Mithral Hall's Municipal Code, 213: Willfull destruction of property, that's two years. Code 310: Illegal possession of assault weapons, five years. Code 457: Resisting arrest, TWENTY years!
Quote Originally Posted by Bitterbeard
Judge Bitterbeard of the Non-Seelie Court

"Run, fey folk, for my gavel pounds sentence on those I find."

Neutral Good Dwarf Ranger 1/Barbarian 2/Ranger +2/Cold Iron Warrior 10/Battlesmith 1/Hammer of Moradin 4


Story:
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Click-clang. Click-clang.

He felt like the metal pinned between anvil and hammer, relentlessly pounded by a life trying to mold him. In his most formative years, he'd sought the light of truth. He found himself deep into the fire before he'd realized it, burning away the reality he'd known and understood. The truth he discovered scarred him -- his mother, holy emissary of Moradin, had been traveling the Upperworld and had fallen victim to a trap, lured to a dance under the moonlight, enthralled to succumb to the will of her captors for the night, only to wake cold and alone in the morning, exhausted, naked, pregnant.

Click-clang. Click-clang.

Decades later, he'd learn the truth that haunted his mother to her deathbed. The pressure of that truth, the perversion of his birth, learned in those most malleable of years, molded him, formed him into what he would become. Each piece of the truth -- the where, the how, presumptions of who -- hammered at his enflamed soul.

Click-clang. Click-clang.

Moradin held him to the fire, toughened him in the flame, molded his life on His anvil.

Click-clang. Click-clang.

And he would work the forge to craft, molding metal around his mother's ashes, forming revenge from her death.

Click-clang. Click-clang.

Revenge against the vile creatures who enthralled her, defiled her, haunted her...

Click-clang. Click-clang.

Revenge against their ancestors who brought such vileness to be...

Click-clang. Click-clang.

Revenge against their offspring who carry that vile blood in their veins...

Hiiissssssssssssssssssssssssss

He was bathed in the purity of Moradin's water, hardened, formed into the perfect tool to mete out His will. To honor his mother with vengeance. To honor his children with safety. To see that such vile foes NEVER again threaten the Clan of Moradin!


Stats:

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Str: 16, Con: 14 (+2), Dex: 8, Int: 10, Wis: 16, Cha: 12 (-2)
Level bonuses to strength.


Build:

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Judge Bitterbeard of the Non-Seelie Court
{table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

1st|Ranger 1|
+1
|
+2
|
+2
|
+0
|Craft(Weaponsmithing) (4), Heal (4), K:Nature (4), Listen (4), Spot (4), Survival (4)|1st: Fey Heritage; B: Track|Favored Enemy: Fey (+2), Wild Empathy

2nd|Barbarian (ACF) 1|
+2
|
+4
|
+2
|
+0
|Craft(Weaponsmithing) 1(5), Heal (4), Intimidate 1(1), K:Nature (4), Listen 1(5), Spot (4), Survival 1(5)|--|Fast Movement

3rd|Barbarian 2|
+3
|
+5
|
+2
|
+0
|Craft(Weaponsmithing) 1(6), Heal (4), Intimidate 1(2), K:Nature (4), Listen 1(6), Spot (4), Survival 1(6)|3rd: Iron Will, B: Rapid Shot|Uncanny Dodge

4th|Ranger 2|
+4
|
+6
|
+3
|
+0
|Craft(Weaponsmithing) 1(7), Heal (4), Intimidate (2), K:Nature 2(6), Listen 1(7), Spot 1(5), Survival 1(7)|B: Two Weapon Fighting|--

5th|Ranger 3|
+5
|
+6
|
+3
|
+1
|Craft(Weaponsmithing) 1(8), Heal (4), Intimidate (2), K:Nature (6), Listen 1(8), Spot 3(8), Survival 1(8)|B: Endurance|FE: Fey (+4)/Animal (+2)

6th|Cold Iron Warrior 1|
+6/1
|
+6
|
+3
|
+3
|Craft(Weaponsmithing) 1(9), Heal (4), Intimidate (2), K:Nature 1(7), Listen 1(9), Spot 1(9), Survival (8)|6th: Fey Skin|Smite Fey 1/day

7th|Cold Iron Warrior 2|
+7/2
|
+6
|
+3
|
+4
|Craft(Weaponsmithing) 1(10), Heal (4), Intimidate (2), K:Nature 1(8), Listen 1(10), Spot 1(10), Survival (8)|--|Detect Fey, Iron Mind +2

8th|Cold Iron Warrior 3|
+8/3
|
+7
|
+4
|
+4
|Craft(Weaponsmithing) (10), Heal (4), Intimidate (2), K:Nature 1(9), Listen 1(11), Spot 1(11), Survival 1(8.5)|--|Dispel Magic 1/day

9th|Cold Iron Warrior 4|
+9/4
|
+7
|
+4
|
+5
|Craft(Weaponsmithing) (10), Heal (4), Intimidate (2), K:Nature 1(10), Listen 1(12), Spot 1(12), Survival 1(9)|9th: Knowledge Devotion (nature)|Mind Over Magic

10th|Cold Iron Warrior 5|
+10/5
|
+7
|
+4
|
+5
|Craft(Weaponsmithing) (10), Heal (4), Intimidate (2), K:Nature 1(11), Listen 1(13), Spot 1(13), Survival 1(9.5)|--|Smite Fey 2/day, Unmaking Magic

11th|Cold Iron Warrior 6|
+11/6/1
|
+8
|
+5
|
+6
|Craft(Weaponsmithing) (10), Heal (4), Intimidate (2), K:Nature 1(12), Listen 1(14), Spot 1(14), Survival 1(10)|--|Dispel Magic 2/day

12th|Cold Iron Warrior 7|
+12/7/2
|
+8
|
+5
|
+6
|Craft(Weaponsmithing) (10), Heal (4), Intimidate (2), K:Nature 1(13), Listen 1(15), Spot 1(15), Survival 1(10.5)|12th: Improved Favored Enemy|Cold Iron Strike

13th|Cold Iron Warrior 8|
+13/8/3
|
+8
|
+5
|
+7
|Craft(Weaponsmithing) (10), Heal (4), Intimidate (2), K:Nature 1(14), Listen 1(16), Spot 1(16), Survival 1(11)|--|Iron Mind +4, Mind Over Magic

14th|Cold Iron Warrior 9|
+14/9/4
|
+9
|
+6
|
+7
|Craft(Weaponsmithing) (10), Heal (4), Intimidate (2), K:Nature 1(15), Listen 1(17), Spot 1(17), Survival 1(11.5)|--|Dispel Magic 3/day

15th|Cold Iron Warrior 10|
+15/10/5
|
+9
|
+6
|
+8
|Craft(Weaponsmithing) (10), Heal (4), Intimidate (2), K:Nature 1(16), Listen 1(18), Spot 1(18), Survival 1(12)|15: Weapon Focus: Warhammer|Slippery Mind, Smite Fey 3/day

16th|Battlesmith 1|
+16/11/6/1
|
+11
|
+6
|
+8
|Craft(Weaponsmithing) (10), Heal (4), Intimidate (2), K:Nature (16), Listen (18), Spot (18), Survival 2(13)|--|One With The Hammer, Secrets Of The Forge

17th|Hammer of Moradin 1|
+17/12/7/2
|
+13
|
+6
|
+10
|Craft(Weaponsmithing) (10), Heal (4), Intimidate (2), K:Arcana 1(1), K:Nature (16), K:Religion 1(1), Listen (18), Spot (18), Survival (13)|--|Aura of Courage, Hammer Throw

18th|Hammer of Moradin 2|
+18/13/8/3
|
+14
|
+6
|
+11
|Craft(Weaponsmithing) (10), Heal (4), Intimidate (2), K:Arcana (1), K:Nature 2(18), K:Religion (1), Listen (18), Spot (18), Survival (13)|18th: Vengeful Surge|Goblinkiller, Hammer Return

19th|Hammer of Moradin 3|
+19/14/9/4
|
+14
|
+7
|
+11
|Craft(Weaponsmithing) (10), Heal (4), Intimidate (2), K:Arcana (1), K:Nature (18), K:Religion (1), Listen (18), Spot (18), Survival 2(14)|--|Damage Reduction 2/-, Powerful Grip

20th|Hammer of Moradin 4|
+20/15/10/5
|
+15
|
+7
|
+12
|Craft(Weaponsmithing) (10), Heal (4), Intimidate (2), K:Arcana (1), K:Nature (18), K:Religion (1), Listen (18), Spot (18), Survival 2(15)|B: Far Shot|Quake[/table]


Spells:

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Spells per day/Spells Known
{table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

1st|-|-|-|-|-|-|-|-|-|-

2nd|-|-|-|-|-|-|-|-|-|-

3rd|-|-|-|-|-|-|-|-|-|-

4th|-|-|-|-|-|-|-|-|-|-

5th|-|-|-|-|-|-|-|-|-|-

6th|-|1|-|-|-|-|-|-|-|-

7th|-|2|-|-|-|-|-|-|-|-

8th|-|3|1|-|-|-|-|-|-|-

9th|-|4|2|-|-|-|-|-|-|-

10th|-|4|3|1|-|-|-|-|-|-

11th|-|4|4|2|-|-|-|-|-|-

12th|-|4|4|3|0|-|-|-|-|-

13th|-|4|4|4|1|-|-|-|-|-

14th|-|4|4|4|2|-|-|-|-|-

15th|-|4|4|4|3|-|-|-|-|-

16th|-|4|4|4|3|-|-|-|-|-

17th|-|4|4|4|3|-|-|-|-|-

18th|-|4|4|4|3|-|-|-|-|-

19th|-|4|4|4|3|-|-|-|-|-

20th|-|4|4|4|3|-|-|-|-|-[/table]


Levels 1-5:

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At these levels, Bitterbeard is a hunter. The ability to track and good Spot and Listen skills keep him quite aware of his surroundings out-of-combat.

In combat, he's got options. He can sword-and-board (er...hammer-'n'-board?) well enough and use his shield to bash from time to time with TWF. Or he can use a warhammer in one hand with a light hammer in the other. Rapid Shot gives him the choice to fling throwing hammers, too. Choose a tactic as the situation warrants.

Against fey (damn those fey!), he has his favored enemy bonuses, with a minor FE bonus against the animals that fey tend to summon or employ. The dwarven racial bonus to saves against spells and spell-like abilities coupled with Fey Heritage (damn those vile fey!) added to Iron Will will keep his mind clear against faerie enchantments.


Levels 6-10:

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Into the secret ingredient! Increasing base Will and Iron Mind keep Bitterbeard well ahead of the DCs of CL appropriate fey enchantments. Dispel Magic and Unmaking Magic help to keep his friends unenchanted.

Full BAB continues, and with Knowledge Devotion (and a healthy K:Nature check) and Smite Fey (damn those fey!), he can certainly hold his own in combat against the faerie folk. Fey Skin gives him DR/cold iron (which actually stacks with DR gained later).


Levels 11-15:

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Iron Mind gets stronger, base Will saves continue to climb, and Slippery Mind adds an extra bit of cushion "just in case".

Cold Iron Strike is just what the doctor ordered, and Improved Favored Enemy shows just how much Bitterbeard hates those fey (damn those fey!!)


Levels 16-20:

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Everything about these levels strengthens Bitterebeards relationship with his warhammer, his connection to his mother, the physical symbol of his loathing of the fey (damn those fey!). With the abilities gained, he can hit harder and more often.
Full attack with his warhammer, plus an off-hand with a light hammer, plus throwing his hammer and having it return. The Vengeful Surge feat just adds to the pain of the fey (damn those fey!) who try to use their vile enchantments against him.


Items:

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(Self-made) Dwarvencraft, Ancestor Fey-fiercebane Hunting Magebane Warhammer
Animated Tower Shield
And, or course, all the other neccessary stuff that makes an adventurer and adventurer.


Sources:

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Complete Mage: Fey Heritage, Fey Skin
Unearthed Arcana: Barbarian ACF
Web: Cold Iron Warrior
Complete Champion: Knowledge Devotion
Complete Warrior: Improved Favored Enemy
Races of Stone: Battlesmith, Ancestor Weapons, Dwarvencraft
Web: Hammer of Moradin
Fiendish Codex II: Vengeful Surge
Magic Item Compendium: Fiercebane, Hunting