Earthfather

Drasven Hammers's page

731 posts. Alias of nightdeath.


Full Name

Drasven Hammers

Race

| HP: 54/54 | AC: 15/11/14 |Init: +1 | Perc: +6 | Fort: +7 | Ref: +2 | Will: +7| CMB: +6 | CMD: 17 | D.Longaxe: +6;1d12+4| L.xBow:+5;1d8| Inspiring Word, Agile Feet, Prohibition 6/day| Fervor 2d6 5/day|

Classes/Levels

Skills:
Acro: +1| Appraise:+6| Bluff:-1| Climb:+1 Diplo:+5| Heal:+7| Intimidate: -1| Kn.(Reli, Eng): +8,7| Kn. Others: +3| Lin:+2| Sense Motive: +9| Stealth: -1| Survival: +8| Swim: +1|

Gender

Male Dwarf Warpriest 5

Size

Medium

Age

121

Special Abilities

Blessings, Sacred Weapon 1d6, Fervor 2d6, Channel energy, sacred weapon +1

Alignment

Lawful Neutral

Deity

Abadar

Location

Sandpoint

Languages

Common, Dwarven, Terran, Goblin

Occupation

Merchant

Strength 16
Dexterity 13
Constitution 16
Intelligence 12
Wisdom 16
Charisma 9

About Drasven Hammers

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Drasven Hammers (25 Pt buy)
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Character Crunch:

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Male Dwarf Warpriest 5 / Evangelist 0
Lawful Neutral Medium Humanoid
Init +1; Senses Darkvision 60ft Perception +6

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Defense
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AC 15, touch 11, flat-footed 14 (+3 armor, +0 Shield, +1 Dex, +0 natural, +0 Dodge, +0 Luck, +0 Deflect +0 Size)
hp 54 (4d8+12) (Favored +12)
Fort +7, Ref +2, Will +7
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 Dwarven Longaxe +6 (1d12+4 20/x3) (Reach)
Special Attacks Sacred Weapon 1d6
Spell-Like Abilities Inspiring Word (minor), Agile Feet (minor), Prohibition 6/day, Fervor 2d6 5/day

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Statistics
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Str 16, Dex 13, Con 16, Int 12, Wis 16, Cha 9
Base Atk +3; CMB +6; CMD 17
Languages Common, Dwarven, Terran
SQ None (dc XX)

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

Weapon Focus (Light Crossbow)
You gain a +1 bonus on all attack rolls you make using the selected weapon.

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.

Weapon Versatility (B)
When wielding a weapon with which you have Weapon Focus, you can shift your grip as a swift action so that your weapon deals bludgeoning, piercing, or slashing damage instead of the damage type normally dealt by that weapon. You may switch back to the weapon’s normal damage type or another damage type as a swift action. If your base attack bonus is +5 or higher, using this feat is a free action instead.

Deific Obedience
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.

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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: A warpriest is proficient with all simple and martial weapons, as well as the favored weapon of his deity, and with all armor (heavy, light, and medium) and shields (except tower shields). If the warpriest worships a deity with unarmed strike as its favored weapon, the warpriest gains Improved Unarmed Strike as a bonus feat.

Spells:
A warpriest casts divine spells drawn from the cleric spell list. His alignment, however, may restrict him from casting certain spells opposed to his moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A warpriest must choose and prepare his spells in advance.

A warpriest’s highest level of spells is 6th. Cleric spells of 7th level and above are not on the warpriest class spell list, and a warpriest cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of cleric spells of 7th level or higher.

To prepare or cast a spell, a warpriest must have a Wisdom score equal to at least 10 + the spell level. The saving throw DC against a warpriest’s spell is 10 + the spell level + the warpriest’s Wisdom modifier.

Like other spellcasters, a warpriest can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 1–13. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table 1–3 in the Core Rulebook).

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

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

Blessings (Su):
A warpriest’s deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a warpriest isn’t devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies.

Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon a blessing, it counts against his daily limit. The DC for any of these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier.

If a warpriest also has levels in a class that grants cleric domains, the blessings chosen must match the domains selected by that class. Subject to GM discretion, the warpriest can change his former blessings or domains to make them conform.

Focus Weapon:
At 1st level, a warpriest receives Weapon Focus as a bonus feat (choosing any weapon, not just his deity’s favored weapon). If his deity’s favored weapon is unarmed strike, he can instead select Improved Unarmed Strike as a bonus feat.

Orisons:
Warpriests can prepare a number of orisons, or 0-level spells, each day, as noted on Table 1–13. These spells are cast as any other spell, but aren’t expended when cast and may be used again.

Sacred Weapon (Su):
At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The damage for Medium warpriests is listed on Table 1–14; see the table below for Small and Large warpriests. The warpriest can decide to use the weapon’s base damage instead of the sacred weapon damage—this must be declared before the attack roll is made. (If the weapon’s base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn’t apply to alchemical items, bombs, or other weapons that only deal energy damage.

At 4th level, the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the warpriest has more than one sacred weapon, he can enhance another on the following round by using another swift action. The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds need not be consecutive.

These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, flaming, frost, keen, and shock.

In addition, if the warpriest is chaotic, he can add anarchic and vicious. If he is evil, he can add mighty cleaving and
unholy. If he is good, he can add ghost touch and holy. If he is lawful, he can add axiomatic and merciful. If he is neutral (with no other alignment components), he can add spell storing and thundering. Adding any of these special abilities replaces an amount of bonus equal to the special ability’s base cost (see Table 15–9 on page 469 of the Core Rulebook). Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added.

If multiple weapons are enhanced, each one consumes rounds of use individually. The enhancement bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. These bonuses do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the warpriest’s possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the warpriest’s turn (that round does not count against the total duration, unless the ability is resumed during the same round).

If the warpriest uses this ability on a double weapon, the effects apply to only one end of the weapon.

Spontaneous Casting:
A good warpriest (or a neutral warpriest of a good deity) can channel stored spell energy into healing spells that he did not prepare ahead of time. The warpriest can expend any prepared spell that isn’t an orison 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 warpriest (or a neutral warpriest of an evil deity) can’t convert spells to cure spells, but can convert them to inflict spells. An inflict spell is any spell with “inflict” in its name.

A warpriest that 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 this choice is made, it cannot be changed. This choice also determines if the warpriest channels positive or negative energy (see Channel Energy below).

Chaotic, Evil, Good, and Lawful Spells:
A warpriest cannot cast spells of an alignment opposed to his own or his deity’s (if he has a deity). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

Bonus Languages:
A warpriest’s bonus language options include Abyssal, Celestial, and Infernal. These choices are in addition to the bonus languages available to the character because of his race.

Fervor (Su): At 2nd level, a warpriest can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. This ability can be used a number of times per day equal to 1/2 his warpriest level + his Wisdom modifier.

By expending one use of this ability, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels he possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the warpriest targets himself, in which case it’s a swift action). Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an
attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy.

An evil warpriest (or one who worships an evil deity) can use this ability to instead deal damage to living creatures with a melee touch attack and heal undead creatures with a touch. This counts as negative energy.

A neutral warpriest who worships a neutral deity (or one who is not devoted to a particular deity) uses this ability as a good warpriest if he chose to spontaneously cast cure spells or as an evil warpriest if he chose to spontaneously cast inflict spells.

As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way.

Channel Energy (Su): Starting at 4th level, a warpriest can release a wave of energy by channeling the power of his faith through his holy (or unholy) symbol. This energy can be used to deal or heal damage, depending on the type of energy channeled and the creatures targeted. Using this ability is a standard action that expends two uses of his fervor ability and doesn’t provoke an attack of opportunity. The warpriest must present a holy (or unholy) symbol to use this ability.

A good warpriest (or one who worships a good deity) channels positive energy and can choose to heal living creatures or to deal damage to undead creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) channels positive energy if he chose to spontaneously cast cure spells or negative energy if he chose to spontaneously cast inflict spells.

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the warpriest. The amount of damage dealt or healed is equal to the amount listed in the fervor ability. Creatures that take damage from channeled energy must succeed at a Will saving throw to halve the damage. The save DC is 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A warpriest can choose whether or not to include himself in this effect.

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Skills
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Acrobatics +1 (+2 Rank, +0 trained, +1 Ability, -2 Armor)
Appraise +6 (+1 Rank, +3 trained, +1 Ability, +1 Trait)
Bluff -1 (+0 Rank, +0 trained, -1 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 -1 (+0 Rank, +0 trained, -1 Ability)
Escape Artist -1 (+0 Rank, +0 trained, +1 Ability, -2 Armor)
Fly -1 (+0 Rank, +0 trained, +1 Ability, -2 Armor)
Handle Animal -1 (+0 Rank, +0 trained, -1 Ability)
Heal +7 (+1 Rank, +3 trained, +3 Ability)
Intimidate -1 (+0 Rank, +0 trained, -1 Ability)
Knowledge (Religion) +8 (+2 Rank, +3 trained, +1 Ability, +2 Feat)
Knowledge (Enginneering) +3 (+0 Rank, +0 trained, +1 Ability, +2 Feat)
Knowledge (Dungeoneering) +7 (+1 Rank, +3 trained, +1 Ability, +2 Feat)
Knowledge (Nature) +3 (+0 Rank, +0 trained, +1 Ability, +2 Feat)
Knowledge (Geography) +3 (+0 Rank, +0 trained, +1 Ability, +2 Feat)
Knowledge (History) +3 (+0 Rank, +0 trained, +1 Ability, +2 Feat)
Knowledge (Arcana) +3 (+0 Rank, +0 trained, +1 Ability, +2 Feat)
Knowledge (Planes) +3 (+0 Rank, +0 trained, +1 Ability, +2 Feat)
Linguistics +2 (+1 Rank, +0 trained, +1 Ability)
Perception +6 (+3 Rank, +0 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 +9 (+2 Rank, +3 trained, +3 Ability)
Spellcraft +1 (+0 Rank, +0 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 -1 (+0 Rank, +0 trained, -1 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 (4+1) 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.
Shield of Faith: Aura grants +2 or higher deflection bonus.
Air Bubble: Creates a small pocket of air around your head or an object.
Spells Prepared (2+1) Level 2 DC 15
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Spiritual WeaponY: Magic weapon attacks on its own.
Web Shelter: Create a comfortable shelter made of webbing.

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Special Abilities
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Nobility Blessing
Inspiring Word (minor):
At 1st level, you can speak a few words to a creature within 30 feet that fill them with inspiration. You can grant that creature a +2 morale bonus on attack rolls, ability checks, skill checks, or saving throws (your choice). This effect lasts for 1 minute.

Lead by Example (major):
At 10th level, as a swift action you can inspire your allies to follow your lead. If the following action on your turn is an attack or skill check, all allies within 30 feet who take the same action against the same foe or obstacle on their next turn gain a +4 morale bonus on that roll.

Travel Blessing
Agile Feet (minor):
At 1st level, as a swift action you gain increased mobility. For 1 round, you ignore all difficult terrain (including magical terrain) and take no penalties for moving through it.

Dimensional Hop (major):
At 10th level, you can teleport up to 20 feet as a move action. You can increase this distance by expending another use of your blessing—each use spent grants an additional 20 feet. You must have line of sight to your destination. This teleportation doesn’t provoke attacks of opportunity. You can bring other willing creatures with you, but each such creature requires expending one additional use of your blessing, regardless of the distance traveled. (For example, transporting yourself 40 feet costs 2 uses of your blessing, and transporting an additional person this distance costs 1 more use.)

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 Dwarven Longaxe, 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
Magic Item
Wand of Cure Light Wounds (00/00 Charges)

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 warpriest, 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.
An Axe with the blades of a greataxe though it's handle is extended to allow reach 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.