F Dwarf Warpriest 10 | HP 87/87| AC 25 (tch 12, ff 25) | CMB +10, CMD 22 | F +13, R +7, W +15 | Init +0 | Dark vision | Perc. +5|Fervor 9/day)|Channel Positive Energy 6/day| Blessings 8/day
About Hanna Ironhammer
Hanna
Female dwarf warpriest of Torag 10 (Pathfinder RPG Advanced Class Guide 60)
NG Medium humanoid (dwarf)
Init 0; Senses darkvision 60 ft.; Perception +5 (+7 to notice unusual stonework)
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Defense
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AC 25, touch 12, flat-footed 25 (+9 armor, +2 sacred, +4 shield)
hp 87 (10d8+34)
Fort 13, Ref 7, Will 15; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training, sacred armor (+2, 10 minutes/day)
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Offense
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Speed 20 ft.
Melee dwarfbond hammer +13 (2d10+7 B/×3)
Special Attacks blessings 8/day (Good: battle companion, holy strike, Protection: aura of protection, increased defense), channel positive energy 6/day (DC 19, 3d6), fervor 9/day (3d6), sacred weapon (1d10, +2, 10 rounds/day)
Warpriest Spells Prepared (CL 10th; concentration +14)
. . 4th—neutralize poison, restoration
. . 3rd—create food and water, prayer, searing light, summon ancestral guardian
. . 2nd—hold person (DC 16), muffle sound[ACG] (DC 16), communal protection from evil[UC], sound burst (DC 16), spiritual weapon
. . 1st—bless, endure elements, forbid action[UM] (DC 15), protection from evil, sanctuary (DC 15), shield of faith
. . 0 (at will)—create water, detect magic, mending, purify food and drink (DC 14), read magic
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Statistics
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Str 16, Dex 10, Con 14, Int 10, Wis 19, Cha 10
Base Atk +7; CMB 10; CMD 22 (26 vs. bull rush, 26 vs. trip)
Feats Blessed Hammer, Extra Channel, Greater Weapon Of The Chosen[ACG], Improved Weapon Of The Chosen[ACG], Toughness, Vital Strike, Weapon Focus (Warhammer), Weapon Of The Chosen[ACG], Weapon Specialization (Warhammer)
Traits guardian of the forge, sacred touch
Skills Acrobatics -7 (-11 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Diplomacy +6, Heal +10, Knowledge (engineering) +7, Knowledge (history) +2, Knowledge (religion) +7, Perception +5 (+7 to notice unusual stonework), Sense Motive +9, Spellcraft +6, Survival +10 (+12 to track vs. humanoids of the Giant subtype); Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ dwarf warpriest, giant hunter[ARG]
Combat Gear potion of cure moderate wounds; Other Gear forgefather's half-plate, +2 heavy steel shield, dwarfbond hammer[UE], bag of holding i, belt of giant strength +4, cloak of resistance +2, ring of sustenance, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text (Torag)[UE], mess kit[UE], pot, soap, spell component pouch, trail rations (5), waterskin, wooden holy symbol of Torag, 3,022 gp
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Special Abilities
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Armor/Weapon Blessings (1/day) Add 1/3 to the number of times per day the warpriest can use blessings, but he can only use these additional uses on blessings that affect weapons or armour.
Blessed Hammer You can deliver touch spells as part of a melee attack with your Warhammer.
Blessings (8/day) (Su) Pool of power used to activate Blessing abilities.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Fervor (3d6, 9/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants.
Greater Weapon of the Chosen When using deity's fav weapon to atk, roll 2 dice and use higher.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Improved Weapon of the Chosen As swift act, deity's fav wep gains 1 align aspect of deity or cold iron and silver if neutral.
Sacred Armor +2 (10 minutes/day) (Su) As a swift action, grant armor enhancement bonus or certain powers. Use 1 fervour as free action to also activate Sacred weapon.
Sacred Weapon +2 (10 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Vital Strike Standard action: x2 weapon damage dice.
Warpriest Channel Positive Energy 3d6 (6/day, DC 19) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Weapon of the Chosen As swift act, deity's fav wep counts as magic for next attack, may reroll conceal miss chance once.
Background:
Background: Hanna was born in the dwarven sky citadel of Janderhoff in southeastern Varisia's Mindspin Mountains. Her parents, Kilan and Helga Ironhammer were priests of Torag in the great temple located deep in the twisting corridors of the city proper. Kilan died shortly after his daughter’s birth protecting the gateway to the Darklands. Her mother was wounded defending the same gate many years later and retired to a life of contemplation.
Hanna herself joined the church at an early age to follow in the steps of her father. She trained in both theology and warfare so she would be able to protect her people from the many dangers of the Darklands. However, fate would have it, she was tasked with patrolling the caravan routes from the city to the surrounding lands. She spent many years fighting brigands, monsters and Giants while keeping the trade ways clear. In time she rose to the rank of Vicar-Captain.
Hanna finds herself in the small fishing village of Sandpoint looking for a thief. She has tracked the villain (or villains) to this sleepy town and hopes to capture the brigands and retrieve that which they stole. The item, a holy symbol of Torag, was being returned to the shrine in Korvosa, but it was hijacked and Hanna has followed the thieves to Magnimar, and from there to Sandpoint.
Appearance: Hanna is of average height and weight for a young dwarven lass. She has long honey blonde hair and deep cornflower-blue eyes. She keeps her hair in a thick braid which she coils up and uses as a cushion while wearing her helmet. If not in her armour, then she wears the clerical robes of her order. She does like dressing up on occasion, but seldom has the chance to do so.
Personality & Motivation: At 53, Hanna is quite young for the position she holds. Some think it is simply because of her connections within the Church, but the fact is that no one else wanted the job of watching overland trade routes. Hanna did not want it either, but her pride and sense of honour would not let her pass up the opportunity. She has a very strong sense of right and wrong, but not necessarily a ‘black and white’ outlook on life. She can be friendly and a good friend to those she likes and respects, but also an implacable enemy to those who have wronged her.
Allies & Associations: Hanna is a Vicar-Captain in the militant arm of the Church of Torag. She reveres all the gods, but those of her people are the dearest to her heart. She is also a Senior Road Warden for the city of Korvosa, as this is the destination of most of the caravans she guards. Finally, she is one of the Elders for Clan Ironhammer, taking her mothers place as she becomes more isolated and insular.