The Hammer of Galgiran
by Harry "Mac" MacKenzie and Philip "Mac" McPherson.

Before the War of the Undead, the Rakanus Clan of priestly dwarves sat across a large valley from the Warkore Clan of fighters and rogues. The two clans were enemies in faith, as well as arms, until the combined menace of orcish hordes and undead armies nearly overwhelmed both clans. Together, they fought and attained victory -- but only together. To mark the union of the two clans, a number of dwarves from each clan were paired together to learn from one another, grow stronger together, and perhaps obtain a level of Galgiran's blessings seen before only during legendary times. Since that time, the secrets of the Hammers and Anvils of Galgiran have spread to many dwarven clans. Some Hammers or Anvils loose their partners in battle -- and others search still for a partner to match their power and abilities -- in Galgiran's name.

Dwarven clerics of true faith become Hammers, because of the dedication required to reach this level of faith. They immerse themselves in their faith and in the work of the smithy. The training of Hammers begins very early in the development of their faith, and many believe that they are chosen by their god to become Hammers by their strength in arms, skill, and faith. The Hammer is the tool by which Galgiran forms his people and his armies.

Most Hammers are found paired with an Anvil of Galgiran. Both, together, can be found in dwarven temples and monasteries where they practice their respective arts until the priests have need of them. The Hammer and Anvil of Galgiran, together, are more formidable than a whole troop of dwarves -- and can be sent by the dwarven leadership where they most truly need them. Hammers and Anvils together have returned from battles that no other dwarf survived, and have taken on enemies that hundreds of dwarves could not bring down.

Hit Die: d8

Requirements
To qualify to become an Hammer of Galgiran, a character must fulfill all of the following criteria:
Base Attack Bonus: +6
Alignment: Lawful Good
Feats: Cleave, Craft Magic Arms and Armor
Craft (weapon- or armorsmith): 11 ranks
Diplomacy: 11 ranks
Knowledge (religion): 11 ranks
Special: Character must be a dwaren cleric of Galgiran, and crafted a masterwork item for the Church.

Class Skills
The Hammer of Galgiran’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Religion) (Int), Profession (Wis), and Scry (Int).

Skill Points at Each Level: 2 +Int modifier.

Class Features
All of the following are class features of the Hammer of Galgiran prestige class.
Weapon and Armor Proficiency: Hammers are proficient in the use of all simple and martial weapons, but usually only carry the war hammer and the dwarven battleaxe. They are proficient in all armor (heavy, medium, and light) and shields. Note that armor check penalties for armor heavier that leather apply to all the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also Swim checks suffer a -1 penalty for every 5 pounds of armor and equipment carried.
Celestial Link: With Galgiran's blessing, an Anvil is granted the Half-Celestial template (p213, Monsterous Manual). This means the the character's natural Armor Class improves by +1, Strength, Constitution, Wisdom, and Charisma increase by +4, and Dexterity and Intelligence increase by +2 -- as well as being able to cast spell-like abilities as per their combined character level. A Hammer's Celestial Link does not include the 75% probability of feathered wings, as Half-Celestials do, but gain all other abilities of the template.
Evilsense: Anvils of Galgiran can automatically sense evil within 60ft that is moving, and in contact with the earth. This means that a Hammer cannot be caught off-guard in melee by evil opponents.
Holy Weapon: As the faith of the Hammer increases, and the power of Galgiran continues to flow through him, he gains the ability to empower any weapon he holds. Any weapon in the hands of a 3rd-level Hammer is considered a holy weapon, as per p186 of the Dungeon Master's Guide. In addition, the weapon receives a +1 divine bonus to hit and damage rolls, dependant upon the level of the Hammer. These abilities to not stack with inherent weapon bonuses, and weapon abilities win out over a Hammer's divinely inspired abilities -- except in the case of weapon created by a Hammer of Galgiran.
Holy Armor: At 2nd-level, any armor worn by that Hammer of Galgiran gains light fortification as per p181 of the Dungeon Master's Guide. At 6th-level, this jumps to moderate fortification, and at 10th-level it becomes heavy fortification. With the different levels of fortification comes divine bonuses to Armor Class, enhancing whatever armor a Hammer wears. These abilities to not stack with inherent armor bonuses, and armor abilities win out over a Hammer's divinely inspired abilities -- except in the case of armor created by that Hammer of Galgiran.
Hammer and Anvil Teamwork: Together, the Hammer and Anvil are far more formidable than apart. From the start, they compliment their crafting abilities, such that an Hammer receives a +4 circumstance bonus to his craft skill when working with an Anvil of Galgiran. At 4th-level, if the Hammer and Anvil are within 30ft of one another, the Hammer gains a +2 natural bonus to his Armor Class. At 7th-level, the Hammer and Anvil duo can summon a large, celestial magma para-elemental (p183, Manual of the Planes and p211, Monsterous Manual). The magma elemental takes on the shape of Galgiran's avatar, and is empowered by one of his archons. The Hammer and Anvil together can perform this feat once per week.
Spells: A Hammer of Galgiran continues advancing in divine spellcasting ability as well as learning the skills of the Hammer. Thus, when a new Hammer level is gained, the character gains new divine spells per day as if he had gained a level in the cleric class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, greater damage with the smite evil ability, and so on). This essentially means that he adds the level of Hammer to the level of whatever other divine spellcasting class the character has, then determines spells per day accordingly. For example, if Seamus, a 10th-level cleric, gains a level as a Hammer of Galgiran, he gains new spells as if he had risen to 11th-level as a cleric, but uses the other Hammer aspects of level progression such as base attack bonus and save bonuses. If he next gains a level as a cleric, making him an 11th-level cleric, 1st-level Hammer, he gains spells as if he had risen to 12th-level as a cleric. If a character had more than one spellcasting class before he became a Hammer, the player must decide which class to assign each level of Hammer for the purpose of determining spells per day.
Bonus Feats: Hammers of Galgiran gain a bonus metamagic feat every third level. When a Hammer and an Anvil are fighting together in melee, they gain the feat Dual Strike (p6, Sword and Fist).

Class
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells
1st +1 +2 +2 +2 Evilsense, Teamwork - Bonus to Craft, Half-Celestial Template. +1 level of existing class
2nd +2 +2 +2 +3 Light Fortification (+1). +1 level of existing class
3rd +3 +2 +2 +4 Holyweapon (+1), Bonus meta-magic feat. +1 level of existing class
4th +3 +3 +3 +5 Teamwork - AC bonus. +1 level of existing class
5th +4 +3 +3 +5 Holyweapon (+2 and flaming). +1 level of existing class
6th +5 +3 +3 +6 Moderate Fortification (+2 and SR 15), Bonus meta-magic feat.. +1 level of existing class
7th +6 +4 +4 +6 Teamwork - Summon celestial magma para-elemental 1/wk. +1 level of existing class
8th +6 +4 +4 +7 Holyweapon (+3 and flaming burst). +1 level of existing class
9th +7 +4 +4 +7 Bonus meta-magic feat. +1 level of existing class
10th +8 +5 +5 +8 Heavy Fortification (+3 and invulnerability). +1 level of existing class

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