Introducing The Gnome’s Hammer.
The Gnome Hammer is an example of how a deity that isn’t well known in one world and highly praised in another can grow in both worlds.
The Goddess Erathis, a powerful blaze in the Feywild was brought up to the front by a secret order of gnomes found in the Zilargo/Darguun region of Khorvaire on Eberron.
As a fey’s race descendants, the legend of Erathis known as stories in versions that was altered and obscured thru a natural inference process but once again found her powerful influences from a secret order of gnomes. This order has provided new agents to assist gnomes from difficult and oppressive area as well as been rumored to be invovled with the Zilargo’s a secret security called the Trust, a group of defenders for the region’s gnomes welfare and interests.
This order teaches certain exceptional gnomes lessons from Erathis’ exploits that they obtained from undisclosed sources and redeveloped thi knowledge with the combination of other known approaches in dealing with the growth of powers and influences threatening their homelands by coalitions who loyalties and ties has been to outsiders or to different races while using or taken advantage of the gnome’s benefits.
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Gnome's Hammer. Level 6 Controller, Leader Small natural humanoid (gnome) 250XP |
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Initiative +7 Senses Perception +11 HP: 54; Bloodied: 27 |
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Quarterstaff (Standard; At Will.) Weapon |
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Reach, (one creature.) Attack: +11 vs AC Hit: 1d10+4 Damage. |
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Shielding Hammer (Standard; At-Will) Divine, Runic, Weapon |
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Burst *2 Target: One ally Effect: The first time an ally adjacent to Thorn’s Hammer gains 7 hit points when hit or miss by an attack and Gnome’s hammer can make the following attack: Melee; (one creature,) Attack: +11 vs AC Hit: 1d10+4 fire and radiant damage Special: During any surprise round or during the first round of the encounter this power deals an additional 1d10 damages and the target is blinded and if miss then half damage with no aftereffects. *Also once per encounter besides during first two rounds: Burst 3 instead and each ally including Thorn’s Hammer that is in the zone regains 7 hit points. |
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Shielding Armor (Standard; At-Will) Arcane, Implement, Thunder |
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Effect: Until the end of the next turn, Thorn’s Hammer +1 to AC Ranged 10; (one creature) Attack: +10 vs. Fortitude. Hit: 1d10+ 4 fire and radiant damage. Target is push 1 squares. |
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Warweaver's Tether (Standard; Encounter) Arcane, Force, Weapon |
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Range 10 *Primary Target: One Ally Effect: Gnome’s Hammer may teleport into an unoccupied square adjacent an ally and make the following melee attack. Melee (one creature) Attack: +11 vs. AC Hit: 3d8+4 fire and radiant damage and target is push 1 squares. Miss: Half damage, and you push target 2 squares. Effect: Until the end of the encounter as a move action; once per round gnome’s Hammer may teleport up to 10 squares into an unoccupied square adjacent an ally. |
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Banner Of Alliance (Immediate Interrupt; At-Will) (Trigger when an ally takes damage; At-will) Divine |
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Close burst 5. Target: Triggering ally in the burst Effect {*Special}: Gnome’s Hammer take the damages instead and may choose to end the Elixir Shield aura and target becomes immune to force lightning, radiant, and thunder damage until end of target’s next turn *Special: If target is of the gnome race then all invisible conditions activated with this power lasts until the end of target’s next turn. (Any attack by an invisible creature ends the invisible condition.) |
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Healing Infusion (minor; encounter) Arcane |
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Effect: Gnome’s Hammer gains 24 temporary hit points. As a minor action any number of these temporary hit points can be transfer to an ally within a range of 5 squares. |
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Erathis’ Mending (Minor; Encounter {Special}) Divine, Healing |
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Close burst 5 Target: (One ally or self.) Effect: The target regains ¼ of target’s maximum hit points total plus 5 additional hit points Special: Once per encounter Gnome’s Hammer may choose to gain with each ally in the burst a +1 bonus to all defenses until the end of Thorn’s Hammer next turn or choose to grant each ally in burst a +1 bonus to their next attack roll. You can use one special condition once while using this power twice per encounter. |
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Fade Away (immediate reaction, when the Gnome’s Hammer takes damage; encounter) Illusion. |
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The Gnome’s Hammer becomes invisible until making a non-arcane attack or until the end of your next turn. |
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Alignment: Unaligned Language: Elven, Goblin, Common. Religion +11, Endurance +10, Strength +10, Arcana +8, Bluff +5, Perception +4 Str 16, Dex 10, Wis 10 Con 17, Int 16, Cha 10. Adventurer's Kit, Quarterstaff, Magic Titanscale Armor +2. |
Gnome’s Hammer Tactics:
The Gnome Hammer preferred gnome company in combat. When with other gnomes the Hammer likes to remain hidden on the battlefield while tricking the adversaries in believing the other gnomes are either weaker or too injured to pose any threat. This effective strategy brings the gnome victories with surprise attacks later on in the encounter.
When with other races the Gnome’s Hammer moves in a way that resembles more a melee striker type of attacker than a controller leader type. Gnome’s Hammers can move or teleport behind allies using reach attacks while assisting allies in withstand the hits of the more consistent hitting adversaries and granting allies hit points bonuses as well as transfer hits points to a favorable ally against a strong adversary.
Character Sheet Model For The Gnome’s Hammer.
====== Created Using Wizards of the Coast D&D Character Builder ======
Gnome's Hammer, level 6
Gnome, Artificer|Runepriest
Hybrid Artificer: Hybrid Artificer Will
Runic Artistry: Wrathful Hammer
Background: Zilargo (+2 to Bluff)
FINAL ABILITY SCORES
Str 16, Con 17, Dex 10, Int 16, Wis 10, Cha 10.
STARTING ABILITY SCORES
Str 15, Con 17, Dex 10, Int 13, Wis 10, Cha 8.
AC: 17 Fort: 17 Reflex: 17 Will: 16
HP: 54 Surges: 9 Surge Value: 13
TRAINED SKILLS
Religion +11, Endurance +11, Athletics +11
UNTRAINED SKILLS
Acrobatics +3, Arcana +8, Bluff +5, Diplomacy +3, Dungeoneering +3, History +6, Insight +3, Intimidate +3, Nature +3, Perception +4, Stealth +5, Streetwise +3, Thievery +3, Heal +3
FEATS
Level 1: Shadow Skulk
Level 2: Magic of the Mists
Level 4: Staff Expertise
Level 6: *Practiced Study
POWERS
Hybrid at-will 1: Word of Shielding
Hybrid at-will 1: Thundering Armor
Hybrid encounter 1: Drain Speed
Hybrid daily 1: Rune of Endless Fire
Hybrid utility 2: Restorative Infusion
Hybrid encounter 3: Symbol of Wrath Reversed
Hybrid daily 5: Warweaver's Tether
Hybrid utility 6: Banner of Alliance
ITEMS
Erathis's Beacon (level 8), Adventurer's Kit, *Forged Magic Quarterstaff+2, *Forged Titanscale Armor +2. (Special: By Martial Practise)
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