Navarp
First Post
OK I was thinking that rather than making a prestige class for a cleric of Moradin I would instead use the racial substitution idea and caring it out to the extreme. The cleric of Moradin racial substitution levels are level 1, 3, 5, etc to level 15. At each of these levels the cleric looses 1 spell from the highest level he can cast. So his spells at that level are 0+1. 1st level is the exception to this where the cleric gives up turn undead. So at the end the cleric can cast 1 fewer spell of level 2-8. For this sacrifice the cleric gains a d10 hit die at the odd levels, loses 2 skill points per level at the odd levels, and gains a class ablility. At level 1 the cleric of Moradin gains DR 1/- and this DR improves by 1 every 3 levels. 2 at level 4, 3 at level 7, etc. The other class abilities are as follows. (all save 1 are taken from the Hammer of Moradin class.)
Hammer Specialist (Ex): At 3rd level, the Cleric of Moradin gains martial weapon proficiency Warhammer, and does +2 points of damage when wielding a Warhammer.
Aura of Courage (Su): Beginning at 5th level, the Cleric of Moradin gains an aura of courage that functions exactly like the paladin ability of the same name.
Powerful Grip (Ex): At 7th level, the Cleric of Moradin gains a bonus equal to one-half his Strength bonus (rounded down) on damage rolls when wielding a warhammer in melee. Thus, his bonus on damage rolls with this weapon equals 1.5 times his Strength bonus when he wields it in one hand and twice his Strength bonus when he wields it in two hands.
Quake (Su): By striking his warhammer violently against the ground (a standard action), a 9th-level or higher Cleric of Moradin creates a shock wave that violently shakes the earth in front of him. Each creature touching the ground in a 60-foot cone from the point of impact must make a successful Reflex save (DC 10 + ½ Cleric level + Str bonus) or be knocked prone.
Stalwart (Su): Clerics 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 11th level, the Cleric of Moradin may add his base Will save modifier to his AC once per day as a free action. This benefit lasts for 1 round per Cleric level.
Thunder Strike (Ex): When the Cleric of Moradin reaches 13th level, his 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 his warhammer, the Cleric of Moradin gains a bonus on melee damage rolls equal to his foe's armor bonus (not including shield bonus or enhancement bonus). Thus, a Cleric of Moradin striking a creature wearing a breastplate gains a +5 bonus on his damage roll.
Bones of the Earth (Sp): When the Cleric of Moradin reaches 15th level, he gains a powerful blessing from Moradin himself. This benefit functions exactly like the shadow walk spell (caster level equals Cleric of Moradin's divine caster level), except that rather than traveling along the edge of the Shadow Plane, 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.
What do you all think?
Hammer Specialist (Ex): At 3rd level, the Cleric of Moradin gains martial weapon proficiency Warhammer, and does +2 points of damage when wielding a Warhammer.
Aura of Courage (Su): Beginning at 5th level, the Cleric of Moradin gains an aura of courage that functions exactly like the paladin ability of the same name.
Powerful Grip (Ex): At 7th level, the Cleric of Moradin gains a bonus equal to one-half his Strength bonus (rounded down) on damage rolls when wielding a warhammer in melee. Thus, his bonus on damage rolls with this weapon equals 1.5 times his Strength bonus when he wields it in one hand and twice his Strength bonus when he wields it in two hands.
Quake (Su): By striking his warhammer violently against the ground (a standard action), a 9th-level or higher Cleric of Moradin creates a shock wave that violently shakes the earth in front of him. Each creature touching the ground in a 60-foot cone from the point of impact must make a successful Reflex save (DC 10 + ½ Cleric level + Str bonus) or be knocked prone.
Stalwart (Su): Clerics 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 11th level, the Cleric of Moradin may add his base Will save modifier to his AC once per day as a free action. This benefit lasts for 1 round per Cleric level.
Thunder Strike (Ex): When the Cleric of Moradin reaches 13th level, his 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 his warhammer, the Cleric of Moradin gains a bonus on melee damage rolls equal to his foe's armor bonus (not including shield bonus or enhancement bonus). Thus, a Cleric of Moradin striking a creature wearing a breastplate gains a +5 bonus on his damage roll.
Bones of the Earth (Sp): When the Cleric of Moradin reaches 15th level, he gains a powerful blessing from Moradin himself. This benefit functions exactly like the shadow walk spell (caster level equals Cleric of Moradin's divine caster level), except that rather than traveling along the edge of the Shadow Plane, 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.
What do you all think?