Hooah of Ironhall is a cranky old warrior who feels most at home when skulls are cracking, and goblinoids are running for their lives. Hooah doesn’t share much of his past and has a weakness for accepting dares and other bets which might require magical healing in their aftermath. He is, however, a loyal companion who never backs down once he accepts a challenge.
HOOAH OF IRONHALL CR 4
Male Dwarf Cleric 2 Fighter 2
TN Medium Humanoid
Init +1; Senses Darkvision (60 feet); Listen +1, Spot +1
Languages Common, Dwarven, Orc
AC 15, touch 11, flat-footed 14
(+1 Dex, +4 armor)
hp 42 (2d10+2d8+12)
Fort +9, Ref +1, Will +4
Melee weapon Unarmed Strike +5 (1d3+2) and
Waraxe, Dwarven +6 (1d10+3) and
Waraxe, Dwarven +4 (2d8+2)
Space 5 ft.; Reach 5 ft.
Base Atk +3; Grp +5
Combat Gear Masterwork Chain Shirt, Waraxe, Dwarven, Waraxe, Dwarven
Cleric Spells Prepared (CL 2, +5 melee touch, +4 ranged touch):
1 (DC 12, 3/day) – Cure Light Wounds, Protection from Chaos, Shield of Faith, Enlarge Person
0 (DC 11, 4/day) – Cure Minor Wounds, Cure Minor Wounds, Cure Minor Wounds, Light
Abilities Str 14 Dex 12 Con 16 Int 12 Wis 12 Cha 8
SQ +1 to attack rolls vs Orcs and Goblinoids, +2 to Appraise and Craft checks on stone or metal items, +2 to saves vs poison, spells & spell-like effects, Aura (Ex), Cleave, Feat of Strength (1 rounds/day) (Su), Power Attack -3/+3, Protection, Protective Ward (1 hours/day) (Su), Spontaneous Casting, Stability, Stonecunning, Strength, Sturdy, Turn Undead (2/day) (Su), Weapon Familiarity – Dwarven Waraxe & Urgrosh
Feats Armor Proficiency (Heavy), Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Light), Armor Proficiency (Medium), Armor Proficiency (Medium), Cleave, Martial Weapon Proficiency – All, Power Attack -3/+3, Scribe Scroll, Shield Proficiency, Shield Proficiency, Simple Weapon Proficiency – All, Simple Weapon Proficiency – All, Tower Shield Proficiency, Weapon Focus – Waraxe, Dwarven
Skills Balance +0, Concentration +5, Escape Artist -2, Heal +2, Hide -2, Intimidate +3, Jump -5, Move Silently -2, Sense Motive +2, Spellcraft +2, Swim -2
Possessions combat gear plus Backpack (empty), Bedroll, Explorer’s Outfit (Free), Flask, Flint and steel, Healer’s kit, Holy symbol, silver, Money, Potion of Cure Light Wounds, Pouch, belt (empty), Rope, silk (50 ft.), Scroll: Cure Light Wounds, Cure Light Wounds, Cure Light Wounds, Signal whistle, Torch, Waterskin, Whetstone
+1 to attack rolls vs Orcs and Goblinoids +1 racial bonus to attacks against Orcs and Goblinoids.
+2 to Appraise and Craft checks on stone or metal items +2 racial bonus to Appraise and Craft checks on stone or metal items.
+2 to saves vs poison, spells & spell-like effects +2 racial bonus to Poison, Spells and Spell-Like effects.
+4 dodge bonus to AC vs Giants +4 dodge bonus to AC against monsters of the Giant type.
Aura (Ex) The Cleric has an aura corresponding to his deity’s alignment.
Cleave If you kill a creature, you get an extra attack.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Feat of Strength (1 rounds/day) (Su) You can perform a feat of strength for one round as a supernatural ability.
Power Attack -3/+3 You can subtract from your attack roll to add to your damage.
Protection You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.
Protective Ward (1 hours/day) (Su) You can generate a protective ward for one hour as a supernatural ability.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Stability +4 to avoid being bull rushed or tripped while standing.
Stonecunning +2 bonus to Search vs unusual stonework. Free check within 10 feet.
Strength You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.
Sturdy Your base speed is never modified by encumbrance.
Turn Undead (2/day) (Su) A good cleric can turn undead; an evil cleric can rebuke undead.
Weapon Familiarity – Dwarven Waraxe & Urgrosh Dwarven Waraxes and Dwarven Urgroshes count as Martial weapons.