| T O P I C R E V I E W |
| LordofBones |
Posted - 13 Feb 2026 : 04:00:19 TORM The True, the Speaker of Truth, the True Deity, the True God, the Loyal Fury, the Hand of Righteousness, the God of Duty, the Brave Lesser Power of Mount Celestia Symbol A right-hand metal gauntlet held upright, palm open and toward the viewer (Hand Resolute) or a silver or gray metal shield bearing the open-handed gauntlet device with three black arrows embedded in the shield Realm Trueheart (Mount Celestia/Mercuria) Alignment Lawful Good Aliases none Superior Tyr Allies Bahamut, Helm, Ilmater, Koriel, Lathander, Nobanion, the Red Knight Foes Bane, Bhaal (dead), Cyric, Mask, Shar Servants the Ghost Guard Servitor Creatures archons of all types, aasimon of all types, dragons (gold, radiant, and silver), ki-rin, lammasu, pegasi, shedu, watchghosts, xavers Manifestations a floating, flying metal gauntlet of gigantic size that glows with a white aura and is surrounded from tune to time with arcs of lightning; an animated weapon (usually a two-handed sword) or a shield that aids the faithful or beneficial causes Signs of Favor a blinding white diamond set into a door or stone wall; the image of a gauntlet, shield, or sword burned into fabric; a pure white rose growing in a castle gate or narrow mountain pass Worshipers bodyguards, champions, good fighters and warriors, guardians, heroes, knights, loyal courtiers, paladins, protectors Cleric Alignments LG, LN, NG Specialty Priests Holy Champion Holy Days Divine Death, True Resurrection Important Ceremonies Torm’s Table, Investiture, Holy Vigil Portfolio duty, loyalty, obedience, paladins Domains Celestia, Courage, Good, Healing, Law, Protection, Pride, Strength, Zeal Favored Weapon Duty’s Bond (greatsword)
TORM Male Paladin 30, Divine Champion 5, Martyred Champion of Ilmater 10, Justiciar of Tyr 10 LG Medium Outsider (Extraplanar, Good, Lawful) Divine Rank 8 Init +19 (+11 Dex, +8 Superior Initiative), Supreme Initiative; Senses 8-mile-radius; Listen +50, Spot +50; remote sensing (5 locations), portfolio sense Aura absolute law, courage, divine (800 ft., Will DC 66), good, menace 8/day (1 minute; Will DC 58 or -2 attack rolls, Armor Class, and saves within 20 ft.); Positive Energy Aura; Languages can communicate with any living creature; Words of Creation _______________________________________________________________
AC 89, touch 50, flat-footed 78 (+18 armor, +21 deflection, +11 Dex, +8 divine, +21 natural); Battlesense hp 1,630 (45d10 + 10d8 plus 1,100), divine shield 23/day (280 hp); DR 30/epic, evil, and adamantine Immune ability damage, ability drain, antimagic, banishment, cold, death effects, disease, disintegration, energy drain, fire, imprisonment, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, turning and rebuking Resist acid 30, sonic 30; SR 67 Fort +78 Ref +63 Will +69 _______________________________________________________________
Speed 60 ft. (12 squares) Melee duty’s bond +85/+80/+75/+70 (2d6 + 51 plus 1 vs. evil plus 3d6 holy and 1 negative level plus 5d6 and 1d4 vs. undead or 6d6 and 1d4 vs. evil outsiders/18-20/x2* plus 1d10 sacred or 2d10 vs. evil outsiders plus 6d6 holy and 2 negative levels plus cower [Will DC 58] plus 1d4+1 Str [evil only; Fort DC 58] plus death [Fort DC 27; evil outsiders and undead]) *x3 vs. undead and creatures from the Negative Energy Plane Melee unarmed strike +68/+63/+58/+53 (2d6 + 22 plus 4d6 vs. evil outsiders and undead/20/x2 plus cower [Will DC 58] plus 1d4+1 Str [evil only; Fort DC 58] plus death [Fort DC 27; evil outsiders and undead]) or Melee touch +68 or Ranged touch +57 Base Atk +38; Grp +78 Atk Options blade of justice, divine blast 24/day (8 miles, 29d12 damage), smite anarchy 4/day (+23 attack and +32 damage against chaotic creatures), smite evil 29/day (+23 attack and +277 damage against evil creatures; enemy of strife); Armed Deflection, Avenging Strike 21/day, Awesome Smite, Cleave, Combat Expertise, Divine Might, Epic Divine Might, Exceptional Deflection, Great Cleave, Power Attack, Quell the Profane (Fort DC 59), Resounding Blow (Will DC 59), Shock Trooper, Smiting Power Special Actions alter reality, alter size, communion 1/day, divine wrath 1/day, feat of strength 8/day (+55 enhancement bonus to Str for 1 round), lay on hands (1,155 points daily), order’s calm (Will DC 36), protective ward 8/day (+55 bonus to the next saving throw within 1 hour), rebuke non-evil outsiders and turn evil outsiders and undead as a 52nd level cleric 24/day (check +29, damage +73), remove disease 17/week, restore the weave 17/day, zeal 8/day (take 20 on one check without increasing the time); Corona (Will DC 58), Divine Armor, Divine Censure (21 rounds, Will DC 58), Divine Justice Combat Gear duty’s bond
Spell-like Abilities (CL 55th; +1 good, healing, and law spells) At will – aid, antimagic field, bear’s endurance, bigby’s clenched fist, bigby’s crushing hand, bigby’s grasping hand, blade barrier (DC 45), bless, bull’s strength, calm emotions (DC 41), cloak of bravery, commune, consecrate, cure critical wounds, cure light wounds, cure moderate wounds, cure serious wounds, detect chaos, detect magic, dictum (DC 46), dismissal (DC 43), dispel chaos (DC 44), dispel evil (DC 44), divine power, eagle’s splendor, enlarge person (DC 40), forbiddance (DC 45), foresight, greater cloak of bravery, greater dispel magic, greater heroism, greater magic weapon, greater teleport, heal, helping hand, heroes’ feast, heroism, hold monster (DC 45), holy aura (DC 47), holy smite (DC 43), holy word (DC 46), hypnotism (DC 40), light of lunia, lion’s roar (DC 47), magic circle against chaos, magic circle against evil, magic vestment, mass bear’s endurance, mass charm monster (DC 48), mass cure critical wounds, mass cure light wounds, mass heal, mass reduce person (DC 44), mind blank, miracle, order’s wrath (DC 43), plane shift (DC 44), power word stun, prismatic sphere (DC 47), protection from chaos, protection from energy, protection from evil, regenerate, remove fear, repulsion (DC 46), righteous might, sanctuary (DC 40), shield of faith, shield of law (DC 47), shield other, spell immunity, stoneskin, summon monster iii*, summon monster v*, summon monster vii*, summon monster ix (lawful good, good, or lawful only), valiant fury. *lawful good only
Paladin Spells per Day (Levels 0-4th) 8/7/7/7; Battle Blessing; Caster Level 27th or 35th vs. SR; +1 good, healing, and law spells; base DC 44 + spell level; +2 lawful spells
Typical Paladin Spells Prepared 4th – aligned aura (DC 48), blessing of the righteous, blood of the martyr, meteoric strike (DC 48), sacred haven, sword of conscience (DC 48), valiant spirit. 3rd – fell the greatest foe, find the gap, healing spirit, mind bond, prayer, remove curse, smite heretic. 2nd – benediction, crown of smiting, divine insight, divine protection, master cavalier, righteous fury, zone of truth (DC 46). 1st – divine favor (x2), divine sacrifice (x2), golden barding, lantern light, resist planar alignment, resurgence. _______________________________________________________________
Abilities Str 54, Dex 32, Con 50, Int 36, Wis 44, Cha 52 SQ avatar (5), bureaucratic knowledge +10, divine grace, divine health, divinity, godly realm (Mount Celestia 16 miles), greater endurance, holy suffering, immortality, maimed god’s boon, pride (reroll any 1 on a saving throw and keep the new roll), sacred defense +2, special mount (typically an advanced half-celestial gold dragon) Feats Avenging Strike, Awesome Smite, Battle Blessing, Cleave, Combat Expertise, Corona (Will DC 58), Diehard (B), Divine Armor, Divine Censure (21 rounds, Will DC 58), Divine Justice, Divine Might, Endurance, Great Cleave, Improved Bull Rush, Improved Critical (greatsword), Improved Initiative, Improved Unarmed Strike (B), Initiate of Ilmater (B), Initiate of Torm (B), Initiate of Tyr (B), Leadership, Mark of the Triad (B), Mounted Combat, Nimbus of Light, Power Attack, Quell the Profane (Fort DC 58), Resounding Blow (Will DC 58), Sanctify Martial Strike, Shock Trooper, Smiting Power, Superior Unarmed Strike, Weapon Focus (greatsword), Words of Creation (B) Epic Feats Armed Deflection, Great Smiting (x2), Epic Divine Might, Epic Leadership, Epic Reputation, Epic Weapon Focus (greatsword), Exceptional Deflection, Legendary Rider, Legendary Wrestler, Planar Turning, Positive Energy Aura, Superior Initiative Salient Divine Abilities Banestrike (evil outsiders), Battlesense, Divine Inspiration (courage, up to 8 creatures/day), Divine Paladin, Divine Weapon Focus (greatsword), Divine Weapon Specialization (greatsword), Gift of Life, Indomitable Strength, Irresistible Blows (Fort DC 65), Power of Truth (Will DC 66, up to 8 creatures per day), Righteous Might of the Triad (unique salient divine ability), Supreme Initiative Skills Balance +40, Climb +41, Concentration +73, Craft (armorsmithing, weaponsmithing) +66, Diplomacy +99, Gather Information +60, Handle Animal +87, Heal +83, Intimidate +87, Jump +51, Knowledge (local, nobility and royalty, religion) +67, Knowledge (the planes) +46, Listen +50, Ride +83, Sense Motive +83, Spot +50, Survival +50 (+54 extraplanar), Swim +43, Tumble +22; Others bureaucratic knowledge (+10 Knowledge and Gather Information checks related to laws or legal proceedings and Charisma-based skill or ability checks made to argue legal matters) Possessions armor of truth, duty’s bond
Alter Reality Torm is an embodiment of divine power and reality is his to alter as he sees fit. This effectively functions as the wish spell that costs him no XP and requires a standard action to implement. In effect, this allows Torm to duplicate any effect as long as it relates to his area of influence. In essence, he can duplicate the effects of any paladin class skill, ability, or spell, or any effect related to loyalty or duty.
The Loyal Fury can create temporary, nonmagical objects, magic items or creatures for up to 8 hours, and can also create permanent nonmagical objects. He can also render a magical or supernatural effect permanent and reshape landscapes. The limits to these abilities are fully defined in Deities and Demigods.
Aura of Absolute Law (Su) Torm is such a shining beacon of order and justice that chaos cannot stand against him. He is surrounded by a constant dispel chaos effect at all times. Driving a chaotic outsider back to its home plane or dispelling a chaotic enchantment spell temporarily discharges and ends this effect, but he may reactivate it as a free action on his next turn.
Avatar Torm can have five avatars at any given time. The Loyal Fury can choose to appear as a helmless, 12-foot-tall man in ancient full plate armor stained dusky purple, who is possessed of an eternal calm. Sometimes he appears as an aging warrior with gray-white hair who has withstood uncounted evils without breaking, and at other times as a handsome, blond, young man of incredible personal magnetism, self-confidence, and quiet enthusiasm. When entering combat, Torm often shifts form to appear as a lion-headed man. In any form, the Lord of Duty has a stern voice and manner, unwavering courage set in his square jaw, the light of righteousness flashing in his striking, deep blue eyes.
Axiomatic Spellcasting (Ex) Torm’s devotion to the cause of law infuses and empowers his spells. The save DC (if any) for any spell with the lawful descriptor that he casts increases by +2.
Blade of Justice (Su) Torm may imbue his melee weapon with the raw power of justice. 21 times per day as a free action, he may cause any melee weapon he is currently wielding to behave as an axiomatic weapon (dealing an extra 2d6 points of damage against chaotic foes). The effect lasts for 1 round.
Bureaucratic Knowledge (Ex) Although battling the forces of chaos is one of Torm’s primary functions, he also has a thorough grasp of legal processes in civilizations all across Faerûn. He has a +10 bonus on all Knowledge and Gather Information checks related to laws or legal proceedings (such as recalling whether carrying weapons is illegal in a certain city or researching proper courtroom etiquette). He also gains the same bonus on Charisma-based skill or ability checks made to argue legal matters.
Communion (Su) Torm can ask a single question of Ilmater daily as if casting a commune spell.
Divine Blast 24 times per day, Torm can create a ray of divine power that extends for up to 8 miles that deals up to 29d12 points of damage, as a ranged touch attack with no saving throw. He can alter the visual, auditory and sensation-based qualities of his divine blast as he desires. Torm’s divine blasts generally manifest as blasts of blinding white light.
Divine Shield As a free action 23 times per day, Torm can create a shield that lasts 10 minutes and stops 280 points of damage from attacks. Once the shield stops that much damage, it collapses. Any damage Torm is naturally immune to does not count towards the shield’s limits.
Divine Wrath (Su) Once per day, Torm can channel a portion of the Triad's power to greatly enhance his own battle prowess. He gains damage reduction 5/- and a +3 sacred bonus on attack rolls, damage, and saving throws for 21 rounds.
Enemy of Strife (Su) Any smite evil attack Torm uses against a member of the Zhentarim or the church of Bane or Cyric (or a creature created or conjured by a member of one of these groups) automatically ignores any miss chance from concealment and overcomes damage reduction as if it were made with a good-aligned weapon.
Greater Endurance (Ex) Torm has a +4 sacred bonus on all the checks and saves improved by the Endurance feat.
Holy Suffering (Su) When Torm takes at least 50 points of damage in a single round and survives, he is surrounded by a radiant glow signaling Ilmater's favor. He gains a sacred bonus on attack rolls, saving throws, and skill checks equal to +1 for every 10 points of damage he took in the previous round for up to 10 rounds.
Maimed God's Boon (Su) Tyr's hand shelters his most faithful servants, protecting them from the ravages of disorder and anarchy. Torm has a +21 bonus on all saving throws against spells with the chaotic descriptor and against the spell-like and supernatural abilities of chaotic outsiders. This bonus stacks with his divine grace.
Order's Calm (Su) Once per day with his touch, Torm may negate any of the following effects: heroism, rage, symbol of insanity, any fear effect, or a barbarian's rage ability. To use this ability on an unwilling target, he must make a successful melee touch attack, and the target receives a Will save (DC 36) to avoid the effect.
Restore the Weave (Sp) 17 times per day, Torm can repair a 5-foot cube of dead magic or wild magic area, returning it to its normal function. This ability only works if he stands in an area of normal Weave that is adjacent to the damaged area (in other words, it cannot create an "island" of normal Weave within a damaged area). Slowly but surely, Torm and his Golden Lions can repair large problem areas.
Righteous Might of the Triad (unique salient divine ability) Torm is the Archpaladin. Such is his devotion to law and righteousness that he uses the sum of his Hit Dice to determine the effectiveness of his paladin class abilities and bonus feat access. He may also select any paladin alternate class feature; such features are in addition to his natural paladin abilities and do not replace them. He can switch between paladin alternate class features as a full round action.
Furthermore, as the Hand of the Triad and protector of law and good, Torm may manifest a variety of unique powers that cement his role as the defender of righteousness:
Hammer of Justice: Torm can hurl up to four spiritual weapons in the shape of hammers at any foe within 80 ft. as part of a full attack action as a ranged touch attack. Each hammer deals 1d8 + 18 damage, half of which is blunt damage and half of which results from pure divine power, with a critical range of 19-20 and a multiplier of x2. If a hammer misses its target, Torm can redirect the weapon to any other target within range as a free action. If a hammer inflicts a critical hit on a target that is of evil alignment or has the evil subtype, the creature automatically suffers the effects of Torm’s smite evil ability without expending any of his daily uses. If a single target is attacked by more than one hammer, it can only be affected by one smite evil attempt.
Shield of the Martyr: If Torm wishes, he can stand guard over any being, door, or opening. This envelops the area in a protective barrier of up to 40 square feet in area and otherwise functions as a wall of force that cannot be destroyed until Torm himself is destroyed or brings it down. A protected being can see hear, act, and move freely, can readily step out of and back into Torm's protection, and can launch magic or employ weapons without harming the god or his protection. Only a being of divine power or equivalent status can pierce through the barrier if they succeed at a caster level check against Torm (CL 63rd). Creating the shield weighs down even Torm and dulls his reflexes; he can only make two attacks when using the full attack action and suffers a -4 penalty to Initiative and Reflex saves for as long as he maintains the barrier.
Voice of the Fury: Once every round as a free action, the Loyal Fury can manifest his wrath as the roar of a great lion. This functions as an intensified greater shout (60 ft. burst, 120 points of sonic damage or 240 points of damage against crystalline creatures, stunned for 2 rounds and deafened for 48 rounds) that further deals double damage to evil creatures and creatures with the [evil] subtype, although Torm can choose to shield any such creature from his wrath (in particular, those that exhibit genuine repentance). A Reflex save (DC 66) negates the stun and halves the damage and deafness.
Good creatures that hear Torm’s roar instead gain a +8 morale bonus to attack rolls and saving throws for 8 rounds; this bonus stacks with other morale bonuses but not with itself.
Wrath of the Triad: Whenever Torm smites evil, all critical rolls are automatically successful. In addition, whenever he smites evil, bolts of holy power erupt from the target creature and strike up to 8 additional evil targets of his choice within 30 feet. Targets take 8d8 points of damage, or double if they are evil outsiders or evil undead. A successful Reflex save (DC 66) reduces the damage by half.
Sacred Defense (Ex) Torm has a +2 bonus on saving throws against divine spells, as well as the spell-like and supernatural abilities of outsiders.
Smite Anarchy (Su) Thrice per day, Torm may attempt to smite a chaotic opponent with one normal melee attack. He adds his Charisma bonus (+21) to the attack roll and deals 10 extra points of damage. If he accidentally smites a creature that is not chaotic, the smite has no effect but is still used up for that day.
Possessions Torm wields Duty’s Bond, a perfectly-forged +10 mighty smiting and sacred burst solarian truesteel greatsword of evil outsider and undead dread with the combined powers of a holy devastator and a sun blade. Duty’s bond has a variety of powers that benefit not only Torm, but those fortunate enough to be allowed to wield it. The sword grants its wielder an additional five uses of his smite abilities. Its wielder can also grant the weapon the brilliant energy special ability on command. Dismissing the brilliant energy ability is a free action.
When wielded by a paladin or a lawful good creature, duty’s bond provides spell resistance 68 to its wielder and any of its allies within 10 feet. It also enables the wielder to use greater dispel magic once per round as a standard action against any spell with the (evil) descriptor or that has been cast by an evil creature (CL 55th). When the wielder dispels a spell, he heals 1d6 points of damage for every spell level of the dispelled spell.
The Loyal Fury also wears the armor of truth, a weathered and pitted set of +10 heavy fortification full plate. The armor applies its total armor bonus as damage reduction against the extra damage the wearer takes from anarchic and unholy weapons, chaotic and evil spells, and smite good and smite law, reducing the damage taken by 18.
Other Divine Powers As a lesser power, Torm may take 10 on any check. Torm treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal. Senses Torm can see (using normal vision or darkvision), hear, touch, and smell at a distance of eight miles. As a standard action, he can perceive anything within eight miles of his worshippers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to five locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for eight hours. Portfolio Sense Torm senses any event motivated by duty or loyalty as long as the event in question affects at least five hundred people. He is similarly aware of any act taken by a paladin if the event is of similar scope. Automatic Actions Torm can use any skill associated with his portfolio as a free action whether or not he has ranks in it, as long as the DC for the task is 20 or below. Torm cannot do anything as a free action if the task would be a move action or part of a move action. He can perform up to five such free actions each round. Create Magic Items Torm can create any kind of magic item that involves protection or benefits paladins as long as the item's market price does not exceed 30,000 gp.
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