Moradin (Greyhawk Action)

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Lawful Good

Moradin is the creator and patriarch of the Dwarves, the divine craftsman, maker of the firmament.

According to Synchretism Moradin is known as Flandal to the gnomes. He has sponsored godlings in almost every culture, who generally focus on a few of his functions, usually as patron of the crafts. Cyrrollalee is the halfling goddess of trust and protection, Bleredd is the Oerdian god of mines and smiths, Fortubo the Suel god of metal and mountains, while Dalt is the chaotic Suel god of locks and lockpicking, and by extension of other crafts. Daern is a recent exarch, a mortal risen to become the goddess of fortification.

The deity of dwarves, Moradin (moar-uh-din), usually appears as a stern-faced male dwarf with a powerful build. His upper body is particularly robust, with a barrel chest, wide shoulders, and arms corded with big muscles. He has flowing black hair and a beard to match, and he always wears full armor. He carries a shield and a warhammer. Moradin forged the first dwarves out of metal and gems and breathed life into them.

Moradin is an adamant defender of the dwarven people he created and of the principles of law and good. He teaches the value of making goods that last, of loyalty to clan, leader, and people, and of meeting adversity with stoicism and tenacity. He tolerates no taint of evil among the dwarves; it was he who drove the derro and duergar out of the dwarven community. It is Moradin’s influence that leads the dwarves toward excellence in craftwork and staunch defense of what is theirs.

Clerics of Moradin are charged with maintaining and advancing the dwarven race in all walks of life. They perform a wide range of public ceremonies (marriages, blessing new ventures, crowning monarchs, and the like). They also educate the young, arrange communal defenses, and sponsor expeditions to settle new lands. They also keep detailed genealogies and historical archives. Every temple or shrine of Moradin includes an anvil and a forge that the clerics keep perpetually burning. The anvil can be a simple decoration or part of a working smithy, but it often serves as the temple altar.

Alignment: Lawful Good.

Weapon: Warhammer.

Symbol: Hammer or hammer and anvil.

Pathfinder Domains

Artifice, Earth (Metal or Caves), Knowledge (Memory), Rune (Wards), War.

Pathfinder Traits

Pathfinder Obedience

After reciting a traditional prayer to Moradin, either work at a forge or strike a small replica of an anvil or a sizable flat stone with a hammer for at least 10 minutes. Perform some small act toward maintaining your weapon, such as sharpening or polishing it, as you conclude your obedience with another prayer to Moradin’s might and wisdom. Alternatively, if you have created something through this effort, s it to the next person you meet who strikes you as fair and honorable. If the sound of your hammer draws a creature near, encourage it to join in your worship of the Father of Creation. If hostilities become inevitable, leap into the fray with a battle shout in praise of Moradin. Gain a +1 sacred bonus on all attack rolls made with warhammers.

Evangelist or Feat

  1. Strategic Warrior (Sp) anticipate perilUM 3/day, status 2/day, glyph of warding 1/day
  2. Sensibility of Crafting (Su) Your understanding of the inner workings of magical crafting has won you a protective boon from your ancestors and from Moradin himself, allowing you to better avoid powers drawn from magical items. You gain a +4 sacred bonus on any saving throw against an effect generated by a magic item. This includes spells cast from scrolls, staves, or wands.
  3. Sacred Crafting (Ex) You are granted insight into the finest techniques for crafting magic items, glimpsing secrets of forgotten master smiths and glimpsing the revelations of ancient dwarven masters. When calculating the base cost for creating an item, perform all the calculations and then reduce the base cost by 10%. This discount affects the crafting time as well as the final price of the item. In addition, you can use fabricate once per day as a spell-like ability. Though you can’t create magic items with the fabricate spell, you may use it to create items that you later enhance magically.

Exalted

  1. Forgecrafter (Sp) crafter’s fortuneAPG 3/day, fox’s cunning 2/day, or greater magic weapon 1/day
  2. Ironskin (Ex) Your skin is as thick and tough as that of a dwarf who’s worked the forge for 50 years, every scratch and burn associated with the memory of a masterpiece you’ve realized in stone or steel. As a free action, you can toughen your skin further, gaining DR 10/chaotic and evil. Dismissing this ability is also a free action. This ability lasts a number rounds per day equal to 1 + 1 for every 4 Hit Dice you possess (maximum 6 rounds). The rounds don’t need to be consecutive.
  3. Hammerfist Ally (Sp) You can bring forth an ancient stone construct forged specifically to protect the beloved followers of the Father of Creation. Once per day as a standard action, you can summon a stone golem to aid you. You gain telepathy with the golem to a range of 100 feet. The golem follows your commands perfectly for 1 minute for every Hit Die you possess before vanishing back to its home. The golem takes the form of a sculpted dwarf hero wielding two massive warhammers, the holy symbol of Moradin hanging prominently around its neck. Its statistics remain unchanged despite these cosmetic alterations.

Sentinel

  1. Battlefield Protector (Sp) sanctuary 3/day, shield of faith 2/day, prayer 1/day
  2. Holy Artificer (Su) The spirit of an ancient warrior or artisan guides your hand when you set your mind toward creation, inspiring you and helping you perfect your craft. You gain the artificer’s touch granted power from the Artifice domain if you don’t already have access to it. Use your character level instead of cleric level to determine the power of your artificer’s touch.
  3. Earthen Smite (Su) You call upon your connection with the earth and its hidden strength to levy it behind your holy attacks. Whenever you use your smite evil ability, you can choose to add 2d6 points of acid damage to your damage roll. If you don’t have access to smite evil, you can instead add 2d6 points of acid damage to a single attack against an evil opponent three times per day. You must declare your use of this ability before you roll your attack. If you miss or if the target is not evil, the use is wasted.

Paladin Code

Paladins of Moradin are dedicated to protecting not just the lives but the way of life for those under their charge, and hold the ways of their chosen people as holy, especially when they are the centuries-old works and traditions of an entire race. Their tenets include the following affirmations.

  • My word is my bond. When I give my word formally, I defend my oath to my death. Traps lie in idle banter or thoughtless talk, and so I watch my tongue.
  • I am at all times truthful, honorable, and forthright, but my allegiance is to my people. I will do what is necessary to serve them, including misleading others if need be.
  • I respect the forge, and never sully it with half-hearted work. My creations reflect the depth of my faith, and I will not allow flaws save in direst need.
  • Against my people’s enemies, I will show no mercy. I will not allow their surrender, except when strategy warrants. I will defeat them, yet even in the direst struggle, I will act in a way that brings honor to Moradin.

Action Domains

Earth, Life, Metal, Order, Spiritual.