Soulforged

"I have been tempered by the white flames of the Soulforge itself. I will not break!"

Prerequisite: Must worship Moradin and have the Moradin’s resolve Channel Divinity power

Millennia ago, when the dwarves fought for their freedom from the giants, a pair of champions arose. Twin brothers Gildur and Toris Irontop fought fiercely and bravely, crying out to Moradin with each victory. They seemed unstoppable . . . until they came up against Durandus, “the Iron King.” Their axes could not nick his stony hide, and their hammers cracked against him. In the end, Gildur fled into the mountains with his grievously wounded brother on his back, praying to Moradin for guidance.

That night, both brothers had a vision of when Moradin first forged the dwarves from iron, bedrock, and diamonds. Each gained understanding of the Soulforge’s power; Toris used its white fire to strengthen his body and soul, and Gildur used it to forge a hammer that could smash through iron like glass. When they battled Durandus a second time, both of their weapons glowed white with the heat of the Forge, burning, cutting, and crushing Durandus until he was no more.

After their victory, the brothers gathered the most pious followers of Moradin and taught them what they had learned. These devotees formed the first generation of the Soulforged knighthood, which has spent thousands of years mastering the white fire, and using it to protect Moradin’s followers.

SOULFORGED PATH FEATURES

    Reforged Action (11th level): When you spend an action point, you regain use of Channel Divinity or one divine encounter attack power of 11th level or lower.
    Weapon of the Dwarf-Father (11th level): You gain the weapon of the dwarf-father power.
    Foe Hammer (16th level): If you use Moradin’s resolve with an attack that uses the weapon under the effects of your weapon of the dwarf-father power, you also deal 1d10 extra radiant and fire damage with that weapon until the end of your next turn. If the attack scores a critical hit, the target is also stunned until the end of your next turn.

Soulforged Feature 11Weapon of the Dwarf-Father

Your weapon glows with the power of Moradin’s forge.

At-Will        Divine, Fire, Radiant
Minor Action      Melee touch

Target: One weapon you are holding

Effect: Weapon attacks made with the target weapon deal fire and radiant damage instead of their normal damage types. Additionally, the weapon emits bright light in all squares within 15 squares of you. This effect lasts until you end it as a free action or until you end your turn and are not holding the target weapon.


Soulforged Attack 11Forge Fire Blast

Your weapon glows bright with the heat of the Soulforge. It hurtles into one enemy, and then releases a searing blast of celestial fire.

Encounter        Divine, Fire, Radiant, Weapon
Standard Action      Melee or Ranged weapon

Primary Target: One creature

Primary Attack: Wisdom vs. AC

Hit: 2[W] + Wisdom modifier fire and radiant damage.

Effect: Make a secondary attack.

  Secondary Target: Each enemy within 3 squares of the primary target.

  Secondary Attack: Wisdom vs. Fortitude

  Hit: 1d8 + Wisdom modifier fire and radiant damage, and the secondary target is dazed until the end of your next turn.


Soulforged Utility 12Tempered

Like adamantine forged in the Soulforge, you are unbreakable.

Encounter        Divine
Immediate Interrupt      Personal

Trigger: You are hit by an attack

Effect: You gain a +4 power bonus to Fortitude and Will until the end of your next turn, and a +5 power bonus to your next saving throw made before the end of the encounter.


Soulforged Attack 20Soul of the Dwarf-Father

You call out to Moradin, praying for his greatest blessings. Your body and weapon glow with astral light that sears your enemies and drives them back.

Daily        Divine, Fire, Radiant, Weapon
Standard Action      Melee or Ranged weapon

Target: One creature

Attack: Wisdom vs. AC

Hit: 2[W] + Wisdom modifier fire and radiant damage.

Miss: Half damage.

Effect: Until the end of the encounter, your attacks deal extra fire and radiant damage equal to your Wisdom modifier, and enemies treat all squares adjacent to you as difficult terrain.


Published in Dragon Magazine 385, page(s) 75.