character after the attack. Hurling counts as a normal attack action (not full) but only one attack (i.e. the throw itself) can be made during the round in which the warhammer is hurled. Attacks of opportunity can not be made after the hurled attack has been made because the weapon is in flight. Dwarven Blessing: The character receives a +3 circumstance bonus to any fortitude saves required for effects relating to stone or earth (e.g. surviving a stone to flesh spell). Imbue Hammer: Once per day the character can imbue his warhammer with his deity's blessing. This effect lasts for a number of rounds equal to the Hammer's class level (not his total character level) and provides a +1 enhancement bonus to the weapon. The enhancement does allow the character to hit creatures only hit by magical weapons (indeed for the duration of effect the weapon is magical). This effect stacks with the bonus of a warhammer that already has a magical bonus. If the weapon was a masterwork weapon then it still has a +1 bonus but is now magical. Regardless of the weapon's existing magical bonus the total bonus can never exceed +5. Whirling Hammer Shield: The character can whirl his warhammer around his hand spinning it in a ferociously fast circle (using a leather thong attached to the handle of the weapon). He receives the equivalent of half cover (+4 AC, +2 reflex saves) while the whirling hammer shield is maintained. The character can move at half his normal movement rate while maintaining the whirling hammer shield, which can be maintained for the number of rounds equal to twice his Con bonus (e.g. Con 14 = 4 rounds). Once started it can be stopped at any time, though the ability is considered "used". Hammer's Tremor: Once per day the character can slam his warhammer into the ground and call upon his patron's power. The ground in a 50 foot radius will shake violently causing all two legged beings of Large size or smaller to make a Balance Skill check against DC 15 or fall over prone for one round (it can not discriminate between friend or foe - but "Hammers" and clerics of the same deity are unaffected). Fighter Feat: Choose any one fighter feat listed in the PHB p37. Giant Killer: Whenever in combat against giants or giant kind the character receives double his normal threat range for his warhammer. This effect stacks with the improved critical feat and any other similar effect. Forged Weapon Immunity:
The character can make himself relatively invulnerable to forged
weapons using the damage reduction indicated against any forged weapon used
against him. This effect can be used once per day and lasts for three rounds. A
forged weapon usually means any bladed weapon (sword, dagger, scimitar, axe,
falchion, spear).
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