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CHRIS SE AM AN

Hammer of Vengeance

“By the hammer Guldarak, Moradin will have vengeance against his foes. And I will deliver it.”

Prerequisite: Invoker

During the war against the primordials, Moradin and Kord worked together to forge Guldarak, “the God Hammer.” They crafted the hammer out of raw thunder and bound its handle with rings of lightning. Moradin was the first to wield the hammer, taking

it into the Great Dismal Delve in the heart of the Elemental Chaos. Moradin used the God Hammer to shatter the stone that protected the primordial Zurtharak, who was called the Vein of Iron for the way he burrowed and twisted through solid stone. With Kord and Bahamut at his side, Moradin then used the hammer to shatter the primordial’s body.

Several other gods wielded Guldarak during the war, and the hammer became a symbol of divine vengeance. Each time the primordials scored a victory against the gods, a god lay a hand on Guldarak, swore an oath of vengeance, and then took up the hammer and carried out that oath.

Like Guldarak, you are an instrument of divine vengeance, wielding thunder to smite your god’s foes. Thunder wards your allies and dazes your enemies, and can even teleport your allies to your side.

Hammer of Vengeance

PATHS

Path Features

 

 

Lingering Rebuke (11th level): When you spend

an action point to take an extra action, each enemy

PARAGON

that hits or misses you or an ally within 5 squares of

 

you before the end of your next turn takes 1d6 + your

 

Constitution modifier thunder damage.

 

Enduring Castigation (11th level): While you’re

 

not bloodied, each enemy within 5 squares of you

INVOKER

until the end of your next turn.

takes a –2 penalty to saving throws.

 

Penance (16th level): Whenever you score a criti-

 

cal hit with a divine attack power, the target is dazed

 

Hammer of Vengeance Prayers

 

 

 

 

Mark of

Hammer of Vengeance Attack 11

 

 

Castigation

 

 

 

You batter your foe with thunder and promise it explosive

retribution if it attacks.

Encounter Divine, Implement, Thunder Standard Action Ranged 10

Target: One creature Attack: Wisdom vs. Will

Hit: 1d10 + Wisdom modifier thunder damage. If the target hits or misses you or your ally before the end of

your next turn, the target takes 3d10 + your Wisdom modifier thunder damage.

Thundering

Hammer of Vengeance Utility 12

Summons

 

With a thundering word, you call your allies to your side. They

arrive like echoes rolling across the sky.

Encounter Divine, Teleportation Move Action Close burst 10

Target: One or two allies in burst

Effect: You teleport each target to a space adjacent to you.

Warding Thunder Hammer of Vengeance Attack 20

You surround yourself and your allies with a ward of thunder, which batters your enemies. One of your allies carries your

mark of protection, so if your foes attack that ally, the ward erupts in thunder again.

Daily Divine, Implement, Thunder, Zone

Standard Action Area burst 2 within 10 squares Target: Each enemy in burst

Attack: Wisdom vs. Fortitude

Hit: 5d6 + Wisdom modifier thunder damage.

Effect: The burst creates a zone of warding thunder that lasts until the end of your next turn. Choose an ally when the zone is created. If any enemy attacks that ally, you can repeat the attack against each enemy within the zone as a free action.

Sustain Minor: The zone persists.

C H A P T E R 2 | C h a r a c t e r C l a s s e s

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