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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