Moradin

Moradin

### Salient Divine Abilities

Alter Form, AlterReality, Alter Size, Annihilating Strike, AreaDivine Shield, Avatar, Battlesense, ControlCreatures (dwarves), Craft Artifact, CreateGreater Object, Create Object,Divine Battle Mastery, DivineBlast, Divine Creation, DivineEarth Mastery, Divine FastHealing, Divine Shield, DivineWeapon Focus (warhammer),Divine Weapon Specialization (warhammer), ExtraDomain (Law), Gift of Life,Increased Damage Reduction,Increased Spell Resistance,Master Crafter

### Divine Immunities

Ability damage, ability drain, acid, cold,death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment

### Domains

Avarice, Craft, Dwarf, Earth, Good, Law, Pride, Protection, Wrath

### Domain Powers

Cast goodspells at +1 caster level; cast lawspells at +1 caster level; 19/dayprotective ward (touched subjectgains +15 resistance bonus onnext saving throw, maximumduration 1 hour); 19/day turn ordestroy air creatures, or rebuke orcommand earth creatures.

### Worshipers

Dwarven Defenders, dwarves, engineers, fighters, miners, smiths

## Biography

### Profession

(architect) +74, (brewer) +74, (engineer)+74, (miner) +74, (tanner) +74

## Combat

### Attacks

+5 holy lawful returning throwing warhammer +92/+87/+82/+77 melee or +5 holy lawful returning throwing warhammer +81 ranged; or spell +82 melee touch or +71 ranged touch \*Always receives a 20 on attack rolls; roll die to check for critical hit.

+5 holy lawful returning warhammer 1d8+44/×3; or byspell \*Always does maximum damage (warhammer 52 points).

### Special Attacks

Turn undead 12/day, domain powers, salientdivine abilities, spell-like abilities.

### HP

20d8+260 (outsider) plus 20d10+260 (Ftr) plus 14d6+182(Exp) plus 15d8+195 (Clr) (1,461 hp)

### AC

91 (+1 Dex, +19 divine, +32 natural, +13 +5 full plate, +7 +5 large steel shield, +9 deflection)

## Skills

### Craft

(armorsmithing) +72, (gemcutting) +72, (metalworking)+74, (stoneworking) +74, (weaponsmithing) +72 \*Always receives a 20 on checks.

### Knowledge

(arcana) +55, (architecture and engineering) +37, (history) +31, (religion) +55 \*Always receives a 20 on checks.

### Profession

(architect) +74, (brewer) +74, (engineer)+74, (miner) +74, (tanner) +74

## Feats

### Bonus

Spell-Like Abilities: Moradinuses these abilities as a 29th-level caster,except for good spells and law spells,which he uses as a 30th-level caster. Thesave DCs are 38 + spell level. Aid, antimagicfield, blade barrier, calm emotions, dictum, dispelchaos, dispel evil, earthquake, elemental swarm(as earth spell only), hold monster, holy aura,holy smite, holy word, iron body, magic circleagainst chaos, magic circle against evil, magicstone, mind blank, order’s wrath, prismatic sphere, protection from chaos,protection from elements, protection from evil, repulsion, shield of law,shield other, soften earth and stone, spell immunity, spell resistance, spikestones, stone shape, stoneskin, summon monster IX (as good or lawspell only), wall of stone.

### Special

Dwarf traits, divine immunities, DR 73/+5, fasthealing 39, fire resistance 39, spontaneous casting of divinespells, understand, speak, and read all languages and speak directly to all beings within 19 miles, remote communication, godly realm, teleport without error at will, plane shift at will, SR 71, divine aura (19 miles, DC 37).

### Epic

Blind-Fight, Combat Reflexes, Cleave, Craft Magic Armsand Armor, Craft Rod, Craft Wondrous Item, Dodge, DeflectArrows, Divine Might, Empower Spell, Expertise, Forge Ring,Great Cleave, Great Fortitude, Greater Spell Penetration,Improved Bull Rush, Improved Disarm, Improved Initiative,Improved Trip, Improved Unarmed Strike, Iron Will, LightningReflexes, Mobility, Power Attack, Quicken Spell, SpellPenetration, Spring Attack, Still Spell, Stunning Fist, Sunder,Superior Expertise, Weapon Focus (warhammer), WeaponSpecialization (warhammer), Whirlwind Attack.

## Meta-Knowledge

### Played by

DM

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 plate armour. He carries a shield and a warhammer. **Moradin** forged the first dwarves out of metal and gems and
breathed life into them.

## Dogma

**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.

## Clergy and Temples

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 defences, 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.

## Avatar

Moradin’s avatars usually look just like he does, but they sometimes take the forms of
earth elementals, xorns, or members of some dwarven
subrace. Moradin sends his avatars to dwarven lands to keep discreet watch over dwarven craftworkers and leaders and to guard against interference
from Gruumsh or deities of evil subterranean peoples.

### Avatar of Moradin

As Moradin except divine rank 9;

AC 71 (touch 29, flat-footed 70);

Atk +82/+77/+72/+67
melee (1d8+34/×3, +5 warhammer) or +71 ranged or spell +72 melee touch or +81 ranged touch;

SQ DR 53/+5,

fire resistance 29,

SR 41,

divine aura (900 ft., DC 27);

Fort +60, Ref +54, Will +54;

all skill modifiers reduced by 10.

Salient Divine Abilities: Alter Form, Alter Size, Create Object, Divine Battle Mastery, Divine Earth Mastery, Divine Shield, Divine Weapon Focus (warhammer), Divine Weapon Specialization (warhammer), Extra Domain (Law), Increased Damage Reduction, Increased Spell Resistance.

Spell-Like Abilities: Caster level 19th; saving throw DC 28 + spell level