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Dog Moon's Creatures [Updated 10-05-13]
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<blockquote data-quote="Dog Moon" data-source="post: 3313103" data-attributes="member: 23023"><p><strong>Riliyana of the Hammers of Moradin</strong></p><p></p><p>Okay, this was a character I made who was going to be a Cleric Fighter. Around the same time, I was looking through the Player's Guide to Faerun and decided I liked the Hammer of Moradin. However, I'm not a big fan of Dwarves, but then I found the PrC Stoneblessed in Races of Stone which basically turns the character into a 'Dwarf-friend'. Unfortunately, my character was Chaotic Good, not fitting for the PrC, as well as being a Human.</p><p></p><p>So, with a few modifications to my history and working in-game to have my character shift personality and alignment, my character became a Hammer of Moradin. It was enjoyable to play this character and the DM liked putting in the occasional Dwarf because the way he played them and the way I played Riliyana, I was more devout to Moradin than like 90% of this followers.</p><p></p><p>Riliyana has a feat called Extend Goblinkiller. Basically, this is treated like Extend Rage, essentially adding 5 rounds to this ability since my character technically didn't have a single round and we didn't want it to be a useless ability.</p><p></p><p></p><p><span style="color: DeepSkyBlue">Riliyana</span></p><p><span style="color: DeepSkyBlue">Human Cleric 3/Fighter 3/Stoneblessed 3/Hammer of Moradin 5</span></p><p><span style="color: DeepSkyBlue">Size/Type:</span> Medium Humanoid</p><p><span style="color: DeepSkyBlue">Hit Dice: </span> 6d8+8d10+42 (140 hp)</p><p><span style="color: DeepSkyBlue">Initiative:</span> +0</p><p><span style="color: DeepSkyBlue">Speed:</span> 20 ft</p><p><span style="color: DeepSkyBlue">Armor Class:</span> 24 (+10 full plate, +4 shield), touch 10, flat-footed 24</p><p></p><p><span style="color: DeepSkyBlue">Base Attack/Grapple:</span> +12/+16</p><p><span style="color: DeepSkyBlue">Attack:</span> Warhammer +20 melee (1d8+7 [19-20/x3])</p><p><span style="color: DeepSkyBlue">Full Attack:</span> Warhammer +20/+15 melee (1d8+7 [19-20/x3])</p><p><span style="color: DeepSkyBlue">Space/Reach:</span> 5 ft./5 ft.</p><p><span style="color: DeepSkyBlue">Special Attacks:</span> Drowbasher, Far Shot, Goblin Killer, Power Strike 2/day, Quake</p><p><span style="color: DeepSkyBlue">Special Qualities:</span> Aura of Courage, DR 2/-, Hammer Throw, Powerful Grip, Stonecunning</p><p><span style="color: DeepSkyBlue">Saves:</span> Fort +17, Ref +4, Will +11</p><p><span style="color: DeepSkyBlue">Abilities:</span> Str 19, Dex 10, Con 16, Int 12, Wis 12, Cha 8</p><p></p><p><span style="color: DeepSkyBlue">Skills:</span> Appraise +4, Concentration +9, Craft (Stoneworking) +10, Craft (Weaponsmithing) +21, Intimidate +2, Search +8, Spellcraft +9</p><p></p><p><span style="color: DeepSkyBlue">Feats:</span> Brutal Throw, Extend Goblinkiller, Great Fortitude (Bonus), Improved Bull Rush, Improved Critical (Warhammer), Iron Will, Power Attack, Practiced Spellcaster, Skill Focus (Craft Weaponsmithing; Bonus), Weapon Focus (Warhammer)</p><p></p><p><span style="color: DeepSkyBlue">Challenge Rating:</span> 14</p><p><span style="color: DeepSkyBlue">Treasure:</span> Dwarvencraft Adamantine Warhammer +3 holy, Dwarvencraft Full Plate +2, Dwarvencraft Heavy Steel Shield +2, Cloak of Resistance +1</p><p><span style="color: DeepSkyBlue">Alignment:</span> LG</p><p></p><p><span style="color: DeepSkyBlue">Hammer Throw (Ex):</span> A hammer of Moradin may use his warhammer as a thrown weapon with a range increment of 20 feet. He takes no additional penalties for using the weapon in this fashion.</p><p></p><p><span style="color: DeepSkyBlue">Goblinkiller (Su):</span> 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.</p><p></p><p><span style="color: DeepSkyBlue">Hammer Return (Su):</span> When the hammer of Moradin reaches 2nd level, any warhammer he throws gains the returning special ability. A returning warhammer flies through the air back to the hammer of Moradin, returning just before his 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 he has moved since throwing it, the warhammer drops to the ground in the square from which it was thrown.</p><p></p><p><span style="color: DeepSkyBlue">Powerful Grip (Ex):</span> At 3rd level, the hammer 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 1-1/2 times his Strength bonus when he wields it in one hand and twice his Strength bonus when he wields it in two hands.</p><p></p><p><span style="color: DeepSkyBlue">Far Shot (Ex):</span> At 4th level, the hammer of Moradin gains the benefit of the Far Shot feat when throwing his warhammer. This benefit increases the range increment for his thrown hammer to 30 feet.</p><p></p><p><span style="color: DeepSkyBlue">Quake (Su):</span> By striking his 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 him. 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 Str modifier) or be knocked prone.</p><p></p><p><span style="color: DeepSkyBlue">Drowbasher (Su):</span> When a 5th-level or higher hammer of Moradin uses the goblinkiller ability to imbue his 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.</p><p></p><p><span style="color: DeepSkyBlue">Power Strike (Su):</span> At 5th level, the hammer of Moradin can strike his foe so hard that his blow leaves the opponent dazed. To use this ability, the hammer of Moradin makes a normal attack roll. (The player must declare that he is using this power before making the attack roll; thus, a miss ruins the attempt.) The attack deals normal damage if successful. In addition, any foe damaged by this attack must make a successful Fortitude saving throw (DC 10 + hammer of Moradin level + hammer of Moradin’s Str modifier) or be dazed for 1 round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be dazed.</p><p></p><p>Spells: 3+1/1+1 Domains: Craft, Dwarf</p><p>1st- Bless, Comprehend Languages, Shield of Faith D: Animate Rope</p><p>2nd- Resist Energy D: Bear's Endurance</p><p></p><p><span style="color: DeepSkyBlue">Appearance</span></p><p>Riliyana is a seasoned warrior, her body muscular and covered with scars of numerous battles. Each tells a tale she knows by heart. Her hair is dark brown and tied into a warrior's knot behind her head. Her eyes speak of a hardness gleaned only from so much killing, yet there's a softness that speaks of the goodness in her heart.</p><p></p><p><span style="color: DeepSkyBlue">History</span></p><p>Born in the northern regions of Faerun, she was found by a Dwarven scouting party lead by a Cleric of Moradin at the age of 3 after an attack by Giants on her village. She doesn't know anything about the village or her parents, though to her, the Dwarves have always been considered her family. An oddity, she learned the ways of the Dwarves and accepted their practices with great. Riliyana always felt touched by the Dwarven Deity Moradin over those of the Human Pantheon and she has taken this belief to a level unheard of by any but devout Dwarves. His teachings are her teachings.</p><p></p><p>Riliyana grew up fighting alongside the Dwarves against their enemies, the Goblinoids, Drow, and Giants and hates them just as much as if she was a Dwarf. By those in her clan, she is no longer Human, though the lack of beard on her is mentioned in jest. She is a Dwarf to them and in her mind she is as much a Dwarf as any real Dwarf. To hear otherwise would surprise her, though a part of her knows deep down that those words are the truth, but only in physical appearance.</p><p></p><p>She gained became a well-seasoned warrior in the Dwarven Ranks and when offered membership into the privaleged Hammers of Moradin, she could not deny them. Feeling honored, she accepted and now fights for their cause.</p></blockquote><p></p>
[QUOTE="Dog Moon, post: 3313103, member: 23023"] [b]Riliyana of the Hammers of Moradin[/b] Okay, this was a character I made who was going to be a Cleric Fighter. Around the same time, I was looking through the Player's Guide to Faerun and decided I liked the Hammer of Moradin. However, I'm not a big fan of Dwarves, but then I found the PrC Stoneblessed in Races of Stone which basically turns the character into a 'Dwarf-friend'. Unfortunately, my character was Chaotic Good, not fitting for the PrC, as well as being a Human. So, with a few modifications to my history and working in-game to have my character shift personality and alignment, my character became a Hammer of Moradin. It was enjoyable to play this character and the DM liked putting in the occasional Dwarf because the way he played them and the way I played Riliyana, I was more devout to Moradin than like 90% of this followers. Riliyana has a feat called Extend Goblinkiller. Basically, this is treated like Extend Rage, essentially adding 5 rounds to this ability since my character technically didn't have a single round and we didn't want it to be a useless ability. [Color=DeepSkyBlue]Riliyana Human Cleric 3/Fighter 3/Stoneblessed 3/Hammer of Moradin 5 Size/Type:[/Color] Medium Humanoid [Color=DeepSkyBlue]Hit Dice: [/Color] 6d8+8d10+42 (140 hp) [Color=DeepSkyBlue]Initiative:[/Color] +0 [Color=DeepSkyBlue]Speed:[/Color] 20 ft [Color=DeepSkyBlue]Armor Class:[/Color] 24 (+10 full plate, +4 shield), touch 10, flat-footed 24 [Color=DeepSkyBlue]Base Attack/Grapple:[/Color] +12/+16 [Color=DeepSkyBlue]Attack:[/Color] Warhammer +20 melee (1d8+7 [19-20/x3]) [Color=DeepSkyBlue]Full Attack:[/Color] Warhammer +20/+15 melee (1d8+7 [19-20/x3]) [Color=DeepSkyBlue]Space/Reach:[/Color] 5 ft./5 ft. [Color=DeepSkyBlue]Special Attacks:[/Color] Drowbasher, Far Shot, Goblin Killer, Power Strike 2/day, Quake [Color=DeepSkyBlue]Special Qualities:[/Color] Aura of Courage, DR 2/-, Hammer Throw, Powerful Grip, Stonecunning [Color=DeepSkyBlue]Saves:[/Color] Fort +17, Ref +4, Will +11 [Color=DeepSkyBlue]Abilities:[/Color] Str 19, Dex 10, Con 16, Int 12, Wis 12, Cha 8 [Color=DeepSkyBlue]Skills:[/Color] Appraise +4, Concentration +9, Craft (Stoneworking) +10, Craft (Weaponsmithing) +21, Intimidate +2, Search +8, Spellcraft +9 [Color=DeepSkyBlue]Feats:[/Color] Brutal Throw, Extend Goblinkiller, Great Fortitude (Bonus), Improved Bull Rush, Improved Critical (Warhammer), Iron Will, Power Attack, Practiced Spellcaster, Skill Focus (Craft Weaponsmithing; Bonus), Weapon Focus (Warhammer) [Color=DeepSkyBlue]Challenge Rating:[/Color] 14 [Color=DeepSkyBlue]Treasure:[/Color] Dwarvencraft Adamantine Warhammer +3 holy, Dwarvencraft Full Plate +2, Dwarvencraft Heavy Steel Shield +2, Cloak of Resistance +1 [Color=DeepSkyBlue]Alignment:[/Color] LG [Color=DeepSkyBlue]Hammer Throw (Ex):[/Color] A hammer of Moradin may use his warhammer as a thrown weapon with a range increment of 20 feet. He takes no additional penalties for using the weapon in this fashion. [Color=DeepSkyBlue]Goblinkiller (Su):[/Color] 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. [Color=DeepSkyBlue]Hammer Return (Su):[/Color] When the hammer of Moradin reaches 2nd level, any warhammer he throws gains the returning special ability. A returning warhammer flies through the air back to the hammer of Moradin, returning just before his 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 he has moved since throwing it, the warhammer drops to the ground in the square from which it was thrown. [Color=DeepSkyBlue]Powerful Grip (Ex):[/Color] At 3rd level, the hammer 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 1-1/2 times his Strength bonus when he wields it in one hand and twice his Strength bonus when he wields it in two hands. [Color=DeepSkyBlue]Far Shot (Ex):[/Color] At 4th level, the hammer of Moradin gains the benefit of the Far Shot feat when throwing his warhammer. This benefit increases the range increment for his thrown hammer to 30 feet. [Color=DeepSkyBlue]Quake (Su):[/Color] By striking his 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 him. 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 Str modifier) or be knocked prone. [Color=DeepSkyBlue]Drowbasher (Su):[/Color] When a 5th-level or higher hammer of Moradin uses the goblinkiller ability to imbue his 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. [Color=DeepSkyBlue]Power Strike (Su):[/Color] At 5th level, the hammer of Moradin can strike his foe so hard that his blow leaves the opponent dazed. To use this ability, the hammer of Moradin makes a normal attack roll. (The player must declare that he is using this power before making the attack roll; thus, a miss ruins the attempt.) The attack deals normal damage if successful. In addition, any foe damaged by this attack must make a successful Fortitude saving throw (DC 10 + hammer of Moradin level + hammer of Moradin’s Str modifier) or be dazed for 1 round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be dazed. Spells: 3+1/1+1 Domains: Craft, Dwarf 1st- Bless, Comprehend Languages, Shield of Faith D: Animate Rope 2nd- Resist Energy D: Bear's Endurance [Color=DeepSkyBlue]Appearance[/Color] Riliyana is a seasoned warrior, her body muscular and covered with scars of numerous battles. Each tells a tale she knows by heart. Her hair is dark brown and tied into a warrior's knot behind her head. Her eyes speak of a hardness gleaned only from so much killing, yet there's a softness that speaks of the goodness in her heart. [Color=DeepSkyBlue]History[/Color] Born in the northern regions of Faerun, she was found by a Dwarven scouting party lead by a Cleric of Moradin at the age of 3 after an attack by Giants on her village. She doesn't know anything about the village or her parents, though to her, the Dwarves have always been considered her family. An oddity, she learned the ways of the Dwarves and accepted their practices with great. Riliyana always felt touched by the Dwarven Deity Moradin over those of the Human Pantheon and she has taken this belief to a level unheard of by any but devout Dwarves. His teachings are her teachings. Riliyana grew up fighting alongside the Dwarves against their enemies, the Goblinoids, Drow, and Giants and hates them just as much as if she was a Dwarf. By those in her clan, she is no longer Human, though the lack of beard on her is mentioned in jest. She is a Dwarf to them and in her mind she is as much a Dwarf as any real Dwarf. To hear otherwise would surprise her, though a part of her knows deep down that those words are the truth, but only in physical appearance. She gained became a well-seasoned warrior in the Dwarven Ranks and when offered membership into the privaleged Hammers of Moradin, she could not deny them. Feeling honored, she accepted and now fights for their cause. [/QUOTE]
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