GreatHall Defender


Strong and stout are the dwarven fighters that have spent at least a couple of months on the island of Lagheart. Often send on dangerous missions for Moradin, or simply defending the great halls of dwarven kings, little respect they gain.
This does not seem to deter them from this path of service and solitude.


The GreatHall Defender
Moradin is the primary deity of the dwarven people and his name is only ever spoken with the utmost of respect and reverence. The dwarven society has consists of many warriors and most of these worship Moradin. Some of these warriors, who often have been influenced by clerics, are so utterly devoted to their deity that they wish to serve with more vigilance. The most vigilant of these that all come from one of the great halls, are called upon or seek to be called upon to join the order of the GreatHall defenders.
Often these GreatHall defenders are found serving the clerics of Moradin, who will never call upon these defenders in vain. Sometimes they guard sacred temples or artifacts or send on special quests. Most often these tasks are perilous and nearly never will there be a serious reward. The reward lies in the fact that Moradin and the temples of Moradin grant special powers and privileges to these stout warriors.
Hit die: D10

Requirements
Alignment: Lawful Good
Race: Dwarf
Deity: Moradin
Base Attack Bonus: +5
Knowledge (Religion): 5 ranks
Craft (Smiting): 5 ranks (or similar)
Feats: Weapon Focus (Dwarven Warhammer), Exotic Weapon Proficiency (Dwarven Warhammer), Endurance, Toughness.
Special: Own a magical Dwarven Warhammer or crafted a masterwork Dwarven Warhammer with your own hands.

Class Skills
The class skills of the GreatHall defender are derived from the fighter class, while their religious training gave them the extra class skill of knowledge religion.
The class skills (and key ability for each skill) are: Climb(Str), Craft(Int), Handle Animal(Cha), Jump(Str), Ride(Dex), Swim(Str) and Knowledge Religion(Int).

Level advancement
Level
Attack Bonus
Fortitude Save
Reflex Save
Will Save
Class Features
1st
+1
+2
+0
+1
Defensive Stance 1/day, Moradin's Blessing, Moradin's Battle Hymn
2nd
+2
+3
+0
+1
Imbue hammer, Fighter feat
3rd
+3
+3
+1
+2
Defensive Stance 2/day
4th
+4
+4
+1
+2
Dwarven Resilience: +1
5th
+5
+4
+1
+2
Defensive Stance 3/day
6th
+6
+5
+2
+3
Moradin's Tremor, Moradin's Battle Hymn (improved)
7th
+7
+5
+2
+3
Defensive Stance 4/day, Dwarven Resilience: +2
8th
+8
+6
+2
+4
Fighter feat
9th
+9
+6
+3
+4
Defensive Stance 5/day
10th
+10
+7
+3
+5
Dwarven Resilience: +3


Class Features
Moradin's Blessing: The character receives a +3 circumstance bonus to any fortitude saves required for effects relating to stone or earth (e.g. surviving a stone to flesh spell).
Dwarven Resilience: Starting at 1st level, the Defender gains the incredible toughness and defensive prowess only the dwarves can master. This improves at levels 4, 7 and finally at level 10. The bonus indicates the bonus to AC the Defender gains as well as the Damage Reduction the Defender enjoys. Thus, at level 10, the Defender gains a +4 AC bonus and has 4/- Damage Reduction. This is an extraordinary ability.
Defensive Stance: When he needs to, the defender can become a stalwart bastion of defense. In this defensive stance, a defender gains phenomenal strength and durability, but he cannot move from the spot he is defending. He gains the following benefits: +2 Strength, +4 Constitution, +2 defensive bonus on all saves and +4 dodge bonus to AC. While defending, a defender cannot use skills or abilities that would require him to shift his position, such as Move Silently or Jump. If a defender moves at all during his action, he loses all benefits of the defensive stance for a full round, but if he plants himself in one place again, not moving, the bonuses apply once again. A defensive stance lasts for 3 rounds, plus the character's (newly improved) Constitution modifier. The defender may end the defense voluntarily prior to this limit. At the end of the defense, the defender is winded and suffers a -2 penalty to Strength for the duration of that encounter. The defender can only take his defensive stance a certain number of times per day as determined by his level. Taking the stance takes no time itself, but the defender can only do so during his action.
Moradin's Tremor: Once per day the character can slam his warhammer into the ground and call upon his patron's power. The ground in a 50 foot radius will shake violently causing all two legged beings of Large size or smaller to make a Balance Skill check against DC 15 or fall over prone for one round (it can not discriminate between friend or foe - Clerics of Moradin and anyone having this class feature is unaffected).
Moradin's Battle Hymn (Ex): Moradin's resolute and disciplined warriors learn a battle hymn detailing the exploits of their patron. When sung by a chorus of dwarves it sounds like a low rumble and has an unnerving effect on dwarven foes. All foes within 50 feet of the singing suffer a -1 morale penalty to their attack roles for every additional dwarf singing (therefore -1 for two dwarves, -2 for three dwarves) up to a maximum of -5. This lasts for two rounds for each dwarf singing and can be performed three times per day. The singers are able to carry out other actions while singing, apart from activities requiring speech (spell casting, talking etc).
Starting at sixth level the voice of a GreatHall Defender becomes so powerful, that the dwarf may sing the song all alone for a -1 morale penalty of their foes, while two such defenders singing gives a -3 morale penalty to their foes. The maximum remains at -5, but each defender can sing for four times a day.
Fighter Feat: Just like fighters, the GreatHall defenders gain a bonus feat. This feat has to be chosen from the following list: Ambidexterity, Blind Fight, Combat Reflexes, Dodge (Mobility, Spring Attack), Exotic Weapon Proficiency, Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Improved Critical, Improved Initiative, Improved Unarmed Strike (Deflect Arrows, Stunning Fist), Mounted Combat (Mounted Archery, Trample, Ride-By-Attack, Spirited Charge), Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Power Attack (Cleave, Improved Bull Rush, Sunder, Great Cleave), Quick Draw, Two-Weapon Fighting (Improved Two-weapon Fighting), Weapon Finesse, Weapon Focus, Weapon Specialization.

Joining the GreatHall Defenders
GreatHall Defenders are strong and stubborn fighters, that will generally not run from battle, unless they know they will be defeated when staying around for to long. Even in those hard times, they only run when all others have left the grounds.
The exams to join this clan or order seem mild. You will have to pass a test on your knowledge of Moradin and a Cleric will judge your ability to follow Moradin. For this exam, you will have plenty of time, so this is not a real problem.
The other exam seems simple. You will have to fight a goblin in a arena of the order. Often a couple of defenders and clerics will be around to watch you take down a goblin.
Still do not take this lightly, as you will not be allowed to take any armor with you. All you will take with you into the arena are your hammer and courage. To make matters worse, three high level Defenders will follow you into the arena, where they will use Moradin's song against you. If you still feel this is great fun, be aware of the fact that they too will bring hammers and will be able to make the ground shake with it.
You are not a Defender jet......

Remaining part of the order
Joining the GreatHall Defenders offers several advantages. First of all there is the free training facilities, opportunities for adventure, free lodging while on the island of Lagheart.
No advantage comes without a disadvantage. GreatHall Defenders are required to pay a sum equal to their total character level times twenty-five in gold pieces every year. The normal moment for payment is the first day of the month after the month in which a recruit is recognized as part of the order.
For the initial training of one month, a fee of 100 gold pieces is due, before training commences.
Besides the money, every member of the order will have to give up his other duties for at least one month each year, to follow the path set by the order. (Or to put it simple, one month each year you are required to carry out tasks the order gives you.) These tasks may constitute teaching at Lagheart, but also these may constitute going on a quest or guarding a temple of Moradin.


The Teolin Setting
Copyright 2001-2005 Ylorea's Adventuring (Brag and Ylorea)
Last update 21-01-2004