iWatt-
Ah, fair point! I was responding with the assumption of Forgotten Realms in mind.
Is Hammer of Moradin considered overpowered? I had not realized that. Honestly, I took it because it was cool.

It is certainly effective as a melee specialist, but since it does not have spell progression, I would not have estimated as overpowered, personally (especially compared to other FR PrCs!) Is that the general consensus here on ENWorld? Just curious.
FWIW, I will offer my personal experience playing it (at first level so far):
The Hammer Throw ability is darn nifty. I dig the visual of a short Dwarf throwing a huge warhammer across the room! It is tactically tricky, though, since you do not yet have the Returning ability at HoM 1, and chances are that the warhammer is your main weapon. What seemed to work well for me was throwing my throwing axe instead initially to 'soften up' the opposition, closing to melee with my warhammer and laying the Holy Smackdown full attack action, then using Hammer Throw to finish off an opponent my Fighter buddy had already weakened. That way, I could retrieve my warhammer with impunity; doing so against a nearly full-strength opponent would be pretty dumb.

(I did try to charge with my hammer instead of throwing first a few times last session, but tripped on the rough terrain with my stupid low dexterity. LOL)
The Aura of Courage is great, of course, but there is a good chance you might already have it if you started as a Paladin (as I did). In my party, the Aura is really not useful to the rest of the party, since I am the only real tank and therefore out beyond the effective range for most of the other guys. I suppose that I would plan to use it more effectively if we fight an enemy with a known fear effect.
Generally, my character "feels" like a pretty typical Paladin, other than his tossing a warhammer around.
That is all I can offer for now! (I am really looking forward to the Returning ability at HoM 2, though, that will likely change my tactics quite a bit.)