Earthfather

Drasven Hammers's page

1,152 posts. Alias of nightdeath.


Full Name

Drasven Hammers

Race

|HP: 74/74|AC: 16/12/14|Init:+1|Perc:+11|Fort:+9|Ref:+5|Will:+9|CMB:+7|CMD:18|L.XB +1:+5;1d8|Warhammer:+7;1d8+4|Dagger:+5;1d4+3|

Classes/Levels

Skills:
Acro:+4|App:+6|Bluff:+0|Clim:+1|Diplo:+5|Disg:+0|E.A:-1|H.A:+0|Heal:+7|Inti :+0|K.Reli:+12|K.Eng:+5|K.Pla/His:+7|K.Nob/Arc:+3|Ling:+6|Ride:-1|SM:+12|Sp ell:+5|Stea:-1|Sur:+8|UMD:+0|

Gender

Male Dwarf Cleric 5 (Divine Paragon) / Evangelist 2

Size

Medium

Age

121

Special Abilities

Prohibition 6/day, Channel 3d6 3/day, Abadar’s truthtelling 3/day, align weapon (lawful only) 2/day, or magic circle against chaos 1/day

Alignment

Lawful Neutral

Deity

Abadar

Location

Sandpoint

Languages

Common, Dwarven, Terran, Goblin, Abyssal

Occupation

Merchant

Strength 16
Dexterity 12
Constitution 16
Intelligence 12
Wisdom 16
Charisma 10

About Drasven Hammers

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Drasven Hammers (25 Pt buy)
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Character Crunch:

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Male Dwarf Cleric 5 (Divine Paragon) / Evangelist 2
Lawful Neutral Medium Humanoid
Init +1; Senses Darkvision 60ft Perception +11

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Defense
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AC 16, touch 12, flat-footed 14 (+3 armor, +0 Shield, +1 Dex, +0 natural, +1 Dodge, +0 Luck, +0 Deflect +0 Size)
hp 74 (7d8+21) (Favored +3)
Fort +9, Ref +5, Will +9
Resist None

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Offense
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Offenses
Speed 20 ft.
Ranged Light Crossbow +5 (1d8 19-20/x2) (80ft)
Melee Warhammer +6 (1d8+4 20/x3)
Melee Dagger +7 (1d4+3 19-20/x2)
Special Attacks
Spell-Like Abilities Prohibition 6/day, Channel 3d6 3/day, Abadar’s truthtelling 3/day, align weapon (lawful only) 2/day, or magic circle against chaos 1/day

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Statistics
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Str 16, Dex 12, Con 16, Int 12, Wis 16, Cha 10
Base Atk +4; CMB +7; CMD 18
Languages Common, Dwarven, Terran, Goblin, Abyssal
SQ None (dc XX)

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Feats
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Deific Obedience (B)
Each deity requires a different daily obedience, but all obediences take no more than 1 hour per day to perform. Once you’ve performed the obedience, you gain the benefit of a special ability or resistance as indicated in the Obedience entry for the god to whom you performed the obedience.

If you have at least 12 Hit Dice, you also gain the first boon granted by your deity upon undertaking your obedience. If you have at least 16 Hit Dice, you also gain the second boon. If you have 20 Hit Dice or more, you also gain the third boon. Unless a specific duration or number of uses per day is listed, a boon’s effects are constant. If you have levels in the evangelist, exalted, or sentinel prestige classes, you gain access to these boons at lower levels as a benefit of your prestige class. If you have no levels in one of these prestige classes, you gain the boons marked as exalted boons. If you later take levels in sentinel or evangelist, you lose access to the exalted boons and gain access to the new boons appropriate to your class.

If you ever fail to perform a daily obedience, you lose all access to the benefits and boons granted by this feat until you next perform the obedience.

Breadth of Experience (1)
You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.

Blind-Fight (3)
In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.

An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.

You do not need to make Acrobatics skill checks to move at full speed while blinded.

Rapid Reload (5)
Light Crossbow

Benefit: The time required for you to reload your chosen type of weapon is reduced to a free action (for a hand or light crossbow), a move action (for heavy crossbow or one-handed firearm), or a standard action (two-handed firearm). Reloading a crossbow or firearm still provokes attacks of opportunity.

If you have selected this feat for a hand crossbow or light crossbow, you may fire that weapon as many times in a full-attack action as you could attack if you were using a bow.

(7)

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Traits
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Birthmark (Faith)
You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.

Eye for Quality (Religion)
Your deity has granted you an uncanny ability to find the true worth of items. You gain a +1 trait bonus on Appraise checks, you don’t suffer the effects of failing such checks by 5 or more, and Appraise is a class skill for you.

Sphinxfriend (Race)
You were raised near the lair of a proud sphinx. Well known for their wisdom, sphinxes are greatly respected by your people, and in times of uncertainty and crisis, their counsel has been invaluable. When you came of age, you were chosen to be the emissary between your settlement and the sphinx. Luckily for you, the proud creature enjoyed your company, and in addition to bartering for information, you learned to enjoy the riddles of your noble friend. As a result of your experiences, you gain a +1 trait bonus on Diplomacy checks, Linguistics skill checks made to decipher writing in an unfamiliar language, and Sense Motive checks made to discern secret messages.

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Class Features
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Weapon and Armor Proficiencies:
Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.

Aura (Ex):
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).

Spells:
A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance.

To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.

Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Channel Energy (Su):
Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.

Domains:
A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.

Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.

In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action.

Orisons:
Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spontaneous Casting:
A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).

A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy).

Chaotic, Evil, Good, and Lawful Spells:
A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

Bonus Languages:
A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.

Devoted Domain:
A divine paragon is intensely devoted to a single deity, and her alignment must be identical to her deity’s alignment. She gains Deific ObedienceISG as a bonus feat, even if she doesn’t meet the feat’s prerequisites. She gains access to her boons at an accelerated rate (see below) rather than the standard HD-based rate granted by Deific Obedience (and as such cannot benefit from the accelerated rate granted by the Diverse Obedience feat).

When the divine paragon selects her domains, she must designate one of the two domains she gains as her devoted domain. She gains all of this domain’s granted powers and domain spells normally. For her other domain, she gains only its domain spells—she does not gain any of the granted powers of that domain. Instead, she must choose from the evangelist, exalted, or sentinel boons granted by her deity (as detailed in Pathfinder Campaign Setting: Inner Sea Gods). At 5th level, she gains access to the first boon granted by her deity. At 11th level, she gains access to the second boon. At 14th level, she gains access to the third boon.

In order to retain access to her domain spells, the domain powers of her devoted domain, and the boons granted by Deific Obedience, the divine paragon must perform her obedience daily. If she fails to do so, she loses access to these abilities until she next performs her obedience (but she can still cast spells, channel energy, and perform other abilities granted by her cleric levels).

This ability alters domains.

Divine Brand (Ex):
At 1st level, a mark appears somewhere on the divine paragon’s body. The mark’s location varies by individual and faith, but takes the form of the deity’s holy symbol and generally appears in a location easy to display, such as on the hand, forearm, chest, or face. An uncovered divine brand functions as a holy (or unholy) symbol and as a divine focus for spellcasting. The divine paragon’s aura is even more powerful than a typical cleric’s as a result of her devotion, and her cleric level is treated as 1 higher for the purpose of determining the strength of her aura when it is viewed by spells like detect good.

This ability alters aura.

Weapon and Armor Proficiency:
An evangelist is proficient with all simple weapons and light armor. An evangelist also gains weapon proficiency with her chosen deity’s favored weapon.

Obedience (Ex):
In order to maintain the abilities granted by this prestige class, including all abilities gained from aligned class (see below), an evangelist must perform a daily obedience to her chosen deity (see the deity's page for more information).

Skilled:
Evangelists possess a range of skills across multiple disciplines. At 1st level, an evangelist selects two skills to add to her class skill list. Once selected, these class skills can’t be changed.

Acrobatics
Survival

Aligned Class (Ex):
Evangelists come from many different backgrounds, and they show an unusual range of diversity. At 2nd level, the evangelist must choose a class she belonged to before adding the prestige class to be her aligned class. She gains all the class features for this class, essentially adding every evangelist level beyond 1st to her aligned class to determine what class features she gains. She still retains the Hit Dice, base attack bonus, saving throw bonuses, and skill ranks of the prestige class, but gains all other class features of her aligned class as well as those of the evangelist prestige class.

Protective Grace (Su):
The evangelist’s chosen deity rewards her with heightened awareness and reaction skills, making her more difficult to strike in combat. At 2nd level, the evangelist gains a +1 dodge bonus to AC. This bonus increases to +2 at 7th level. The evangelist loses this bonus when she is denied her Dexterity bonus to AC.

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Skills
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Acrobatics +4 (+2 Rank, +3 trained, +1 Ability, -2 Armor)
Appraise +6 (+1 Rank, +3 trained, +1 Ability, +1 Trait)
Bluff +0 (+0 Rank, +0 trained, +0 Ability)
Climb +1 (+0 Rank, +0 trained, +3 Ability, -2 Armor)
Craft +1 (+0 Rank, +0 trained, +1 Ability)
Diplomacy +5 (+2 Rank, +0 trained, +3 Ability)
Disguise +0 (+0 Rank, +0 trained, +0 Ability)
Escape Artist -1 (+0 Rank, +0 trained, +1 Ability, -2 Armor)
Fly -1 (+0 Rank, +0 trained, +1 Ability, -2 Armor)
Handle Animal +0 (+0 Rank, +0 trained, +0 Ability)
Heal +7 (+1 Rank, +3 trained, +3 Ability)
Intimidate +0 (+0 Rank, +0 trained, +0 Ability)
Knowledge (Religion) +12 (+6 Rank, +3 trained, +1 Ability, +2 Feat)
Knowledge (Planes) +7 (+1 Rank, +3 trained, +1 Ability, +2 Feat)
Knowledge (History) +7 (+1 Rank, +3 trained, +1 Ability, +2 Feat)
Knowledge (Engineering) +5 (+2 Rank, +0 trained, +1 Ability, +2 Feat)
Knowledge (Nobility) +3 (+0 Rank, +0 trained, +1 Ability, +2 Feat)
Knowledge (Arcana) +3 (+0 Rank, +0 trained, +1 Ability, +2 Feat)
Linguistics +6 (+2 Rank, +3 trained, +1 Ability)
Perception +11 (+5 Rank, +3 trained, +3 Ability)
Profession (Merchant) +5 (+0 Rank, +0 trained, +3 Ability, +2 Feat)
Ride -1 (+0 Rank, +0 trained, +1 Ability, -2 Armor)
Sense Motive +12 (+6 Rank, +3 trained, +3 Ability)
Sleight of Hand -1 (+0 Rank, +0 trained, +1 Ability, -2 Armor)
Spellcraft +5 (+0 Rank, +3 trained, +1 Ability)
Stealth -1 (+0 Rank, +0 trained, +1 Ability, -2 Armor)
Survival +8 (+2 Rank, +3 trained, +3 Ability)
Swim +1 (+0 Rank, +0 trained, +3 Ability, -2 Armor)
Use Magic Device +0 (+0 Rank, +0 trained, +0 Ability)

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Magic
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Bonus Spells (1st: 1, 2nd: 1, 3rd:0)
Caster Level: 1
Spells Prepared (4) Level 0 DC 13
Detect Magic: Detects spells and magic items within 60 ft.
Create Water: Creates 2 gallons/level of pure water.
Detect Poison: Detects poison in one creature or object.
Guidance: +1 on one attack roll, saving throw, or skill check.

Spells Prepared (3+1+D) Level 1 DC 14
Bless: Allies gain +1 on attack rolls and saves against fear.
Protection from Evil: +2 to AC and saves, plus additional protection against selected alignment.
Shield of Faith: Aura grants +2 or higher deflection bonus.
Air Bubble: Creates a small pocket of air around your head or an object.
Domain - Sanctuary: Opponents can't attack you, and you can't attack.

Spells Prepared (2+1+D) Level 2 DC 15
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Spiritual WeaponY: Magic weapon attacks on its own.
Domain - Shield Other: You take half of subject's damage.

Spells Prepared (2+1+D) Level 3 DC 16
Prayer: Allies get +1 bonus on most rolls, enemies –1 penalty.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Invisibility Purge: Dispels invisibility within 5 ft./level.
Remove Disease: Cures all diseases affecting subject.
Domain - Stone Shape: Sculpts stone into any shape.

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Special Abilities
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Earth Domain
Granted Powers: You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.

Acid Dart (Sp): As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Acid Resistance (Ex): At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to acid.

Domain Spells: 1st—magic stone, 2nd—soften earth and stone, 3rd—stone shape, 4th—spike stones, 5th—wall of stone, 6th—stoneskin, 7th—elemental body IV (earth only), 8th—earthquake, 9th—elemental swarm (earth spell only).

Ordered Mien (Sp) Abadar’s truthtelling 3/day, align weapon (lawful only) 2/day, or magic circle against chaos 1/day

Protection Domain (Devoted)
Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.

Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Aura of Protection (Su): At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.

Domain Spells: 1st—sanctuary, 2nd—shield other, 3rd—protection from energy, 4th—spell immunity, 5th—spell resistance, 6th—antimagic field, 7th—repulsion, 8th—mind blank, 9th—prismatic sphere.

Legislation Subdomain (Game Special)
The following granted power replaces the touch of law power of the Law domain or the blast rune power of the Rune domain.

Prohibition (Su): As a standard action, you can command a creature within 30 feet to refrain from committing a particular action (including any referenced in the spell forbid actionUM). If the creature performs the named action before the beginning of your next turn, it takes 1d6 points of damage + 1 point for every 2 cleric levels you possess and the effect ends. This is a language-dependent effect. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

If you have the spell rune domain power, you can attach a spell effect to the prohibition as if it were the spell rune domain ability; the spell takes effect if the creature performs the named action. This spell must be of at least 1 level lower than the highest-level cleric spell you can cast, and it must target one or more creatures. Regardless of the number of targets the spell can normally affect, it affects only the creature that triggers the rune. Attaching a spell in this way extends the duration of the prohibition by a number of rounds equal to the spell’s level, or until it is discharged.

Staff of Order (Su): At 8th level, you can give a weapon touched the axiomatic special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Domain Spells: 1st—forbid action, 2nd—align weapon (law only), 3rd—magic circle against chaos, 4th—order's wrath, 5th—dgreater forbid action, 6th—hold monster, 7th—dictum, 8th—shield of law, 9th—mass hold monster.

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Equipment
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Equipment list]
Melee Weapons Warhammer, Dagger
Ranged Weapons Light Crossbow, 20 Bolts
Armor Armored Coat
Other Gear Fighter's kit :This kit includes a backpack, a bedroll, a belt pouch, a cheap holy textUE, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.
Hot weather outfit
Cleric's Vestments
Abacus
Bottle
Folding Chair
Folding Ladder
Saw
A Beautiful necklace of the scales of the Archbanker that identifies you as an official representative of Magnimar's Church of Abadar.

Magic Item
Wand of Cure Light Wounds (12/50 Charges)
scroll of restoration
scroll of remove disease
scroll of speak with dead

Wealth 6gp 9sp 6cp

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Racial Traits
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Dwarf Racial Traits:

+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
Medium: Dwarves are Medium creatures and receive no bonuses or penalties due to their size.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Stubborn: Dwarves are renowned for their stubbornness. Dwarves with this racial trait receive a +2 racial bonus on Will saves to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) schools. In addition, if they fail such a save, they receive another save 1 round later to prematurely end the effect (assuming it has a duration greater than 1 round). This second save is made at the same DC as the first. If the dwarf has a similar ability from another source (such as a rogue’s slippery mind), he can only use one of these abilities per round, but he can try the other on the second round if the first reroll ability fails. This racial trait replaces hardy.
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.
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.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

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Background Story
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Drasven Hammers:

Worshipper of Abadar, Drasven isn't one for small talk. Indeed this desert Dwarf gives the impression of a Hardened Veteran.
The truth is......
He isn't.

Drasven is a cleric, a warrior sturdy of heart and a priest, pious of faith. Combining the two into a well oiled warrior of his faith, Drasven however has demostrated more inclination towards trade and the intricate world of business. A Fact that isn't lost on his teachers. Somehow conflict has mostly avoided him and his travels has lead him to travel with trading caravans, learning how they conduct their trade.

One thing about this rather brawny desert dwarf is that he tends to favor clothing that meant for for the desert dwelling folk even though his travels have taken him into cold lands as well. A birthmark of a Key lies on his palms though his right hand's mark is smaller than his left. He had found that his Patron's spells could be channeled through these unique marks and found that it allowed him to rely less on a Holy Symbol.

Now a dream has lead him to Sandpoint.
A Dream he believes his Patron sent him in order to finish his studies or perhaps something more..........


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Appearance
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Drasven Hammers Appearance:

Grey eyes still keen despite the ages peer through a pair of glasses perched over a nose broken far too many times to count.
A well oiled leather haft with a heavy blunt hammer head strapped over his back by a simple makeshift harness. It's obvious that it's placed there only to be used when not in movement. A Light Crossbow is slung over his back with a quiver filled with bolts.
Clothing meant for the hot sand filled desert as seen by the billowing cloak and thin materials with a wide brim hat gives this dwarf a comical experience. His palms seem to have some form of a birthmark with one bigger than the other.