About Hezekh Ironfist
Hezekh's life began like many dwaves, in the Sky Citadel of Janderhoff, deep in the Mindspin Mountains. He learned the basics of crafting, and how to wield the traditional dwarven weapons. He was, however, always restless. He did as he was told, but showed little enthusiasm for most traditional pursuits, but he did find joy in weaponsmithing. Recognizing the potential within him, a priest of Torag encouraged him to join a Toragdan monastery, the House of Untwisting Iron, which combined normal combat training with the crafter's arts. Hezekh spent more than a decade there, meditating to the tune of a smith's hammer, but one day he was chosen to join an expedition to the Gas Forges of Riddleport.
Unfortunately, the caravan was ambushed en route by a goblin tribe. Hezekh fought bravely, but a goblin tore off much of his right arm, and he passed out from blood loss. When he came to it was night, and there was little sign of the survivors, who had taken what wagons they could and fled. Binding a tourniquet around his shredded arm, Hezekh salvaged what supplies he could from a ruined wagon and began the long journey overland. Wandering aimlessly (for he knew nothing of Varisia geography) the town of Ilsurian, where sympathetic priests of Iomedae nursed him back to health. There was no saving the arm, though, as it was already gangrenous below the tourniquet. Reluctantly, he allowed it to be amputated. While he struggled to adapt to smithing one-handed, in time he was able to do so, and earned a living for a while in Ilsurian. But he was uncomfortable in the human town, and long for the company of his own people. Even so, he refused to go home to Janderhoff a failure.
Instead, he began the long trek to Highhelm. Along the way, he studied at other monasteries and worked other smiths, gradually making his own piecemeal path toward self-improvement. When he finally reached Highhelm, after more than twenty years of travel, he apprenticed himself to a smith who specialized in building prosthetic limbs for dwarven warriors. Over the next several decades, through much experimentation, he and his master constructed a new arm for him, one as capable as the one he had lost all those years before. When it was finished, he began to practice with it, intent on mastering the unarmed combat forms he had studied in his youth. Gradually, he made a name for himself in Highhelm, both as a smith of rare skill and and as a fearsome warrior with his iron fist.
Hezekh is on the tall side for a dwarf, and his bulging muscles always soot-stained face make his profession clear. But what he has become known for is the clicking and whirring prosthesis of black iron that replaces his right arm. This arm is capable of the full range of motion and can do anything a natural arm could do, and contains retractable claws in the fingertips to boot. Other than that he looks fairly normal for a dwarf, with dark brown hair and beard, and eyes of the same shade.
In his long years of hardship, he has become convinced that only his dwarven hardiness and dogged determination have allowed him to survive. This has given him a somewhat myopic view of all things dwarven. He respects strength above all, but sees dwarves as the strongest of mortal races, the chosen people of Torag. Dwarven law, likewise, is the best law, given as it was by Torag. Even dwarven cuisine, all hearty ales and calorie-laden dishes, is superior to all others. He sometimes grudgingly comes to respect non-dwarves, but it is rare, and only after they have proved themselves.
Male dwarf brawler (constructed pugilist, steel-breaker, winding path renegade) 3 (Pathfinder Player Companion: People of the Wastes 8, Pathfinder RPG Advanced Class Guide 23, 88, Pathfinder RPG Adventurer's Guide 105)
NG Medium humanoid (dwarf)
Init +1 (+3 while underground); Senses darkvision 60 ft., scent (precious metals); Perception +8
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 31 (3d10+9)
Fort +6 (+2 trait bonus vs. poison or drugs (+4 to avoid effects of alcohol)), Ref +5, Will +4; +1 morale vs. fear, +2 vs. poison, +4 vs. spells and spell-like abilities, +2 bonus vs. negative levels
Defensive Abilities deep warrior[APG]
Speed 20 ft.
Melee dagger +7 (1d4+5/19-20) or
dagger +7 (1d4+5/19-20) or
mwk cold iron constructed limb +7 (1d6+5/19-20) or
mwk cold iron constructed limb flurry of blows +5/+5 (1d6+5/19-20)
Ranged mwk light crossbow +5 (1d8+2/19-20)
Special Attacks brawler's flurry, hatred, maneuver training (sunder +2)
Str 17, Dex 12, Con 14, Int 12, Wis 14, Cha 7
Base Atk +3; CMB +6 (+8 sunder); CMD 17 (19 vs. sunder)
Feats Combat Expertise, Deadly Aim, Power Attack, Pummeling Style[ACG], Steel Soul[APG]
Traits eldritch smith, iron liver, tunnel fighter
Skills Acrobatics +4 (+0 to jump), Climb +7, Craft (weapons) +8 (+10 on checks related to metal or stone), Diplomacy -2 (-7 to improve other creatures' attitudes towards you), Intimidate -2 (-7 to improve other creatures' attitudes towards you), Knowledge (dungeoneering) +4, Knowledge (engineering) +5, Knowledge (history) +2, Knowledge (local) +7, Perception +8, Profession (Weaponsmith) +7 (+9 on checks related to metal or stone), Sense Motive +8; Racial Modifiers craftsman[APG]
Languages Common, Dwarven, Terran
SQ brawler's cunning, condescending, constructed limb, limb modification (vicious blades), martial training, metal masterwork, school focus (mystery of untwisting iron), shadowhunter
Combat Gear acid (2), alchemist's fire (2), alkali flask[APG] (2), oil (4); Other Gear chain shirt, crossbow bolts (40), dagger, dagger, mwk light crossbow, bedroll, belt pouch, blacksmith anvil[APG], climber's kit, dwarven trail rations[UE] (2), flint and steel, grappling hook, hammer, hooded lantern, masterwork backpack[APG], masterwork weaponsmithing tools, piton (8), silk rope (100 ft.), torch (10), waterskin, 298 gp, 3 sp, 4 cp
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Brawler's Flurry +1/+1 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Condescending -5 to Diplomacy and Intimidate checks to improve others' attitudes toward you.
Constructed Limb (Ex) Special prosthetic limb gains all the benfits of unarmed strikes and can be upgraded as a magic weapon.
Craftsman +2 on Craft/Profession checks related to metal/stone.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deep Warrior +2 Gain a bonus to AC and grapple vs. Aberrations.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Mystery of Untwisting Iron: Metal Masterwork (Su) Metal weapons and armor are treated as masterwork unless they have the broken condition.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Pummeling Style Total damage from all unarmed attacks before appplying DR.
Scent (precious metals) (Ex) This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
The creature can detect oppon
Devotee of the Forge
Additionally, if Hezekh spends a Kingdom Turn Sequence in a Settlement with a Smithy, he can make a Profession (Weaponsmith) check against a DC equal to 18 + Kingdom Size. Whatever number he beats the DC by (minimum 1) can be added to either the Economy or Stability bonus provided by that building for that turn.