Race: Dwarf
* Slow and steady, hardy, defensive training, darkvision, stonecunning, stability, weapon familiarity
* Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
* Giant Hunter: Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype. This racial trait replaces the hatred racial trait.
* Unstoppable: Some dwarves train from a young age to outlast orcs on the battlefield. They gain Toughness as a bonus feat and a +1 racial bonus on Fortitude saves. This racial trait replaces hardy.
* Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
* Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Traits:
* Orphaned by Giants (You gain a 1 trait bonus on attack rolls against creatures with the giant subtype, and a 2 trait bonus on rolls to confirm critical hits against creatures with the giant subtype.)
* Fate’s Favored (+1 luck bonus)
Feats:
Lvl 1: Spell Finesse (Choose one of the following ability scores – Wisdom. All you spellcasting calculations are now based on this ability, including maximum level of spell you can cast, spell save DCs, and bonus spells per day. If you have spellcasting abilities from multiple sources, you can change all of them to this same attribute. Once this feat is taken and your new spellcasting attribute is selected, it cannot be changed.) Power Attack
Lvl 2: Weapon Focus
Lvl 3: Weapon of the Chosen (As a swift action, you can call upon your deity to guide an attack you make with your deity’s favored weapon. On your next attack in that round with that weapon, your weapon counts as magical for the purpose of overcoming damage reduction or striking an incorporeal creature. If your attack misses because of concealment, you can reroll your miss chance one time to see whether you actually hit.)
Lvl 4: Weapon Specialization
Lvl 5: Improved Weapon of the Chosen (This feat acts as Weapon of the Chosen, except you gain the benefits on all attacks until the start of your next turn. Your attacks gain a single alignment component of your deity—either chaotic, evil, good, or lawful—for the purpose of overcoming damage reduction. If your deity is neutral with no other alignment components, your attacks instead overcome damage reduction as though your weapon were both cold iron and silver.)
Lvl 6: Shield Focus
Lvl 7: Greater Weapon of the Chosen (When you use your deity’s favored weapon to attempt a single attack with the attack action, you roll two dice for your attack roll and take the higher result. You do not need to use your Weapon of the Chosen feat to gain this feat’s benefit. As usual, the reroll does not apply to any confirmation rolls.)
Lvl 8: Unhindering Shield
Lvl 9: Vital Strike
Lvl 10: Furious Focus
Lvl 11: Greater Vital Strike
Lvl 12: Greater Weapon Focus
Lvl 13: Greater Weapon Specialization
Lvl 14: Devastating Strike
Lvl 15: Craft magic arms and armor
Lvl 16: Greater Vital Strike
Lvl 17: Torag’s Way of the Patient Strike
Equipment:
* Agrimmosh, the Hammer of Unmaking: with Holy
* Dwarven Plate (DR 3/—)
* Masterwork Buckler
* Heavy Pick
* Cold Iron Dagger
* Belt of Physical Might +2 Strength and Constitution
* Headband Miner's Helmet of Mental Prowess +2 Wisdom and Intelligence
* Ring of Protection +1
* Apron of the Careful chemist: +2 Dex, In addition, the wearer gains a +2 competence bonus on Craft (alchemy) checks. When the wearer uses an item on himself or another character that grants an alchemical bonus on saving throws, that bonus increases by 1.
* Cloak of Resistance +1
* Vest of Endure Elements
* Holy Symbol Tattoo
* Fighter's Kit with masterwork backpack
* Scroll of Cure Serious Wounds
* 752 gold
Blessed by Torag, Sven has been gifted with the strength of his lost youth so that he might serve his God
Bravery
* Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
Armor Training
* Lvl 3: Armor Training (Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1.
* Lvl 7: Armor Specialization: The fighter selects one specific type of armor with which he is proficient: plate armor. While wearing the selected type of armor, the fighter adds one-quarter of his fighter level to the armor’s armor bonus, up to a maximum bonus of +3 for light armor, +4 for medium armor, or +5 for heavy armor. This increase to the armor bonus doesn’t increase the benefit that the fighter gains from feats, class abilities, or other effects that are determined by his armor’s base armor bonus, including other advanced armor training options. A fighter can choose this option multiple times. Each time he chooses it, he applies its benefit to a different type of armor.
* Lvl 11: Armored Juggernaut (Ex): When wearing heavy armor, the fighter gains DR 1/—. At 7th level, the fighter gains DR 1/— when wearing medium armor, and DR 2/— when wearing heavy armor. At 11th level, the fighter gains DR 1/— when wearing light armor, DR 2/— when wearing medium armor, and DR 3/— when wearing heavy armor. If the fighter is 19th level and has the armor mastery class feature, these DR values increase by 5. The DR from this ability stacks with that provided by adamantine armor, but not with other forms of damage reduction. This damage reduction does not apply if the fighter is helpless, stunned, or unconscious. *Lvl 15: Steel Headbutt (Ex): While wearing medium or heavy armor, a fighter can deliver a headbutt with his helm as part of a full attack action. This headbutt is in addition to his normal attacks, and is made using the fighter’s base attack bonus – 5. A helmet headbutt deals 1d3 points of damage if the fighter is wearing medium armor, or 1d4 points of damage if he is wearing heavy armor (1d2 and 1d3, respectively, for Small creatures), plus an amount of damage equal to 1/2 the fighter’s Strength modifier. Treat this attack as a weapon attack made using the same special material (if any) as the armor. The armor’s enhancement bonus does not modify the headbutt attack, but the helm can be enchanted as a separate weapon.
Weapon Training
* Lvl 5: Weapon Training (Ex): Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. Every four levels thereafter (9th, 13th, and 17th) increase by 1.
* Lvl 9: Focused Weapon: The fighter selects one weapon for which he has Weapon Focus and that belongs to the associated fighter weapon group (Warhammer). The fighter can deal damage with this weapon based on the damage of the warpriest’s sacred weaponACG class feature, treating his fighter level as his warpriest level. The fighter must have Weapon Focus with the selected weapon in order to choose this option.
* Lvl 13: Armed Bravery (Ex) The fighter applies his bonus from bravery to Will saving throws. In addition, the DC of Intimidate checks to demoralize him increases by an amount equal to twice his bonus from bravery. The fighter must have the bravery class feature in order to select this option. * Lvl 17: Fighter’s Reflexes (Ex) The fighter applies his weapon training bonus to Reflex saving throws. He loses this bonus when he is flat-footed or denied his Dexterity bonus to AC.
Class 2: Dual Cursed Oracle:
Life Mystery When Torag’s blessing fell upon Sven he was already a cleric of the God. Much of his clerical powers remain.
Class Skills: An oracle with the life mystery adds Handle Animal, Knowledge (nature), and Survival to her list of class skills.
Bonus Spells: detect undead (2nd), lesser restoration (4th), neutralize poison (6th), restoration (8th), breath of life (10th), heal (12th), greater restoration (14th), mass heal (16th), true resurrection (18th).
Lvl 1: Misfortune (Ex): At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it’s worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.
Lvl 3: Enhanced Cures (Su): Whenever you cast a cure spell, the maximum number of hit points healed is based on your oracle level, not the limit based on the spell. For example, an 11th-level oracle of life with this revelation may cast cure light wounds to heal 1d8+11 hit points instead of the normal 1d8+5 maximum.
Lvl 5: Safe Curing (Su): Whenever you cast a spell that cures the target of hit point damage, you do not provoke attacks of opportunity for spellcasting.
Lvl 7: Combat Healer (Su): As the battle mystery revelation (Nethys: Provided here for your convenience.) Whenever you cast a cure spell (a spell with “cure” in its name), you can cast it as a swift action, as if using the Quicken Spell feat, by expending two spell slots. This does not increase the level of the spell. You can use this ability once per day at 7th level and one additional time per day for every four levels beyond 7th. You must be at least 7th level to select this revelation.
Lvl 11: Lifesense (Su): You notice and locate living creatures within 30 feet, just as if you possessed the blindsight ability. You must be at least 11th level to select this revelation.
Lvl 13: Fortune (Ex): At 5th level, as an immediate action, you can reroll any one d20 roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it’s worse than the original roll. You can use this ability once per day at 5th level, and one additional time per day for every six oracle levels beyond 5th.
Lvl 15: Spirit Boost (Su): Whenever your healing spells heal a target up to its maximum hit points, any excess points persist for 1 round per level as temporary hit points (up to a maximum number of temporary hit points equal to your oracle level).
Extra Curse Legalistic Torag’s gifts were gained after giving an oath. Now, any lie comes with a price…
* A dual-cursed oracle must choose two curses at 1st level. One of these curses (oracle’s choice) never changes its abilities as the oracle gains levels; for example, an oracle with clouded vision never gains darkvision 60 feet, blindsense, or blindsight. The other curse comes with its normal benefits.
* Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual.
Curse: Reclusive Sven is cursed by Minderhal, with the spiteful God working to halt aid to the dwarf when it is needed the most.
* Whenever you are in combat, your allies must succeed at a melee touch attack to affect you with touch spells, and you must attempt saving throws to resist all spells cast by anyone other than yourself, even those cast by allies. Instantaneous spells you cast only on yourself affect you as though your caster level were 1 higher.
* At 5th level, any spells you cast only on yourself affect you as if they were modified by the Extend Spell feat. This does not increase their level or casting time.
* At 10th level, you are immune to charm spells and spell-like abilities.
* At 15th level, you gain spell resistance equal to 10 + your oracle level.
Agrimmosh, the Hammer of Unmaking:
The stone giants of the Mindspin Mountains believe that the giant god Minderhal used his hammer Agrimmosh to forge the first giant. This creation was imperfect, however, so he crafted another and granted it life, creating the first stone giant. Pleased with what he had now wrought, Minderhal pulverized his first creation with a final blow of the Hammer of Unmaking, and its pieces became all of the other races of giants that came to populate the world.
Agrimmosh appears to be a simple stone blacksmith’s hammer engraved with Minderhal’s holy symbol. It functions as a +2 impact warhammer that automatically resizes itself to match the size of its wielder. Once per day as a full-round action, the wielder of Agrimmosh can use the hammer to cast heightened enlarge person (Fortitude DC 23 negates). This effect lasts for 20 minutes. Whenever the wielder of Agrimmosh confirms a critical hit against a creature of the humanoid type, the target creature must succeed at a DC 23 Fortitude save or shrink by one size category, as by heightened reduce person. This effect lasts for 20 minutes.
In addition, Agrimmosh has other powers that are currently dormant. When the Hammer of Unmaking is struck against Minderhal’s Forge in the Cathedral of Minderhal, these powers are reawakened, and Agrimmosh gains the following abilities.
Whenever the wielder of Agrimmosh successfully strikes a creature with the hammer, as an immediate action he can attempt a targeted dispel check against the struck creature, as dispel magic, to end a single ongoing transmutation effect that alters the target’s size. Other ongoing spells and effects are unaffected. The wielder uses the hammer’s caster level as his own when attempting such a dispel check.
• Heightened enlarge person (1 charge, DC 23; this replaces
Agrimmosh’s 1/day enlarge person ability)
• Heightened mass enlarge person (2 charges, DC 23)
Lastly, Agrimmosh can be used in conjunction with Minderhal’s Forge at the Cathedral of Minderhal to resize magic armor and weapons.
Background:
Sven was a dwarven miner who turned Cleric of Torag, and now by fate or chance has become an oracle. He earned the title 'Mazebreaker' by winning a challenge set by the elders of his clan for young miners. A maze had been made, to test how well the young dwarves could navigate in the dark, with the prize being gold ore as big as a dwarf's head in the center. Sven took his trust pick and tunneled his way through the maze, claiming the prize by sheer bullheaded determination.
The dwarf, hailing from Highhelm, left his home along with a handful of clansmen to dig a mine near the Hordeline. It was rich in valuable ores. Rich enough to be worth the risk. While the dwarves expected their trouble to come from orcs, it was from the Giants that they came undone. A fire giant raiding party destroyed the mine, killing most of the miners, with most of the survivors being taken captive. Sven managed to escape by fleeing into the depths of the earth.
It was in the dark that Bharaz found Torag. Delirious from lack of sleep and food, he heard a voice which he at first mistook for his father. It led him down lightless tunnels and into undiscovered caverns. Miracles began to happen, where water was found where there shouldn't be any, and his wounds healed on when he prayed. Without knowing it, the lone miner had become a cleric.
Since then he has wandered, hoping to find what had become of his lost kinsmen. During these wanderings he heard rumors of a group of brave dwarves who had struck a blow against the Horde, defending Trunau and taking the fight to the Giants. He has sought them out, believing in his heart that it is Torag's will that he aid them in their quest…and this has proven to be correct. After having conquered Minderhal’s Forge, the cleric sanctified/defiled Agrimmosh. This act brought the attention of both deities upon him. Now the old dwarf finds himself both blessed by Torag and cursed by Minderhal for his deeds.