Hammer of Moradin
Matthew Hedges, mhedges@chariot.net.au

Class Level	Base Attack Bonus	Fort Save	Ref Save	Will Save	Special	
						
1st	1	2	0	0	Hurl Hammer 1/day, Moradin's Blessing	
2nd	2	3	0	0	Imbue Hammer	
3rd	3	3	1	1	Hurl Hammer 2/day, Fighter Feat	
4th	4	4	1	1	Whirling Hammer Shield 1/day	
5th	5	4	1	1	Hurl Hammer 3/day, Giant Killer	
6th	6	5	2	2	Whirling Hammer Shield 2/day, Forged Weapon Immunity 8/+1	
7th	7	5	2	2	Hurl Hammer 4/day, Moradin's Tremor	
8th	8	6	2	2	Whirling Hammer Shield 3/day, Forged Weapon Immunity 8/+2	
9th	9	6	3	3	Hurl Hammer 5/day, Fighter Feat	
10th	10	7	3	3	Whirling Hammer Shield 4/day, Forged Weapon Immunity 8/+3	

Designer's Note: This prestige class is based on the dwarven deity Moradin (© Wizards of the Coast), though it could be readily converted to another deity.

Moradin is the primary dwarven deity and his name is only ever spoken by dwarves with the utmost respect and reverence. Dwarven society is a society of warriors and the vast majority of these warriors (and other dwarves for that matter) worship Moradin. However a special few are so utterly devoted to their deity that he bestows upon them special powers, so that they might better serve his cause.  The "Hammers" (as they are most often called) are devoted followers of Moradin, granted powers in return for extreme devotion to their god and his edicts.  They show the utmost respect for clerics of Moradin and they can often be found serving them in various capacities.  Sometimes this means guarding sacred temples to Moradin, other times it means leading special quests to recover religious artifacts.  Whatever the task assigned - it is always extremely perilous and there is little in the way of personal reward for the Hammer other than the favour of their deity and his clerics.

Fighters most often find themselves joining "The Hammers", although rogues, rangers, clerics and even barbarians have been known to join their ranks.

"The Hammers" can be identified by a special single tattoo on their chest - showing the symbol of Moradin.  All the Hammers wield warhammers just like their god, and many of there granted powers are based on the use of this weapon.  Hammers are free to use other weapons, but they still require a warhammer as a focus for the granted powers.
Hit Die: d10
Requirements 
Alignment: Lawful Good
Race: Dwarf
Religion: Moradin
Base Attack Bonus: +7
Knowledge (Religion): 3 ranks
One of the following skills:
Blacksmith:  3 ranks
Weaponsmith:  3 ranks
Armourer:  3 ranks
Feats: Weapon Focus (Warhammer), Power Attack, Sunder.
Special: Must submit to a special religious ceremony conducted by a cleric of Moradin at least of 7th level.  At the end of the ceremony, if a tattoo appears on one of the dwarf's chest - then he has selected to become a Hammer of Moradin.
Class skills
The class skills of this class are very similar to those of Fighters, with some extra skills based on their religious training and beliefs.  The Hammer's class skills (and key ability for each skill) are Climb (Str), Craft (Str), Intimidate (Cha), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis).  
Skill points at each level: 2 + Int modifier
Class Features
Weapon and Armour Proficiency: Hammers are proficient with all simple and martial weapons, all armours and shields. Note that armour check penalties for armour heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket and Tumble.
Hurl Hammer:  The character can hurl his warhammer just as if it was a thrown weapon. He receives no attack penalty for an unfamiliar weapon (a warhammer can't usually be thrown).  The hurled warhammer has a range increment of 20 feet and will automatically return to the hand of the character after the attack.  Hurling counts as a normal attack action (not full) but only one attack (ie. the throw itself) can be made during the round in which the warhammer is hurled.
Moradin's Blessing:  The character receives a +3 circumstance bonus to any fortitude saves required for effects relating to stone or earth (eg. surviving a stone to flesh spell).
Imbue Hammer:  Once per day the character can imbue his warhammer with Moradin's blessing.  This effect lasts for a number of rounds equal to the Hammer's level (not his total character level) and provides a +1 enhancement bonus to the weapon. The enhancement does allow the character to hit creatures only hit by magical weapons (indeed for the duration of effect the weapon is magical). This effect stacks with the bonus of a warhammer that already has a magical bonus. If the weapon was a masterwork weapon then it still has a +1 bonus but is now magical. Regardless of the weapon's existing magical bonus the total bonus can never exceed +5.
Whirling Hammer Shield:  The character can whirl his warhammer around his hand spinning it in a ferociously fast circle (using a leather thong attached to the handle of the weapon). He receives the equivalent of half cover (+4 AC, +2 reflex saves) while the whirling hammer shield is maintained. The character can move at half his normal movement rate while maintaining the whirling hammer shield, which can be maintained for the number of rounds equal to twice his Con bonus (eg. Con 14 = 4 rounds). Once started it can be stopped at any time, though the ability is considered "used".
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 - but Hammers of Moradin or clerics of Moradin are unaffected).
Fighter Feat: Choose any one fighter feat listed in the PHB p37.
Giant Killer:  Whenever in combat against giants or giant kind the character receives double his normal threat range for his warhammer. This effect stacks with the improved critical feat and any other similar effect.
[Common enemy of the dwarves - Moradin is skilled at defeating them.]
Forged Weapon Immunity:  The character can make himself relatively invulnerable to forged weapons using the damage reduction indicated against any forged weapon used against him. This effect can be used once per day and lasts for three rounds. A forged weapon usually means any bladed weapon (sword, dagger, scimitar, axe, falchion, spear).
[This represents Moradin's mastery of the forge. It is said by dwarves that Moradin controls all the forges in the world. Moradin himself is immune to all forged weapons.]