Sublime Way Hammer of Moradin [Archive] - Wizards Community

Post/Author/DateTimePost
Blade2718

12-01-07, 01:17 AM
Hello all, this is my first time on the PrC Board, though I'm fairly regular over on the Optimization board. I worked out a ToB-empowered Hammer of Moradin with PhoenixInferno (author of the Hammer of Moradin Handbook on the CO Board). PEACH politely, thanks.

Race: Dwarf.
Region: The Spine of the World.
Base Attack Bonus: +8.
Skills: Craft (weaponsmithing) 11 ranks.
Feats: Iron Will, Weapon Focus (warhammer).
Manuevers: one Devoted Spirit strike 2nd level or higher, one Devoted Spirit stance
Patron Deity: Moradin.
Special: The candidate must be a member of the hammers of Moradin.


Level BAB Fort Ref Will Man. Man. Stances Special
Known Readied Known
1 +1 +2 +0 +2 0 0 0 Aura of Courage, Hammer Throw
2 +2 +3 +0 +3 1 0 0 Goblinkiller, Hammer Return
3 +3 +3 +1 +3 0 0 0 Steely Resolve 5, Furious Counterstrike, Powerful Grip
4 +4 +4 +1 +4 1 0 0 Far Shot, Quake
5 +5 +4 +1 +4 0 1 0 Drowbasher, Power Strike
6 +6 +5 +2 +5 1 0 1 Steely Resolve 10
7 +7 +5 +2 +5 0 0 0 Chaoscrusher, Stalwart
8 +8 +6 +2 +6 1 0 0 Giantslayer, Thunder Strike
9 +9 +6 +3 +6 0 1 0 Steely Resolve 15, Power Throw
10 +10 +7 +3 +7 1 0 0 Bones of the Earth

Maneuvers – At each even numbered level, you gain one new maneuver known from the Devoted Spirit, Iron Heart, and Stone Dragon disciplines. You must meet a maneuver’s prerequisite to learn it. You add your full Hammer of Moradin levels to your initiator level to determine your total initiator level and your highest-level maneuvers known. At 5th and 9th level, you gain an additional maneuver readied per day.

Stances Known: At 1st and 6th level, you learn a new martial stance from the Devoted Spirit, Iron Heart, or Stone Dragon discipline. You must meet a stance’s prerequisite to learn it.

Aura of Courage (Su) - As the Paladin ability.

Goblinkiller (Su) – Whenever the Hammer of Moradin is in a Devoted Spirit stance, any warhammer he wields is considered to have the goblinoid bane property. This effect is in addition to – not instead of – the effect of whichever Devoted Spirit stance you are in. It lasts as long as the Hammer of Moradin is in a Devoted Spirit stance and ends immediately if he changes his stance.

Steely Resolve (Ex) - As the Crusader ability of the same name (see Tome of Battle pg. 10). If you already have Steely Resolve from another source, the size of your delayed damage pool stacks with each other.

Furious Counterstrike (Ex) – As the Crusader ability of the same name (see Tome of Battle pg. 10).

Powerful Grip (Ex) - As the original Hammer of Moradin ability {Text from the PGtF coming soon}

Quake (Su) – 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 bonus) or be knocked prone. He may do this whenever he is in a Stone Dragon stance

Drowbasher (Su) – Whenever the Hammer of Moradin is in a Devoted Spirit stance, any warhammer he wields is also considered to have the drow bane property. This effect is in addition to – not instead of – the effect of which ever Devoted Spirit stance he is in.

Power Strike (Su) – At 5th level, the hammer of Moradin can strike his foe so hard that his blow leaves the opponent dazed (see the Condition Summary in the Dungeon Master's Guide). 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. When you use Power Strike, you lose the use of one Iron Heart strike you have readied (or granted) for the current encounter, just as if you had initiated the strike (except you do not also gain the strike’s normal effect). Once you use this ability, you can recover the maneuver you expended and can use it normally.

Chaos Crusher (Su) – Whenever the Hammer of Moradin is in a Devoted Spirit stance, any warhammer he wields is also considered to have the axiomatic property.

Stalwart (Su) – The Hammer of Moradin may add his base Will save modifier to AC while in an Iron Heart stance. The additional AC gained is a morale bonus. This effect is in addition to – not instead of - the effect of which ever Iron Heart stance he is in.

Giantslayer (Su) - Whenever the Hammer of Moradin is in a Devoted Spirit stance, any warhammer he wields is also considered to have the giant bane property. This effect is in addition to – not instead of – the effect of which ever Devoted Spirit stance he is in.

Thunder Strike (Ex) - As the original Hammer of Moradin ability {Text from the PGtF coming soon}

Lightning Throw (Ex) – you gain the Lightning Throw strike, whether you meet the prerequisites or not. If you already know the Lightning Throw strike, you gain nothing.

Bones of the Earth (Sp) - When the Hammer of Moradin reaches 10th level, he gains a powerful blessing from Moradin himself. This beneft functions like the shadow walk spell (use the Hammer’s initiator level for caster level), except that rather than traveling along the edge of the Plane of Shadow, 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. When you use Bones of the Earth, you lose the use of one Stone Dragon strike you have readied (or granted) of 5th level or higher for the current encounter, just as if you had initiated the strike (except you do not also gain the strike’s normal effect). Once you use this ability, you can recover the maneuver you expended and can use it normally.
CryoSilver

12-01-07, 01:54 AM
This is... a lot of stuff for one class. The litmus test should be this: is there a reason to NOT take this class?

And the answer is: No.

If you take crusader 10/HoM 10, you lose 5 points of damage pool, 1 use of smite and Mettle and must take 1 subpar feat to gain:

An extra maneuver readied
A free maneuver (Lightning Throw)
An extra stance
A second good save
An AC bonus eventually equal to +10!!
Hammer Throw (undefined)
Hammer Return (undefined)
Far Shot (the feat?)
Chaoscrusher, Goblinkiller, Giantslayer and Drowbasher
Quake
Power Strike
Thunder Strike
Power Throw (undefined)
and
Bones of the Earth

Way, way overpowered.