Alaghor (Specialty Priest of Angradd)

The finest hours of dwarvenkind come in the thrusts and feints of war. Seize the opportunity to defend you kin and ensure their victory wherever conflicts erupts. Revel in the challenge of a good fight, and never waver in the face of adversity, no matter how ominous. Lives should never be thrown away foolishly, but the greatest honour is to sacrifice oneself for the cause on the field of battle in service to a righteous cause. When not fighting prepare for next conflict physically, tactically, and by acquiring resources. Attack hill giants whenever possible and other evil giants whenever necessary.

Where Torag is the god of defense and strategical thinking, his younger brother Angradd prefers aggressive tactics. Together with his older brother Magrim, he watches over battles and decides the destinies of dwarven spirits. In practice, dwarves will offer prayers and sacrifices to Angradd if they are about to begin an offensive battle.

REQUIREMENTS: Strength 15, Wisdom 9
PRIME REQUISITES: Strength, Wisdom
MAJOR SPHERES (to a max of 6th level spells): All, Combat, Guardian, Law, Protection, Sun, War
MINOR SPHERES: Charm, Creation, Divination, Elemental (earth), Healing, Necromantic, Travelers, Wards
MAGICAL ITEMS: Same as clerics
REQUIRED PROFICIENCIES: Battle Axe; Armorer or Weaponsmithing
BONUS PROFICIENCIES: Blindfighting, one weapon style specialization

Alaghor may multiclass as alaghar/fighters, and if the DM allows kits for multiclassed characters, they may take any allowed fighter/cleric kit for dwarves. Alaghor may select nonweapon proficiencies from the warrior group and fighting style specializations from the Complete Fighter's Handbook. Such fighting style specializations include weapon and shield style, two-handed weapon style, two weapon style, etc.

  • Alaghor can cast command (as the 1st-level priest spell) in combat situations twice per day.
  • At 3rd level, alaghor can cast spiritual hammer or rockburst (as the 2nd-level priest spells) once per day.
  • At 5th level, alaghor can cast strength (as the 2nd-level wizard spell) on themselves once per day, receiving the benefit as if they were warriors, or they can cast strength of one (as the 3rd-level priest spell) once per day.
  • At 7th level, alaghor can cast axe storm (as the 4th-level priest spell) or defensive harmony (as the 4th-level priest spell) once per day.
  • At 7th level, alaghor who are not multiclassed can make three melee attacks every two rounds.
  • At 10th level, alaghor can cast detect magic (as the 1st-level priest spell) at will.
  • At 13th level, alaghor can inflict a triple-damage battle axe blow once per day. (The attack must be selected after a successful hit, but before the damage is rolled.)
  • At 13th level, alaghor who are not multiclassed can make two melee attacks per round.
  • At 15th level, alaghor can cast blade barrier (as the 6th-level priest spell) once per day.

Level: 2
Sphere: Combat
Range: 10 yards / level
Components: V, S
Duration: 1 round
Casting Time: 5
Area of Effect: 1 cubic foot / level
Saving Throw: Special

This spell allows the caster to make a boulder or rockpile explode suddenly, propelling jagged shards in all directions. If the pile or area of rock targeted is larger than the volume the priest can affect, only part of it flies about.

Shrapnel endangers all beings within 20 feet of the center of the effected rock. Those beings within 10 feet must succeed at a saving throw vs. spell for half damage. Those beings between 10 and 20 feet distant who succeed at a saving throw are allowed a second saving throw. If both rolls are successful, they avoid all damage (due to luck, dodging, and cover). If only one roll is successful, they suffer half damage. The presence of cover or armor does not automatically lessen damage due to the unpredictability of ricochets, bounces, and the like.

The shrapnel does a base damage of 1d4+l points per level of the caster (in other words, 1d4+1 points per cubic foot of rock) to a maximum of 10d4+10. In rare cases, the explosion removes enough rock to cause an avalanche or cave-in, but the DM decides the likelihood of this event.

Axe Storm
Level: 4
Sphere: Combat
Range: 0
Components: V, S, M
Duration: 3 rounds
Casting Time: 7
Area of Effect: 40 foot cube, 1 dwarf / 2 levels of caster
Saving Throw: None

When this spell is cast, each affected dwarf gains an additional attack per round with every axe wielded in melee combat or hurled at an opponent. Movement, spellcasting, spell effects, or attacks with weapons other than axes are not hastened. For the purposes of this spell, axes include battle axes, hand axes, hatchets, throwing axes, and two-handed battle axes; these may be nonmagical or magical.

This spell is not cumulative with itself or with other similar magic. A slow spell negates the effects of an axe storm, but otherwise has no effect.

The material components of this spell are the priest's holy symbol and a small sealed glass vial of air capped in the midst of a thunderstorm.

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