Dwarf Cleric of Moradin

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?
 

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Arrgh! Mark! suggested a good idea for an ability too, so I may replace a level 9 spell with something too, (or a level 1 spell) and move everything back or up as approiate. It was +4 on craft rolls (metal stuff does not stack with dwarf racial bonuses) and 1/2 cost to create magic arms and armour (actually I refined his ability a bit, but that was the general idea anyway)
 

Umm, why not just take the Hammer of Moradin prestige class from Player's Guide to Faerun rather than grab all the abilities from that class and tack it onto the Cleric (excepting Hammer Specialist)?

I understand that the Hammer of Moradin has no caster level progression...but taking all the best abilities (there's no question these are better than the drow/goblin/giant bashing and hammer throwing abilities) and giving them to the Cleric, even if you take away some spell slots, is going to make an overpowered character in my opinion.
 


Well Enofrcer that is exactly the kind of feedback I am looking for. I honestly don't think that the class would be overpowered, but I appriciate your opinion. The class is not for me so i was looking at the abilities to use as racial substitution levels (much like the ones in the Planar Handbook.) That is why I am trading stuff away from the cleric and giving him other stuff. Also in the latest revision He gains aura of courage at level 1, loses a level 1 spell slot as well (so he loses a spell slot from levels 1-8) and at 5th level he gains +4 to craft rolls (metal only doesn't stack with dwarf racial bonus) and 1/2 exp cost for making items with the craft magic arms and armour feat. So that at least is only useful if you have taken that feat (or if you craft a lot) and clerics (esp. dwarf clerics) don't get a lot of feats.

Another thing to think about is this: Are any of these abilities really BETTER than a spell of the given level? Hammer specialist is about bulls str right (plus a feat) but you can never cast a diferant spell, you are locked into that +2 damage. At 4th level you are again only gaining a little melee damage. You are giving up freedom of movement, summon monster IV, Dimensional anchor, cure critical, etc. (once per day) to do a little more melee damage. Quake doesn't even compare to a 5th level spell. Starwalt is more or less shield of faith (base save should be higher) but it is about a level 2 divine spell equivilant that you are giving up a level 6 spell for. Thunder strike is a conditional damage bonus again and compaire it to any level 7 spell (ie distruction, holy word, Etheral Jaunt, etc.)

I just don't think the class abilities are any better than the spells you are loosing.
 

Enforcer said:
Umm, why not just take the Hammer of Moradin prestige class from Player's Guide to Faerun rather than grab all the abilities from that class and tack it onto the Cleric (excepting Hammer Specialist)?

I understand that the Hammer of Moradin has no caster level progression...but taking all the best abilities (there's no question these are better than the drow/goblin/giant bashing and hammer throwing abilities) and giving them to the Cleric, even if you take away some spell slots, is going to make an overpowered character in my opinion.

Yeah, reading this I was like "this looks like hammer of moradin."
i agree, just take hammer of moradin, hack out seomthing you dont like, and slap in +1 level in divine spellcasting or whatnot.
 

Darthkilmor that is another solution to the problem, I agree. I was just thinking that making the entire thing racial substitution levels might be a better idea. In the end the result is pretty much the same thing, just a diferant way to get there.

Also if anyone has any ability to trade for level 9 spells I would like ideas.
 

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