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45055244-Book-of-Hallowed-Might-II

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42<br />

<strong>Book</strong> <strong>of</strong> <strong>Hallowed</strong> <strong>Might</strong> <strong>II</strong>: Portents and Visions<br />

When meeting visitors for the first time, the dwarf presses<br />

them for information as to why they have sought Urgan’s<br />

domain. He is rude, pushy, and obnoxious, ignoring visitors’<br />

questions to ramble on about his adventuring days or some<br />

minutia <strong>of</strong> the art <strong>of</strong> blacksmithing. If visitors lack the good<br />

grace and patience to treat him with respect, he banishes them<br />

from the cavern. Otherwise, he greets them with open arms.<br />

His boorishness is merely a façade. In truth, Gothri is<br />

quiet, observant, and introspective. He might go months<br />

without saying a word to a visitor after the initial interview.<br />

When he does speak, he chooses his words carefully.<br />

Gothri feels as though he has lost everything important to<br />

him in life: his friends and family gone, the righteous fire <strong>of</strong><br />

his bravery long extinguished. As a direct result <strong>of</strong> Gothri’s<br />

wavering faith, even though he spends every day in the presence<br />

<strong>of</strong> his god, he can no longer call his steed, the warhorse<br />

Silverstream. The dwarf does not realize that his presence<br />

within the World Forge is a test <strong>of</strong> his faith and conviction.<br />

While he is happy to work beside Urgan, the god hopes the<br />

dwarf will one day understand that, as a paladin, his place is<br />

in the world above.<br />

Even worse, not all <strong>of</strong> Gothri’s kin were slain in Infernyx’s<br />

attack. Many young dwarves were taken prisoner and sold<br />

into slavery. The remaining dwarf holds are wracked with<br />

dissension. Without Gothri to unite them, they bicker<br />

among themselves. Some factions agitate for war against<br />

Infernyx’s growing legions <strong>of</strong> orcs and trolls, while others<br />

would rather seal their strongholds and ride out the storm.<br />

Already, Infernyx casts her baleful eye to the south. If someone<br />

does not stop her soon, her armies may overrun many<br />

realms. After all, who would expect a conquest-minded red<br />

dragon to find a safe haven in the north?<br />

Yet Gothri remains content to dwell within the World<br />

Forge. Perhaps if a band <strong>of</strong> heroes recovered Peace Forge, rescued<br />

his remaining kin, and tracked Silverstream through<br />

the astral realm where she runs free, the fires <strong>of</strong> righteous<br />

vengeance would rekindle in his heart. Until then, the dragon’s<br />

legions swell, and the shadow that has cowed his people<br />

grows deeper.<br />

Gothri Forgefriend, male dwarf Pal12: CR 12; HD 12d10+48;<br />

hp 135; Init –2; Speed 20 feet; AC 10 (–2 Dex, +2 leather<br />

apron); Base Attack +12; Grapple +16; Attack +17 melee<br />

(1d8+4/×3, warhammer); Full Attack, +17/+12/+7 melee<br />

(1d8+4/×3, warhammer); SA Smite evil 3/day, spells;<br />

SQ Aura <strong>of</strong> courage, aura <strong>of</strong> good, detect evil, spells, divine<br />

health, divine grace, lay on hands, remove disease 3/week,<br />

special mount, turn undead; AL LG; SV Fort +14, Ref +4,<br />

Will +8; Str 18, Dex 6, Con 18, Int 11, Wis 14, Cha 15<br />

Skills and Feats: Craft (metalworking) +18, Diplomacy +17;<br />

Cleave, Combat Casting, Power Attack, Skill Focus (Craft<br />

[metalworking]), Weapon Focus (warhammer)<br />

Possessions: Hammer, leather apron, steel holy symbol <strong>of</strong> Urgan<br />

Paladin Spells (2/2/1; DC 12 + spell level): 1st—create water,<br />

endure elements; 2nd— bull's strength, zone <strong>of</strong> truth;3rd—cure<br />

moderate wounds.<br />

New Feats<br />

Urgan’s followers are typically artisans. Among adventurers,<br />

druids with an affinity for the earth revere him, as do clerics<br />

and paladins who seek to use the fruits <strong>of</strong> the forge to combat<br />

evil. Urgan’s worshippers can produce mundane goods that<br />

rival enchanted weapons and armor, while their knowledge <strong>of</strong><br />

armor and weaponsmithing gives them an edge in combat.<br />

The clerics and druids who worship Urgan, along with<br />

skilled smiths and the warriors who depend on metal weapons<br />

and armor, develop a variety <strong>of</strong> unique abilities that reflect<br />

their faith. Urgan’s faithful are perhaps the most knowledgeable<br />

metalworkers in the world. While not all <strong>of</strong> them produce<br />

metal goods, they all learn the secrets <strong>of</strong> steel and iron.<br />

Armor Piercer [General]<br />

You have a talent for spotting weaknesses in an opponent’s<br />

armor, such as a metal plate grown fragile from damage or a<br />

joint between two armored sections that leaves a gap in a<br />

foe’s defense.<br />

Prerequisite: Blacksmith’s Eye†, Craft (any metal-related)<br />

6 ranks<br />

Benefit: If you spend a full-round action doing nothing<br />

but observing an opponent and her armor, you gain a +1 competence<br />

bonus to hit her. You must be within 30 feet <strong>of</strong> your<br />

enemy to see enough detail in her equipment, and she must<br />

have an armor bonus to Armor Class. Natural, deflection, and<br />

other modifiers do not count toward this requirement.<br />

Blacksmith’s Eye [General]<br />

Your experience working with metals has granted you a keen<br />

eye for spotting slight imperfections, twists, and weaknesses<br />

in a metal object.<br />

Prerequisite: Craft (any metal-related) 4 ranks<br />

Benefit: When attacking an inanimate object crafted from<br />

metal, such as a sword, door, or statue, you gain a +2 bonus to<br />

attack and damage rolls. This bonus applies when you use the<br />

sunder action in combat. In addition, when fighting constructs<br />

made <strong>of</strong> metal, you gain +1d6 points <strong>of</strong> bonus damage on a<br />

successful hit. If you use a ranged weapon, you gain this bonus<br />

damage when you attack from a range <strong>of</strong> 30 feet or less.<br />

Druid <strong>of</strong> Earth and Metal [General]<br />

You respect and defend nature, but you also see that technology<br />

and craftsmanship form a key part <strong>of</strong> the relationship<br />

between civilization and the natural world. Unlike other<br />

druids, you can wield metal goods in certain situations.<br />

Prerequisites: Druid level 1st, Craft (any metalworking)<br />

Benefit: You can wear and wield any weapons or armor<br />

that you make with your Craft skill, even those not on the

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