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Submitting Darius Hammerhand for consideration. Small note, I was working on the basic weapons armor and items that he needed, I still have a chunk of gold on him, as I have not yet figured out everything that I want to have for him. I can update that after I get a little sleep, but I wanted to go ahead and post the character so that you have a chance to see him.
When Darius was barely a month old, he was left with his aunt and uncle while his parents went away on some secret mission into the Worldwound. To this day, they have never been heard from and presumed dead. His aunt and uncle chose to take him in as their own son. His parent's last wish was that Darius be trained in their art as Riftwardens, and left him an inheritance to be able to afford the training to do so.
Tragedy again hit, when on the day he completed his apprenticeship, his aunt came to visit him, telling Darius that his uncle had fallen in defense of the family to a demon raid. This weighed on him heavily, and spent several days in contemplation, and thought. After his time away, and in thought, Darius chose to walk away from his training as a Riftwarden, and came home to take up the mantle as the family's First Defender.
Much of his life since that time has been learning to work the forge, support the family, training in weapons and armor and combat. His affinity for magic did not stop with his Riftwarden heritage however, and quickly his mind for magic took to the teachings of Torag. His uncle had 2 possessions that he left to his nephew, one was a copy of Hammer and Tongs and an iron wrought holy symbol of Torag.
Up until recently, many followers of Torag were skeptical of Darius, due to his arcane training. However, in the last several years, he completed his first piece for his attempt at acceptance, A warhammer of master's quality, made by a process of fire forging steel that he discovered reading his uncle's book. He is very attached to the hammer, bonding with it, and often treats it as the gift of knowledge from his uncle.
With the recent events that have been happening in Kenebras, Darius has taken up arms, and has been working to try and keep the citizens safe where he can. He also has begun to feel a calling from his riftwarden training, and seeks to better himself both as his family's First Defender, but also as a Rift Warden.
Dwarf Cleric of Torag 3/Wizard 1
LG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +3
Aura metal fists
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Defense
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AC 15, touch 10, flat-footed 15 (+4 armor, +1 shield)
hp 29 (3d8+1d6+8)
Fort +5, Ref +1, Will +8; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
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Offense
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Speed 20 ft.
Melee fire-forged steel warhammer +5 (1d8+2/×3)
Special Attacks artificer's touch, channel positive energy 2/day (DC 10, 2d6), +1 on attack rolls against goblinoid and orc humanoids
Cleric Spells Prepared (CL 3rd; concentration +8):
2nd—align weapon, bull's strength, wood shape [D] (DC 15)
1st—animate rope [D], divine favor, reinforce armaments, shield of faith
0 (at will)—create water, guidance, resistance, stabilize
[D] Domain spell; Domains Artifice, Earth, Metal
Wizard Spells Prepared (CL 3rd; concentration +8):
1st—burning hands [S] (DC 15), magic missile, magic weapon
0 (at will)—acid splash, detect magic, prestidigitation (DC 13)
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Statistics
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Str 14, Dex 10, Con 14, Int 16, Wis 16, Cha 8
Base Atk +2; CMB +4; CMD 14 (18 vs. bull rush, 18 vs. trip)
Feats Additional Traits, Scribe Scroll, Spell Focus (evocation)
Traits defensive strategist, magical knack, reactionary, riftwarden orphan
Skills Craft (armor) +11 (+13 on checks related to metal or stone), Craft (blacksmith) +11 (+13 on checks related to metal or stone), Craft (weapons) +11 (+13 on checks related to metal or stone), Knowledge (arcana) +9, Knowledge (engineering) +9, Knowledge (planes) +8, Knowledge (religion) +9, Spellcraft +9; Racial Modifiers craftsman
Languages Abyssal, Celestial, Common, Dwarven, Infernal
SQ arcane bonds (arcane bond [fire-forged steel warhammer]), aura, domains (artifice, metal), force missile, intense spells, opposition schools (enchantment, necromancy), specialized schools (evocation)
Other Gear mithral shirt, mithral light steel shield, fire-forged steel warhammer, masterwork artisan's tools, masterwork artisan's tools, masterwork artisan's tools, backpack, masterwork, iron holy symbol (Torag), 2,059 gp
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Special Abilities
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Arcane Bond (Fire-Forged Steel warhammer) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Artificer's Touch (1d6+1) (6/day) (Sp) Melee touch attack deals 1d6+1 damage to objects or constructs, bypassing 3 hardness.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 2d6 (2/day) (DC 10) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Artifice) Granted Powers: You can repair damage to objects, animate objects with life, and create objects from nothing.
Cleric Domain (Metal) Associated Domain: Earth
Craftsman +2 on Craft/Profession checks related to metal/stone.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Strategist Your knowledge of dwarven history and religion gives you an excellent mind for defensive strategy and tactics. You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don't get to act in, and before you get
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Force Missile (6/day) (Sp) Magic Missile hits for 1d4+1
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Intense Spells +1 (Su) Evocation spells deal listed extra damage.
Magical Knack (Wizard) +2 CL for a specific class, to a max of your HD.
Metal Fists (6/day) (Su) Swift action: Your fists feal 1d6 damage, do not provoke AoO, and ignore hardness 10
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
When he is not working in a forge or similar area, Darius does his best to keep his appearance clean, though his callouses and minor scars and such tend to mar his features. He wears a chain shirt of mithral links, and carries a light shield also made of the silvery metal, and hefts a warhammer made from fire forged steel that he has a very close attachment to.