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Cast of Twisted Infinity
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<blockquote data-quote="Ferrix" data-source="post: 1742257" data-attributes="member: 6115"><p><strong>Glangim, The Lost King, Hammer of the All-Father</strong></p><p></p><p>Glangim, The Lost King, Hammer of the All-Father</p><p>Neutral Good Male Dwarf</p><p>Ranger 1/Barbarian 2/Fighter 2/Deepwarden<span style="font-size: 9px">2</span> 2/Pious Templar<span style="font-size: 9px">1</span> 3/Hammer of Moradin<span style="font-size: 9px">3</span> 10</p><p>Experience: 1 off of epic, whatever that is</p><p>Height: 4 feet, 5 inches</p><p>Weight: 210 lbs.</p><p>Hair: Dark brown</p><p>Eyes: Dark brown</p><p>Age: 100 years</p><p></p><p>Str: 22 (+6) [10 points, +6 belt]</p><p>Dex: 10 (+0) [2 points]</p><p>Con: 30 (+10) [13 points, +2 racial, +5 lvl, +6 amulet]</p><p>Int: 10 (+0) [2 points]</p><p>Wis: 16 (+3) [4 points, +2 inh, +2 helm]</p><p>Cha: 14 (+2) [4 points, -2 racial, +4 cloak]</p><p></p><p>Racial Abilities: Darkvision 60 ft, stonecunning, stability, +2 racial save bonus against poison, spells and spell-like effects, +1 racial attack bonus against orcs and goblins, +4 dodge bonus to AC against giants</p><p></p><p>Ranger Abilities: Favored Enemy (giants), Track, Wild Empathy</p><p></p><p>Barbarian Abilities: Fast Movement (+10 ft.), Rage 3/day (+4 Str & Con, -2 AC), Uncanny Dodge (retain AC)</p><p></p><p>Fighter Abilities: Fighter Bonus Feats</p><p></p><p>Deepwarden Abilities: Trap Sense +1, Stone Warden (Use Con rather than Dex to AC)</p><p></p><p>Pious Templar Abilities: Spellcasting, Mettle (Evasion for Fort & Will saves), Smite 1/day (+4 hit, +3 dmg), DR 1/-, Weapon Specialization</p><p></p><p>Hammer of Moradin Abilities: Aura of Courage (immune to fear, allies within 10 ft. gain +4 morale bonus vs. fear), Hammer Throw (warhammer gains 20 ft. range inc.), Goblin Killer (imbue hammer w/goblinbane), Hammer Return (warhammers gain returning property), DR 6/-, Powerful Grip (+1/2 str mod. to dmg w/warhammer), Far Shot (doubles range on warhammer), Quake (60 ft. cone, Reflex DC 26 or knocked prone), Drowbasher (imbue hammer w/drowbane), Power Strike 4/day (Fort DC 26 or dazed), Chaos Crusher (imbue hammer w/axiomatic), Stalwart 1/day (base Will to AC, 10 rnds), Giantslayer (imbue hammer w/giantbane), Thunder Strike (bonus to damage = foes armor bonus), Power Throw (thrown hammer, line attack 60? range), Bones of the Earth 1/day (as shadowwalk but through earth)</p><p></p><p>Hit Dice: 1d8+4d12+15d10+200 (con)</p><p>HP: 356 (+40 when raging)</p><p>AC: 46 (+3 Con, +17 Armor, +4 Shield, +2 Sacred, +4 Defl, +4 NA, +2 Insight) FF 46 Touch 21 (42)*</p><p>DR: 7/-</p><p>Init: +0 [+0 Dex]</p><p>Speed: 30ft</p><p>Armor Check Penalty: -5</p><p></p><p>*when psionically focused he adds his armor bonus to his touch AC (Deflective Armor feat)</p><p></p><p>Saves:</p><p>Fort +36 [+21 base, +10 Con, +5 cloak]</p><p>Refl +11 [+6 base, +0 Dex, +5 cloak]</p><p>Will +23 [+13 base, +3 Wis, +2 feat, +5 cloak]</p><p><em>Situational Modifiers:</em></p><p>When raging: +2 to Fortitude from increased Con and +2 morale bonus on Will saves</p><p>Against spells and spell-like effects: +2 to the related saving throw</p><p>Against poisons: +2 to the related saving throw (normally fortitude)</p><p>Mettle: On partial Fortitude or Will saves, if save is successful no effect</p><p></p><p>BAB//Grapple: +17 // +23</p><p>Attack:</p><p>Moradins Resolve +28/+23/+18/+13 melee (1d8+19, x3, bludgeoning)</p><p>Moradins Resolve +22/+17/+12/+7 ranged (1d8+19, x3, 40 ft., bludgeoning)</p><p></p><p>Skills (24+8+4+12+6+20):</p><p>Climb +11 [5 ranks, +6 str]</p><p>Heal +6 [4+1cc ranks, +3 wis]</p><p>Jump +11 [5 ranks, +6 str]</p><p>Knowledge (dungeoneering) +5 [4+1cc ranks, +0 int]</p><p>Survival +11 [5+1+4 ranks, +3 wis]</p><p>Knowledge (religion) +5 [2cc+2cc+1 ranks, +0 int]</p><p>Craft (weaponsmithing) +27 [5+5+13 ranks, +0 int, +5 comp] (+2 w/metal or stone)</p><p>Concentration +15 [5 ranks, +10 con]</p><p>Speak Language [2 ranks]</p><p></p><p>Feats: Endurance (1st level), Extra Rage<span style="font-size: 9px">7</span> (3rd level), Weapon Focus: Warhammer (fighter 1), Heavy Armor Optimization<span style="font-size: 9px">2</span> (fighter 2), True Believer<span style="font-size: 9px">1</span> (6th level), Iron Will (9th level), Weapon Specialization: Warhammer (pious templar 3), Wild Talent<span style="font-size: 9px">6</span> (12th level), Greater Heavy Armor Optimization<span style="font-size: 9px">2</span> (15th level), Deflective Armor<span style="font-size: 9px">2</span> (18th level)</p><p></p><p>Spells per Day (2/1) (Paladin spell list, DC 13+spell level)</p><p>Commonly Chosen Spell: Divine Sacrifice<span style="font-size: 9px">1</span>, Protection from Evil & Resist Energy</p><p></p><p>Languages: Common, Dwarven, Ugruu, Terran.</p><p></p><p>Equipment:</p><p>Bastion of Hope: This dwarvencraft mithril mechanus gear was discovered by Glangim in the lost dwarven city of Aengkir. Engraved with countless gears and runic symbols. Originally crafted by a gnome cleric and a dwarf smith almost ten thousand years ago, it provides its wearer with unsurpassed physical protection as well as protecting him from death magic and effects, energy drain and negative energy. It is also designed to transport itself onto the proper wearer when the correct command word is spoken, seeming to turn into a cloud of gears which reform around the wearer. (Dwarvencraft<span style="font-size: 9px">2</span> +5 Mithril Mechanus Gear<span style="font-size: 9px">4</span>, Soulfire<span style="font-size: 9px">5</span>, Called<span style="font-size: 9px">9</span> 110750gp)</p><p></p><p>Stone Bulwark: This dwarvencraft adamantine heavy shield was given to Glangim by the Hammers of Moradin for protecting the hold in time of dire need during an attack by Illithids. It is an inch thick of adamantine which provides unparalleled physical protection, it also seemingly maneuvering itself to intercept the most damaging of blows which would strike vital areas. Across the front of the shield is emblazoned the hammer and anvil that is Moradins holy symbol. (Dwarvencraft<span style="font-size: 9px">2</span> +2 Adamantine Heavy Shield, Heavy Fortification 52020gp)</p><p></p><p>Moradins Resolve: This dwarvencraft adamantine warhammer is darker than wrought-iron and is engraved with silver-blue runes which spiral across its surface. Its head is perfectly balanced and the blows it delivers are most potent. Glangim received this in honor of his return from the ancient city by the dwarven smiths of his collective people. (Dwarvencraft<span style="font-size: 9px">2</span> +4 Adamantine Warhammer, Collision<span style="font-size: 9px">6</span>, Sure Striking<span style="font-size: 9px">3</span>, Ghost Touch, 131012gp)</p><p></p><p>Heart of Moradin: This amulet was recovered from the den of a deep dragon which plagued the svirfneblin city of Spatzerclif. Glangim along with his stout dwarven companions purged the creature from the depths and Glangim claimed this simple looking amulet as his own. It is a simple disc of dark stone which is nearly indestructible engraved with the hammer and anvil of Moradin on one side with dethek runes of health and fortitude circling it?s smooth outer edge, embedded in the center on the opposite side is a soft red ruby which flickers with the iridescence of the forge. Heat waves seem to waft off of it and an almost inaudible sound of bellows heaving in and out can be heard when held close to the ear. It provides a +6 enhancement bonus to his Constitution score and encompasses Glangim in a continually fresh supply of oxygen allowing him to breathe in any environment as well as protecting him from noxious gases, inhaled poison and the like. (Adaptation & Health +6, 49500gp)</p><p></p><p>Guiding Bracers: A pair of mithril bracers etched with runes of insight, they seem to guide their wearers movements to anticipate their opponents movements and better avoid and deflect their attacks. Additionally, they were blessed by Moradin himself granting some of his sacred protection to the wearer. (bracers, +2 sacred bonus to AC, +2 insight bonus to AC, 25000gp)</p><p></p><p>Touch of the Hearth: These are mithril chain gauntlets are covered on the backside with adamantine plates etched with a hearth, it?s flames reaching up the fingers. Originally thought to have been in the possession of a cleric or paladin, they were discovered in the depths of the ancient dwarven city of Aengkir. They allow the wearer to use the heal spell once per day as a standard action. (gauntlets, Heal 1/day (150hp), 32500gp)</p><p></p><p>Forgemantle: A gift from the All-Father himself to Glangim, this heavy cloak of some unknown black material turns into a mantle of glowing star-like embers and waves of reddish heat when activated. Once per week Glangim can activate a starmantle spell upon himself which lasts for 11 minutes. When activated any nonmagical weapon or missile which strikes Glangim while he wears the Forgemantle is transformed into a harmless burst of embers and heat, destroying it. Magical weapons and missiles are not destroyed by the cloak, but Glangim is allowed a Reflex save, DC 15, to take half damage from the attack. The Forgemantle also provides Glangim with greater resistance against other forms of attack, granting a +5 resistance bonus to his saves. Additionally, the mantle enhances Glangims presence providing a +4 enhancement bonus to his Charisma score. (Starmantle<span style="font-size: 9px">5</span> 1/week, Resistance +5, +4 Charisma, 60400gp)</p><p></p><p>Belt of Mountains: Discovered in the possession of a fire giant upon the surface, Glangim took this belt from the creature when his adventuring party defeated it. It is a thick belt of heavy leather with a stone buckle. The belt protects the wearer against the elements, allowing him to function in hot or cold climes unimpeded by natural weather, as per the endure elements spell. It also allows the wearer to grow in size up to three times per day for up to a minute at a time as per the enlarge spell. It additionally provides the wearer the strength and resilience of a mountain, granting a +6 enhancement bonus to his Strength score and a +4 enhancement bonus to natural armor. (Giant Strength +6, +4 natural armor, endure elements, enlarge 3/day, 63120gp)</p><p></p><p>Rising Stones: Glangim found these boots, a skeleton still mired in them, floating in the middle of a hallway in a duergar keep which had been abandoned for some time due to the threat of a deep dragon. They are made of heavy leather and reinforced with steel but are surprisingly light as a feather. Glangim can move on any solid surface by imagining <em>down</em> as any direction. He can carry another living being, and so long as he does not let go of the second character that characters gravity is the same as his. However, as soon as he releases the person normal gravity takes over. Technically, Glangim can fly by choosing a solid surface or direction as <em>down</em> and letting himself fall through the air in that direction. Glangim <em>flying</em> in this fashion moves at 60 feet per round. He can turn once per round thereafter by choosing a new <em>down</em> and falling in that direction. A falling character loses all <em>downward</em> momentum when he redefines his gravity. Additionally, these boots make it impossible for anyone to bullrush or trip Glangim, and so long as Glangim is carrying a medium sized melee weapon, he also counts as being set against a charge. This does not have to be a reach weapon. (Boots of Gravity<span style="font-size: 9px">4</span> + Steadfast<span style="font-size: 9px">8</span>, 59400gp)</p><p></p><p>Echoing Stones: This helm is made of adamantine, its faceplate is worked to resemble a stoic dwarven face and the entire helm is enameled to appear as if it was made out of smooth white marble veined with gold and silver. It was discovered in the ancient city of Aengkir by one of Glangim?s companions who gave it to him as a gift for his one hundredth birthday. The helm provides him with some of the wisdom of the earth as well as other powers, granting a +2 enhancement bonus to Wisdom. This helm conducts sound and other senses through an uncanny magic which allows Glangim to discern all which surrounds him within thirty feet making it incredibly hard to surprise him, this is in all effect identical to blindsight with a thirty foot radius. He may invoke the effects of a see invisibility spell for up to 30 minutes per day. (helm, +2 wisdom, continuous blindsight<span style="font-size: 9px">3</span> spell, see invisibility (30 min.), 35400gp)</p><p></p><p>Derricks Blessing: This ring is made for the fingers of a dwarf, crafted of polished white granite, it is flecked with purple. Probably made by Derrick, a cleric of Moradin, it was he who gave the ring to Glangim when he first left his home to travel to the city Great Spire. It protects Glangim, providing a +2 deflection bonus to his armor class, as well as sustaining his mind and body without food or water and little sleep. (Ring Protection +4 & Sustenance, 35750gp)</p><p></p><p>Tools of the Smith: This fine set of craftsmans tools were given to Glangim for his exceptional talent of craftsmanship for a dwarven waraxe delivered as a gift to the King of one of the dwarven cities. It provides a +5 competence bonus to his craft (weaponsmithing) skill. (+5 to craft (weaponsmithing), 2500gp)</p><p></p><p>Hewards Handy Haversack (2000gp)</p><p></p><p>Tome of Understanding +2 (55000gp) (used)</p><p>True Resurrection Component (25000gp)</p><p></p><p>8648gp</p><p></p><p><strong>Appearance:</strong></p><p></p><p><strong>Personality:</strong></p><p></p><p><strong>Background:</strong> Born to the last surviving member of an ancient clan in the forgotten reaches of the Underdark, his mother passed shortly after from malnutrition and exhaustion. Her time having long been past. Alone in the wilds, the newborn would have died quickly in the harsh darkness if not for a kindhearted contingent of deep gnomes who took pity upon the child. Upon returning to their city they quickly sought out a dwarf community and one gnome traveled the long journey with the child. After much hardship he arrived at the dwarven city, placing the newborn in the care of an orphanage he shrugged off the thanks for returning one of their own and returned to his people.</p><p></p><p>Raised in the orphanage, he was without name or clan, others called him Glanten, the lost child. As he grew, he felt apart from his kin, unable to participate in the many clan rites and rituals, but also greatly indebted to the sense of community they shared with him despite his clanless heritage. He received the common training that all young dwarves receive, at the forge, in the mines, in the militia. He found some relief in the scouting missions of the militia, feeling happy to be a part of his community and protecting it, but also able to get away from the reminders of his clanlessness. At the age of forty-two he was on a scouting mission into an unexplored section of caves which were rumored to possess rich veins of iron ore. It went well until an unexpected cave-in separated him from his scouting party. Unable to go back the way he had come, he pressed forward, hoping for the cave system to carry him back around. However it lead only deeper into the unknown. For two months Glanten, as he had then started referring to himself, lived alone in the depths of the Underdark. This isolation released within him the fury of the earth.</p><p></p><p>He was reputedly killed in the cave-in. The dwarves of his community had only just then completely uncovered the massive cave-in which had taken many of the lives of the scouting party. However they did not discover Glanten's body, and rumors of a dwarf living in the wilds to the east were suddenly taken very seriously. Sending out new scouting parties to find this lone dwarf, they happened upon Glanten as he was on the hunt. Glanten having had no contact with any dwarves or friendly humanoids since his departure from the cave-in rejoiced to be found by his community.</p><p></p><p>Returning to his community Glanten took up a post within the militia, focusing his training, he was soon approached to become a first line of defense for the community. A position as a deepwarden was offered to him, and he gladly took up the calling of his people. He became a defender on the outskirts of the community, his incredibly physical resilience tuned to his defense.</p><p></p><p>During one of his walkabouts in the Underdark he stumbled upon, actually fell through the ceiling of, an ancient temple. Knocked unconscious from the long fall, he awoke staring into up into tall arches of stone presiding over him. Apparently undisturbed for millennia, the temple rose around him and he dusted himself off from the fall. A gleaming forge of ancient stone flared into life before him illuminating beautiful but subtle carvings on the walls, and the holy symbol of the All-Father spread out beneath his feet. Approaching the forge in slow reverence, he reached out and laid his hand upon its stone. It was surprisingly cool to the touch yet the heat from the forge flushed his face and his head swam dizzily. Feeling waves of emotions, pride, rage, humility, love and more lap against the edge of his consciousness, his mind was flooded with images, stories, tales of the ancient dwarves, tales of an ancient clan which would bring his people as a whole together again, tales of an ancient dwarven city lost in the greatest depths which had once been the greatness of the dwarven people. All of these things crashed upon his mind and then the ringing of a great hammer upon the forge rang out, resounding through his soul. He felt something greater tugging at his heart, something which he must leave his home to do.</p><p></p><p>Returning to his community he took counsel with Derrick, one of the elder clerics of Moradin who had helped raise him in the orphanage. Derrick heard him out, finding the story grow deeper as Glanten recounted the images and tales he had been awash in. They rang true as some of the most ancient and forgotten legends. Sliding a ring of thick polished granite off of one his fingers, Derrick placed it in Glanten's hand and bade him farewell, telling him that he would take care of any arrangements that would need to be made on his departure.</p><p></p><p>Glanten took only as much as he needed, finding that the ring he had been given let him go without food or water. He headed to the surface to a city called Great Spire, where Derrick had told him of a massive library headed by a great sage who would be able to help him in his search for the ancient city of the dwarves. Along his travel to Great Spire he soon found himself with a group of adventurers who all had their own reasons for seeking out the great sage. Over the next fifteen years Glanten traveled with this company of adventurers, they carried each other through thick and thin, however many of them were of the younger races, humans and halflings, many of them grew older while Glanten remained in the prime of his youth. Glanten gained more and more knowledge of the lost city but had never been able to discover more than dead ends in his many years on the surface.</p><p></p><p>When Glanten neared his fifty-seventh year the adventuring company disbanded, many of the members settling down. Glanten set off once again for his homeland, this time bringing with him the knowledge of his travels. Upon his return they welcomed him back whole-heartedly, hearing his stories echo through the meadhalls to the thrum of skalds. However, he still felt that in the halls that he once called home, that something was missing. He sought out Derrick once again, this time he was advised to seek out the company of the Hammers of Moradin for purpose. Taking up his warhammer and his shield once again, he set off for their training halls and petitioned for entrance. Seeing his devotion to the All-Father, they accepted him. For two years he trained devotedly within their halls and became a full-fledged member.</p><p></p><p>A number of years passed where Glanten remained within their halls, sifting through the religious records to help bring to light more of the forgotten city which always rested at the edge of his thoughts. However the halls confined him, in an eruption still recounted amongst the Hammers of Moradin today, he threw down his mug during one of the great feasts, roaring with impatience, verging upon impiety in some eyes. He had seen enough of those graying halls and beards, the Hammers activities stretching no farther than watching the borders of their people and defending against intrusions by drow or other creatures of the deep, their piety to their deity extending only so far as their current borders. Fed up, he left.</p><p></p><p>At his sixty-seventh year he had established a small adventuring company consisting of those wishing to make some mark upon the world. He traveled for another year where he happened upon a young halfling wizard named Malto. This halfling spoke of rumors of illithids brewing some dark conquest in the deep, they had found an ancient city and strove to delve into its depths but needed dwarven blood for their work. Horrified and at the same time fascinated at the mention of an ancient city, Glanten with his adventuring company set off for the halls of the Hammers of Moradin. He was convinced he could rally the dwarves behind him and lead at least a portion of them to this ancient city.</p><p></p><p>As they made their way within the depths, they came upon signs of Illithids moving in the tunnels close to the halls. With a cold certainty that few but dwarves and elves realizing the approaching death of their closest kin can muster, Glanten pushed his adventuring company into action. They came upon the halls as waves of thralls thrashed through the tunnels and illithids turned their devastating mental blasts upon dwarves. No time was spare, Glanten and companions turned loose their greatest efforts. Glanten was separated from his companions, from his kin during the ensuing battle, he could not remember how many had fallen to his hammer or how many times he had turned aside a blow that would have ended his life. Tales have been spread, none know if they are true or not, even Glanten could not say for certain, that he confronted four illithid generals at once. Surprised by the presence of such an enraged dwarf in their rear ranks, but unconvinced of any threat, they assaulted him with mental blasts hoping to subdue him. His rage burned ever brighter, hurling himself at the creatures, what remained left little evidence to their ever having been these generals but the effects of his separation from his companions left his mind touched and sowed chaos amongst the thralls and other illithids. They were routed from the tunnels and halls.</p><p></p><p>His kin bestowed upon him a gift of an adamantine shield to turn away the deadliest of blows, and he was granted a place of honor amongst his kin. Telling them of his plans to seek the ancient city however did not meet such a good reception, although many whispered agreement or praise to his desires and actions his kin could not undertake the action themselves. Too damaged and worn by the recent ravages of the illithid they had to rebuild. Turning once again to his adventuring company, they set off into the unexplored depths.</p><p></p><p>**Unfinished section**</p><p>->Goes on his final quest to discover the dwarven city Aengkin (15-17) with an assortment of adventurers of different races and creeds.</p><p>->discovers the ancient dwarven city Aengkir, first home of his kin (lvl 18-19)</p><p>->Within the ancient city he comes upon an ancient forge, similar but greater than the one he had discovered in the past. He passes time there, falls into a restful sleep and then awakes to a great forge filled with dwarven workers as far as the eye could see, hammering, singing, and simply being stretched out before him. Awed, he barked a shout of joy and perhaps sadness that he had passed on happily to Moradin's realm.</p><p></p><p>The dwarves turned in unison towards to him chanting "The Lost King has returned, Bless the Hammer of the All-Father..." and on they chanted until at once they fell silent and they parted revealing a dwarf with a long beard that glistened like the mithril veins, clad in the armor of mountains, a great warhammer at his hip which had forged the world, and a fire in his heart which kep the world turning. He approached Glanten and whispered much into his ear, "...you are no longer the long child, the lost king returns..." He remembers only pieces now, "...and now the twain shall meet, but whether or not they will entwine and become as one remains to be seen...", the last being "...return to your kin Glangim, The Lost King..." (lvl 20)</p><p></p><p>He returned to his people with Ata, his other half at his side. A few years have passed and he has just turned one century old. Rumors are being spread that he may become the next High King, he isn't so keen on this idea himself but does not voice it to all but his closest of comrades. Perhaps in time he will warm to the idea.</p><p></p><p>1: Taken from Complete Divine</p><p>2: Taken from Races of Stone</p><p>3: Taken from Players Guide to Faerun</p><p>4: Taken from Planar Handbook</p><p>5: Taken from Book of Exalted Deeds</p><p>6: Taken from Expanded Psionics Handbook</p><p>7: Taken from Complete Warrior</p><p>8: Taken from Arms and Equipment</p><p>9: Taken from Defenders of the Faith</p><p></p><p><strong>Other Notes:</strong></p><p>Dwarvencraft Items Cost an additional 600gp for a weapon or 300gp for armor and shields. Increases hardness by 2, hit points by 10 and the items receive a +2 bonus to all saving throws.</p><p></p><p>Extra Rage provides 2 extra rages per day.</p><p></p><p>Heavy Armor Optimization and Greater Heavy Armor Optimization increase the armor bonus of worn heavy armor by 1 each, they stack on each other, and they reduce the armor check penalty first by 1, and then by another 2.</p><p></p><p>Wild Talent grants the character 2 power points and allows him to select psionic feats. It grants him no manifesting ability.</p><p></p><p>Deflective Armor is a psionic feat, when focused he adds his armor bonus (enhancement bonus included) to his touch armor class. It has heavy armor optimization as a pre-req.</p><p></p><p>True Believer allows the character to add a +3 bonus to one saving throw per day and qualifies him for using relics of his deity as well as for the pious templar PrC.</p><p></p><p>Divine Sacrifice when cast allows the character to sacrifice up to 10 hit points per round as a free action to deal +1d6 damage per two hit points, max +5d6, sacrificed on his next successful attack. It lasts for 1 round per caster level (for a total of 3 in Glangim's case). Thus if he uses it for 3 rounds, he could sacrifice up to 30 hit points, so long as he successfully hits each round, each of those hits dealing +5d6 additional damage. As normal bonus damage dice are not multiplied by a critical hit.</p></blockquote><p></p>
[QUOTE="Ferrix, post: 1742257, member: 6115"] [b]Glangim, The Lost King, Hammer of the All-Father[/b] Glangim, The Lost King, Hammer of the All-Father Neutral Good Male Dwarf Ranger 1/Barbarian 2/Fighter 2/Deepwarden[size=1]2[/size] 2/Pious Templar[size=1]1[/size] 3/Hammer of Moradin[size=1]3[/size] 10 Experience: 1 off of epic, whatever that is Height: 4 feet, 5 inches Weight: 210 lbs. Hair: Dark brown Eyes: Dark brown Age: 100 years Str: 22 (+6) [10 points, +6 belt] Dex: 10 (+0) [2 points] Con: 30 (+10) [13 points, +2 racial, +5 lvl, +6 amulet] Int: 10 (+0) [2 points] Wis: 16 (+3) [4 points, +2 inh, +2 helm] Cha: 14 (+2) [4 points, -2 racial, +4 cloak] Racial Abilities: Darkvision 60 ft, stonecunning, stability, +2 racial save bonus against poison, spells and spell-like effects, +1 racial attack bonus against orcs and goblins, +4 dodge bonus to AC against giants Ranger Abilities: Favored Enemy (giants), Track, Wild Empathy Barbarian Abilities: Fast Movement (+10 ft.), Rage 3/day (+4 Str & Con, -2 AC), Uncanny Dodge (retain AC) Fighter Abilities: Fighter Bonus Feats Deepwarden Abilities: Trap Sense +1, Stone Warden (Use Con rather than Dex to AC) Pious Templar Abilities: Spellcasting, Mettle (Evasion for Fort & Will saves), Smite 1/day (+4 hit, +3 dmg), DR 1/-, Weapon Specialization Hammer of Moradin Abilities: Aura of Courage (immune to fear, allies within 10 ft. gain +4 morale bonus vs. fear), Hammer Throw (warhammer gains 20 ft. range inc.), Goblin Killer (imbue hammer w/goblinbane), Hammer Return (warhammers gain returning property), DR 6/-, Powerful Grip (+1/2 str mod. to dmg w/warhammer), Far Shot (doubles range on warhammer), Quake (60 ft. cone, Reflex DC 26 or knocked prone), Drowbasher (imbue hammer w/drowbane), Power Strike 4/day (Fort DC 26 or dazed), Chaos Crusher (imbue hammer w/axiomatic), Stalwart 1/day (base Will to AC, 10 rnds), Giantslayer (imbue hammer w/giantbane), Thunder Strike (bonus to damage = foes armor bonus), Power Throw (thrown hammer, line attack 60? range), Bones of the Earth 1/day (as shadowwalk but through earth) Hit Dice: 1d8+4d12+15d10+200 (con) HP: 356 (+40 when raging) AC: 46 (+3 Con, +17 Armor, +4 Shield, +2 Sacred, +4 Defl, +4 NA, +2 Insight) FF 46 Touch 21 (42)* DR: 7/- Init: +0 [+0 Dex] Speed: 30ft Armor Check Penalty: -5 *when psionically focused he adds his armor bonus to his touch AC (Deflective Armor feat) Saves: Fort +36 [+21 base, +10 Con, +5 cloak] Refl +11 [+6 base, +0 Dex, +5 cloak] Will +23 [+13 base, +3 Wis, +2 feat, +5 cloak] [I]Situational Modifiers:[/I] When raging: +2 to Fortitude from increased Con and +2 morale bonus on Will saves Against spells and spell-like effects: +2 to the related saving throw Against poisons: +2 to the related saving throw (normally fortitude) Mettle: On partial Fortitude or Will saves, if save is successful no effect BAB//Grapple: +17 // +23 Attack: Moradins Resolve +28/+23/+18/+13 melee (1d8+19, x3, bludgeoning) Moradins Resolve +22/+17/+12/+7 ranged (1d8+19, x3, 40 ft., bludgeoning) Skills (24+8+4+12+6+20): Climb +11 [5 ranks, +6 str] Heal +6 [4+1cc ranks, +3 wis] Jump +11 [5 ranks, +6 str] Knowledge (dungeoneering) +5 [4+1cc ranks, +0 int] Survival +11 [5+1+4 ranks, +3 wis] Knowledge (religion) +5 [2cc+2cc+1 ranks, +0 int] Craft (weaponsmithing) +27 [5+5+13 ranks, +0 int, +5 comp] (+2 w/metal or stone) Concentration +15 [5 ranks, +10 con] Speak Language [2 ranks] Feats: Endurance (1st level), Extra Rage[size=1]7[/size] (3rd level), Weapon Focus: Warhammer (fighter 1), Heavy Armor Optimization[size=1]2[/size] (fighter 2), True Believer[size=1]1[/size] (6th level), Iron Will (9th level), Weapon Specialization: Warhammer (pious templar 3), Wild Talent[size=1]6[/size] (12th level), Greater Heavy Armor Optimization[size=1]2[/size] (15th level), Deflective Armor[size=1]2[/size] (18th level) Spells per Day (2/1) (Paladin spell list, DC 13+spell level) Commonly Chosen Spell: Divine Sacrifice[size=1]1[/size], Protection from Evil & Resist Energy Languages: Common, Dwarven, Ugruu, Terran. Equipment: Bastion of Hope: This dwarvencraft mithril mechanus gear was discovered by Glangim in the lost dwarven city of Aengkir. Engraved with countless gears and runic symbols. Originally crafted by a gnome cleric and a dwarf smith almost ten thousand years ago, it provides its wearer with unsurpassed physical protection as well as protecting him from death magic and effects, energy drain and negative energy. It is also designed to transport itself onto the proper wearer when the correct command word is spoken, seeming to turn into a cloud of gears which reform around the wearer. (Dwarvencraft[size=1]2[/size] +5 Mithril Mechanus Gear[size=1]4[/size], Soulfire[size=1]5[/size], Called[size=1]9[/size] 110750gp) Stone Bulwark: This dwarvencraft adamantine heavy shield was given to Glangim by the Hammers of Moradin for protecting the hold in time of dire need during an attack by Illithids. It is an inch thick of adamantine which provides unparalleled physical protection, it also seemingly maneuvering itself to intercept the most damaging of blows which would strike vital areas. Across the front of the shield is emblazoned the hammer and anvil that is Moradins holy symbol. (Dwarvencraft[size=1]2[/size] +2 Adamantine Heavy Shield, Heavy Fortification 52020gp) Moradins Resolve: This dwarvencraft adamantine warhammer is darker than wrought-iron and is engraved with silver-blue runes which spiral across its surface. Its head is perfectly balanced and the blows it delivers are most potent. Glangim received this in honor of his return from the ancient city by the dwarven smiths of his collective people. (Dwarvencraft[size=1]2[/size] +4 Adamantine Warhammer, Collision[size=1]6[/size], Sure Striking[size=1]3[/size], Ghost Touch, 131012gp) Heart of Moradin: This amulet was recovered from the den of a deep dragon which plagued the svirfneblin city of Spatzerclif. Glangim along with his stout dwarven companions purged the creature from the depths and Glangim claimed this simple looking amulet as his own. It is a simple disc of dark stone which is nearly indestructible engraved with the hammer and anvil of Moradin on one side with dethek runes of health and fortitude circling it?s smooth outer edge, embedded in the center on the opposite side is a soft red ruby which flickers with the iridescence of the forge. Heat waves seem to waft off of it and an almost inaudible sound of bellows heaving in and out can be heard when held close to the ear. It provides a +6 enhancement bonus to his Constitution score and encompasses Glangim in a continually fresh supply of oxygen allowing him to breathe in any environment as well as protecting him from noxious gases, inhaled poison and the like. (Adaptation & Health +6, 49500gp) Guiding Bracers: A pair of mithril bracers etched with runes of insight, they seem to guide their wearers movements to anticipate their opponents movements and better avoid and deflect their attacks. Additionally, they were blessed by Moradin himself granting some of his sacred protection to the wearer. (bracers, +2 sacred bonus to AC, +2 insight bonus to AC, 25000gp) Touch of the Hearth: These are mithril chain gauntlets are covered on the backside with adamantine plates etched with a hearth, it?s flames reaching up the fingers. Originally thought to have been in the possession of a cleric or paladin, they were discovered in the depths of the ancient dwarven city of Aengkir. They allow the wearer to use the heal spell once per day as a standard action. (gauntlets, Heal 1/day (150hp), 32500gp) Forgemantle: A gift from the All-Father himself to Glangim, this heavy cloak of some unknown black material turns into a mantle of glowing star-like embers and waves of reddish heat when activated. Once per week Glangim can activate a starmantle spell upon himself which lasts for 11 minutes. When activated any nonmagical weapon or missile which strikes Glangim while he wears the Forgemantle is transformed into a harmless burst of embers and heat, destroying it. Magical weapons and missiles are not destroyed by the cloak, but Glangim is allowed a Reflex save, DC 15, to take half damage from the attack. The Forgemantle also provides Glangim with greater resistance against other forms of attack, granting a +5 resistance bonus to his saves. Additionally, the mantle enhances Glangims presence providing a +4 enhancement bonus to his Charisma score. (Starmantle[size=1]5[/size] 1/week, Resistance +5, +4 Charisma, 60400gp) Belt of Mountains: Discovered in the possession of a fire giant upon the surface, Glangim took this belt from the creature when his adventuring party defeated it. It is a thick belt of heavy leather with a stone buckle. The belt protects the wearer against the elements, allowing him to function in hot or cold climes unimpeded by natural weather, as per the endure elements spell. It also allows the wearer to grow in size up to three times per day for up to a minute at a time as per the enlarge spell. It additionally provides the wearer the strength and resilience of a mountain, granting a +6 enhancement bonus to his Strength score and a +4 enhancement bonus to natural armor. (Giant Strength +6, +4 natural armor, endure elements, enlarge 3/day, 63120gp) Rising Stones: Glangim found these boots, a skeleton still mired in them, floating in the middle of a hallway in a duergar keep which had been abandoned for some time due to the threat of a deep dragon. They are made of heavy leather and reinforced with steel but are surprisingly light as a feather. Glangim can move on any solid surface by imagining [i]down[/i] as any direction. He can carry another living being, and so long as he does not let go of the second character that characters gravity is the same as his. However, as soon as he releases the person normal gravity takes over. Technically, Glangim can fly by choosing a solid surface or direction as [i]down[/i] and letting himself fall through the air in that direction. Glangim [i]flying[/i] in this fashion moves at 60 feet per round. He can turn once per round thereafter by choosing a new [i]down[/i] and falling in that direction. A falling character loses all [i]downward[/i] momentum when he redefines his gravity. Additionally, these boots make it impossible for anyone to bullrush or trip Glangim, and so long as Glangim is carrying a medium sized melee weapon, he also counts as being set against a charge. This does not have to be a reach weapon. (Boots of Gravity[size=1]4[/size] + Steadfast[size=1]8[/size], 59400gp) Echoing Stones: This helm is made of adamantine, its faceplate is worked to resemble a stoic dwarven face and the entire helm is enameled to appear as if it was made out of smooth white marble veined with gold and silver. It was discovered in the ancient city of Aengkir by one of Glangim?s companions who gave it to him as a gift for his one hundredth birthday. The helm provides him with some of the wisdom of the earth as well as other powers, granting a +2 enhancement bonus to Wisdom. This helm conducts sound and other senses through an uncanny magic which allows Glangim to discern all which surrounds him within thirty feet making it incredibly hard to surprise him, this is in all effect identical to blindsight with a thirty foot radius. He may invoke the effects of a see invisibility spell for up to 30 minutes per day. (helm, +2 wisdom, continuous blindsight[size=1]3[/size] spell, see invisibility (30 min.), 35400gp) Derricks Blessing: This ring is made for the fingers of a dwarf, crafted of polished white granite, it is flecked with purple. Probably made by Derrick, a cleric of Moradin, it was he who gave the ring to Glangim when he first left his home to travel to the city Great Spire. It protects Glangim, providing a +2 deflection bonus to his armor class, as well as sustaining his mind and body without food or water and little sleep. (Ring Protection +4 & Sustenance, 35750gp) Tools of the Smith: This fine set of craftsmans tools were given to Glangim for his exceptional talent of craftsmanship for a dwarven waraxe delivered as a gift to the King of one of the dwarven cities. It provides a +5 competence bonus to his craft (weaponsmithing) skill. (+5 to craft (weaponsmithing), 2500gp) Hewards Handy Haversack (2000gp) Tome of Understanding +2 (55000gp) (used) True Resurrection Component (25000gp) 8648gp [B]Appearance:[/B] [B]Personality:[/B] [B]Background:[/B] Born to the last surviving member of an ancient clan in the forgotten reaches of the Underdark, his mother passed shortly after from malnutrition and exhaustion. Her time having long been past. Alone in the wilds, the newborn would have died quickly in the harsh darkness if not for a kindhearted contingent of deep gnomes who took pity upon the child. Upon returning to their city they quickly sought out a dwarf community and one gnome traveled the long journey with the child. After much hardship he arrived at the dwarven city, placing the newborn in the care of an orphanage he shrugged off the thanks for returning one of their own and returned to his people. Raised in the orphanage, he was without name or clan, others called him Glanten, the lost child. As he grew, he felt apart from his kin, unable to participate in the many clan rites and rituals, but also greatly indebted to the sense of community they shared with him despite his clanless heritage. He received the common training that all young dwarves receive, at the forge, in the mines, in the militia. He found some relief in the scouting missions of the militia, feeling happy to be a part of his community and protecting it, but also able to get away from the reminders of his clanlessness. At the age of forty-two he was on a scouting mission into an unexplored section of caves which were rumored to possess rich veins of iron ore. It went well until an unexpected cave-in separated him from his scouting party. Unable to go back the way he had come, he pressed forward, hoping for the cave system to carry him back around. However it lead only deeper into the unknown. For two months Glanten, as he had then started referring to himself, lived alone in the depths of the Underdark. This isolation released within him the fury of the earth. He was reputedly killed in the cave-in. The dwarves of his community had only just then completely uncovered the massive cave-in which had taken many of the lives of the scouting party. However they did not discover Glanten's body, and rumors of a dwarf living in the wilds to the east were suddenly taken very seriously. Sending out new scouting parties to find this lone dwarf, they happened upon Glanten as he was on the hunt. Glanten having had no contact with any dwarves or friendly humanoids since his departure from the cave-in rejoiced to be found by his community. Returning to his community Glanten took up a post within the militia, focusing his training, he was soon approached to become a first line of defense for the community. A position as a deepwarden was offered to him, and he gladly took up the calling of his people. He became a defender on the outskirts of the community, his incredibly physical resilience tuned to his defense. During one of his walkabouts in the Underdark he stumbled upon, actually fell through the ceiling of, an ancient temple. Knocked unconscious from the long fall, he awoke staring into up into tall arches of stone presiding over him. Apparently undisturbed for millennia, the temple rose around him and he dusted himself off from the fall. A gleaming forge of ancient stone flared into life before him illuminating beautiful but subtle carvings on the walls, and the holy symbol of the All-Father spread out beneath his feet. Approaching the forge in slow reverence, he reached out and laid his hand upon its stone. It was surprisingly cool to the touch yet the heat from the forge flushed his face and his head swam dizzily. Feeling waves of emotions, pride, rage, humility, love and more lap against the edge of his consciousness, his mind was flooded with images, stories, tales of the ancient dwarves, tales of an ancient clan which would bring his people as a whole together again, tales of an ancient dwarven city lost in the greatest depths which had once been the greatness of the dwarven people. All of these things crashed upon his mind and then the ringing of a great hammer upon the forge rang out, resounding through his soul. He felt something greater tugging at his heart, something which he must leave his home to do. Returning to his community he took counsel with Derrick, one of the elder clerics of Moradin who had helped raise him in the orphanage. Derrick heard him out, finding the story grow deeper as Glanten recounted the images and tales he had been awash in. They rang true as some of the most ancient and forgotten legends. Sliding a ring of thick polished granite off of one his fingers, Derrick placed it in Glanten's hand and bade him farewell, telling him that he would take care of any arrangements that would need to be made on his departure. Glanten took only as much as he needed, finding that the ring he had been given let him go without food or water. He headed to the surface to a city called Great Spire, where Derrick had told him of a massive library headed by a great sage who would be able to help him in his search for the ancient city of the dwarves. Along his travel to Great Spire he soon found himself with a group of adventurers who all had their own reasons for seeking out the great sage. Over the next fifteen years Glanten traveled with this company of adventurers, they carried each other through thick and thin, however many of them were of the younger races, humans and halflings, many of them grew older while Glanten remained in the prime of his youth. Glanten gained more and more knowledge of the lost city but had never been able to discover more than dead ends in his many years on the surface. When Glanten neared his fifty-seventh year the adventuring company disbanded, many of the members settling down. Glanten set off once again for his homeland, this time bringing with him the knowledge of his travels. Upon his return they welcomed him back whole-heartedly, hearing his stories echo through the meadhalls to the thrum of skalds. However, he still felt that in the halls that he once called home, that something was missing. He sought out Derrick once again, this time he was advised to seek out the company of the Hammers of Moradin for purpose. Taking up his warhammer and his shield once again, he set off for their training halls and petitioned for entrance. Seeing his devotion to the All-Father, they accepted him. For two years he trained devotedly within their halls and became a full-fledged member. A number of years passed where Glanten remained within their halls, sifting through the religious records to help bring to light more of the forgotten city which always rested at the edge of his thoughts. However the halls confined him, in an eruption still recounted amongst the Hammers of Moradin today, he threw down his mug during one of the great feasts, roaring with impatience, verging upon impiety in some eyes. He had seen enough of those graying halls and beards, the Hammers activities stretching no farther than watching the borders of their people and defending against intrusions by drow or other creatures of the deep, their piety to their deity extending only so far as their current borders. Fed up, he left. At his sixty-seventh year he had established a small adventuring company consisting of those wishing to make some mark upon the world. He traveled for another year where he happened upon a young halfling wizard named Malto. This halfling spoke of rumors of illithids brewing some dark conquest in the deep, they had found an ancient city and strove to delve into its depths but needed dwarven blood for their work. Horrified and at the same time fascinated at the mention of an ancient city, Glanten with his adventuring company set off for the halls of the Hammers of Moradin. He was convinced he could rally the dwarves behind him and lead at least a portion of them to this ancient city. As they made their way within the depths, they came upon signs of Illithids moving in the tunnels close to the halls. With a cold certainty that few but dwarves and elves realizing the approaching death of their closest kin can muster, Glanten pushed his adventuring company into action. They came upon the halls as waves of thralls thrashed through the tunnels and illithids turned their devastating mental blasts upon dwarves. No time was spare, Glanten and companions turned loose their greatest efforts. Glanten was separated from his companions, from his kin during the ensuing battle, he could not remember how many had fallen to his hammer or how many times he had turned aside a blow that would have ended his life. Tales have been spread, none know if they are true or not, even Glanten could not say for certain, that he confronted four illithid generals at once. Surprised by the presence of such an enraged dwarf in their rear ranks, but unconvinced of any threat, they assaulted him with mental blasts hoping to subdue him. His rage burned ever brighter, hurling himself at the creatures, what remained left little evidence to their ever having been these generals but the effects of his separation from his companions left his mind touched and sowed chaos amongst the thralls and other illithids. They were routed from the tunnels and halls. His kin bestowed upon him a gift of an adamantine shield to turn away the deadliest of blows, and he was granted a place of honor amongst his kin. Telling them of his plans to seek the ancient city however did not meet such a good reception, although many whispered agreement or praise to his desires and actions his kin could not undertake the action themselves. Too damaged and worn by the recent ravages of the illithid they had to rebuild. Turning once again to his adventuring company, they set off into the unexplored depths. **Unfinished section** ->Goes on his final quest to discover the dwarven city Aengkin (15-17) with an assortment of adventurers of different races and creeds. ->discovers the ancient dwarven city Aengkir, first home of his kin (lvl 18-19) ->Within the ancient city he comes upon an ancient forge, similar but greater than the one he had discovered in the past. He passes time there, falls into a restful sleep and then awakes to a great forge filled with dwarven workers as far as the eye could see, hammering, singing, and simply being stretched out before him. Awed, he barked a shout of joy and perhaps sadness that he had passed on happily to Moradin's realm. The dwarves turned in unison towards to him chanting "The Lost King has returned, Bless the Hammer of the All-Father..." and on they chanted until at once they fell silent and they parted revealing a dwarf with a long beard that glistened like the mithril veins, clad in the armor of mountains, a great warhammer at his hip which had forged the world, and a fire in his heart which kep the world turning. He approached Glanten and whispered much into his ear, "...you are no longer the long child, the lost king returns..." He remembers only pieces now, "...and now the twain shall meet, but whether or not they will entwine and become as one remains to be seen...", the last being "...return to your kin Glangim, The Lost King..." (lvl 20) He returned to his people with Ata, his other half at his side. A few years have passed and he has just turned one century old. Rumors are being spread that he may become the next High King, he isn't so keen on this idea himself but does not voice it to all but his closest of comrades. Perhaps in time he will warm to the idea. 1: Taken from Complete Divine 2: Taken from Races of Stone 3: Taken from Players Guide to Faerun 4: Taken from Planar Handbook 5: Taken from Book of Exalted Deeds 6: Taken from Expanded Psionics Handbook 7: Taken from Complete Warrior 8: Taken from Arms and Equipment 9: Taken from Defenders of the Faith [b]Other Notes:[/b] Dwarvencraft Items Cost an additional 600gp for a weapon or 300gp for armor and shields. Increases hardness by 2, hit points by 10 and the items receive a +2 bonus to all saving throws. Extra Rage provides 2 extra rages per day. Heavy Armor Optimization and Greater Heavy Armor Optimization increase the armor bonus of worn heavy armor by 1 each, they stack on each other, and they reduce the armor check penalty first by 1, and then by another 2. Wild Talent grants the character 2 power points and allows him to select psionic feats. It grants him no manifesting ability. Deflective Armor is a psionic feat, when focused he adds his armor bonus (enhancement bonus included) to his touch armor class. It has heavy armor optimization as a pre-req. True Believer allows the character to add a +3 bonus to one saving throw per day and qualifies him for using relics of his deity as well as for the pious templar PrC. Divine Sacrifice when cast allows the character to sacrifice up to 10 hit points per round as a free action to deal +1d6 damage per two hit points, max +5d6, sacrificed on his next successful attack. It lasts for 1 round per caster level (for a total of 3 in Glangim's case). Thus if he uses it for 3 rounds, he could sacrifice up to 30 hit points, so long as he successfully hits each round, each of those hits dealing +5d6 additional damage. As normal bonus damage dice are not multiplied by a critical hit. [/QUOTE]
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