Findar Hammerson

A disillusioned, but not discouraged, mine cleric from the the northern underhalls of the Shield Dwarves, out to see the world.


Important Information

  • left his mining community in search of his own identity
  • In a dream with Ezra, found out that his father is apparently a traitor who sold mining secrets to the Drow. Thus, the reason for the decline of the mining industry in his home province
  • seeks to uncover if the above are true or false
  • torn between treading the path of Holiness (Cleric) or Battle (warrior classes)

Racial Traits

+2 Constitution, –2 Charisma.

Medium-sized: no special bonuses or penalties due to their size.

Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).

Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.

Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.

Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.

Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).

+2 racial bonus on saving throws against poison.

+2 racial bonus on saving throws against spells and spell-like effects.

+1 racial bonus on attack rolls against orcs and goblinoids.

+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.

+2 racial bonus on Appraise checks that are related to stone or metal items.

+2 racial bonus on Craft checks that are related to stone or metal.

Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

Favored Class: Fighter. A multiclass dwarf’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing.

Class Features:

as Cleric:


Granted Power: Add all Knowledge skills to your list of cleric class skills.

Casts divination spells at +1 caster level.


Granted Power: You gain the stonecunning ability (PH 15). If you already have stonecunning, your racial bonus on checks to notice unusual stonework increases to +4.

Class Skills

The cleric’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana/history/religion/the planes) (Int), Profession (Wis), and Spellcraft (Int).

Skill Points at 1st Level: (2 + Int modifier) x 4.

Skill Points at Each Additional Level: 2 + Int modifier.

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). Clerics who don’t worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.

Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can “lose” any prepared spell that is not a 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).

Turn or Rebuke Undead (Su): Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).

A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures. A neutral cleric of a neutral deity must choose whether his turning ability functions as that of a good cleric or an evil cleric. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see above).

A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.

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 his race.

as Fighter:

Class Skills

The fighter’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).

Skill Points at 1st Level: (2 + Int modifier) x 4.

Skill Points at Each Additional Level: 2 + Int modifier.

Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Bonus Feats: At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.


During the time when the shadow dragon Shimmergloom drove away and overthrew the shield dwarves of Mithral Hall, most of them retreated and settled down in Icewind Dale to the north of the Ten Towns, underneath the mountainous caress of Kelvin’s Cairn. Lacking leadership and a central government, the clans settled into compartmentalized groups who subsisted on the land and drew business from the rock, forming small mining communities along the base of the mountain. A few hundred years later, the dwarves would campaign to retake the Hall, but before that, a few dwarves were born on those refugee camps. Findar Hammersonn was one such dwarf.

Findar the Untroubled, as the townsfolk called him, lived and served as a humble cleric of the dwarven patron of mining, Dumathoin. Mostly he was the speaker of prayers for a good week’s yield – like his late father before him. He’d been taught to be devout, and he grew up with a respect for the earth and the livelihood it gave them.

He did not know much of the hardship the dwarves experienced years before, except from tales his late father regaled him with. Being born outside of the Hall and the true mountains and caverns his people had lived in, he was filled with an intense curiosity about their heritage and history. Too bad that none among his current folk wanted to answer any of his questions regarding Mithral Hall and the Clan of Battlehammer, something that always came up in his father’s stories. The miners were all too preoccupied with the trade they’ve since acquired from some of the Ten-Towns. “We’re neither the Hidden nor Wanderer. Today, we’re just miners,” they would always tell him. “Tomorrow, we’ll be in town selling a load of ore, and then someday maybe we’ll die without arrows in our backs, with coin in our chests for our children to live on.” It was mine, sell, mine, sell. All his life, he was told “we’re city dwarves now”, and “don’t dig too deep”, and “be happy with what you have”.

Even when news came upon the village that some dwarf with a drow servant rose against the current occupants of Mithral Hall, none of his townsmen gave a thought to it, and continued on with their work, plying their smithery throughout the Ten-Towns. It dismayed Findar to great extent that his people were, well, acting not like dwarves at all.

One night of the new moon, while looking for small handtool he’d dropped, he chanced upon a peculiar stone case beneath a loose floor slab in his hovel. It was the size of two hands but was otherwise fairly nondescript, but it being hidden from his sight, a particular nagging interest took hold of him, and he took it out. He opened the chest immediately for there was no lock. Inside was a piece of parchment, placed atop and covering a rusted morningstar. He unfolded the paper, and he saw the writing of his father written in black ink.

“Findar, my son. When you find this, I hope to Moradin I’m already underneath the deep soil, because I don’t believe I’d ever have the strength to stop you from what you are going to do. You’re going to do it anyway. You’re a dwarf.”

“Well, Da, you should’ve told me sooner,” he muttered under his gruff breath. He picked up the weapon left in the case. The clawed at the encrusted metal until the true color shone through. “It’s gonna need a lot of work, but by god, me Da was a good smith.”

Findar spent the whole evening cleaning the simple but beautiful weapon, finished his prayers and slept his last night as a miner. The next morning, he packed up his things and saddled his ass. He nailed a note to his door, a note he wrote the night before that said:

“th’ Miner who liv’d here has found out that he is in fact a Dwarf.
gone and will probably not be back.”

Findar Hammerson

Winter's Twilight cho