Hammer of Vengeance (PH2)
"By the hammer Guldarak, Moradin will have vengeance against his foes. And I will deliver it."
Prerequisite: InvokerDuring the war against the primordials, Moradin and Kord worked together to forge Guldarak, “the God Hammer.” They crafted the hammer out of raw thunder and bound its handle with rings of lightning. Moradin was the first to wield the hammer, taking it into the Great Dismal Delve in the heart of the Elemental Chaos. Moradin used the God Hammer to shatter the stone that protected the primordial Zurtharak, who was called the Vein of Iron for the way he burrowed and twisted through solid stone. With Kord and Bahamut at his side, Moradin then used the hammer to shatter the primordial's body.
Several other gods wielded Guldarak during the war, and the hammer became a symbol of divine vengeance. Each time the primordials scored a victory against the gods, a god lay a hand on Guldarak, swore an oath of vengeance, and then took up the hammer and carried out that oath.
Like Guldarak, you are an instrument of divine vengeance, wielding thunder to smite your god's foes. Thunder wards your allies and dazes your enemies, and can even teleport your allies to your side.
HAMMER OF VENGEANCE (PH2) PATH FEATURES
Enduring Castigation (11th level): While you're not bloodied, each enemy within 5 squares of you takes a -2 penalty to saving throws.Lingering Rebuke (11th level): When you spend an action point to take an extra action, each enemy that hits or misses you or an ally within 5 squares of you before the end of your next turn takes 1d6 + your Constitution modifier thunder damage.
Penance (16th level): Whenever you score a critical hit with a divine attack power, the target is dazed until the end of your next turn.
Mark of CastigationHammer of Vengeance (PH2) Attack 11
You batter your foe with thunder and promise it explosive retribution if it attacks.
Encounter ✦ Divine, Implement, Thunder
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: 1d10 + Wisdom modifier thunder damage. If the target hits or misses you or your ally before the end of your next turn, the target takes 3d10 + your Wisdom modifier thunder damage.
Thundering SummonsHammer of Vengeance (PH2) Utility 12
With a thundering word, you call your allies to your side. They arrive like echoes rolling across the sky.
Encounter ✦ Divine, Teleportation
Move Action Close burst 10
Target: One or two allies in the burst
Effect: You teleport each target to a space adjacent to you.
Warding ThunderHammer of Vengeance (PH2) Attack 20
You surround yourself and your allies with a ward of thunder, which batters your enemies. One of your allies carries your mark of protection, so if your foes attack that ally, the ward erupts in thunder again.
Daily ✦ Divine, Implement, Thunder, Zone
Standard Action Area burst 2 within 10 squares
Target: Each enemy in the burst
Attack: Wisdom vs. Fortitude
Hit: 5d6 + Wisdom modifier thunder damage.
Effect: The burst creates a zone of warding thunder that lasts until the end of your next turn. Choose an ally when the zone is created. If any enemy attacks that ally, you can make the following attack against each enemy within the zone as a free action:
Attack: Wisdom vs. Fortitude
Hit: 5d6 + Wisdom modifier thunder damage.
Sustain Minor: The zone persists.
Revision (10/13/2009)
On the Effect line, replace the last sentence with the following:
If any enemy attacks that ally, you can make the following attack against each enemy within the zone as a free action:
Attack: Wisdom vs. Fortitude
Hit: 5d6 + Wisdom modifier thunder damage.
Published in Player's Handbook 2, page(s) 117.