z-Sterling de Morton    (Human Male Paladin)
Character Information   
Name: z-Sterling de Morton XP/Next lvl: 24001 / 45000
Class: Paladin HP:curr/max 31 / 22
Alignment: Lawful Good (Raoan Holy Knight)) AC:reg/rear/no shield 0 / 3 / 3
Race: Human Level: 5
Age: 30 Height: 6' 4
Weight: 230 Gender: Male
Encumbrance: Movement:
Languages:
Ability Scores   
STR: 18 (18+1age, but ignored since impossible...(exceptional roll 5536=85), so hitprob +2, Dam.adj +4, Wt adj +150, Bendbars 30)
INT: 9 (1 add lang)
WIS: 15 ((-1,+1 age cancels) +1 adj magic attack)
DEX: 8 (0)
CON: 12 ((roll 11+1mature age)80 shock 85 resrct )
CHR: 18 (15 hire 40 loyalty, 35 reaction adj)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
9 10 11 11 12

Notes:

Description and Background   
Description:
Sterling de Morton is an intimidating fellow of 30, standing taller than most with a muscular build. He has wavy brown hair and grayish blue eyes. The only noticeable defect in his appearance is his rather stiff gait, a byproduct of a childhood injury. Friends Sterlinh has met along the way point to his name as a gift from the gods. His silver tongue continues to assist him no matter the peril faced, be it bandit or lady.

Background:
Sterling de Morton was unlucky enough to be born a few years too late, the youngest son of Nobleman Athonus Morton. Most of his brothers, along with his doting parents, were killed during a raid upon their land when he was just eight. His father had died in front of him, whispering a final request that Sterling has held tucked away in his heart. The boy had fought along side and suffered severe injuries himself in the loss. He was taken in by a neighboring abbot, loyal and related to his esteemed father, and raised in the monestary. Eventually the injuries healed, though Sterling never quite regained the flexibility of his youth. The priest's tutors, frustrated by the lad's lack of intellectual aptitude, instead focused on teaching the teen self-defense and negotiation skills, figuring those were vital to the young man's survival. He also became very useful in the armory, assisting the elders with various tasks. The boy’s feats of strength became legendary among the monks. At the age of majority, Sterling set off, determined to honor his family name by rebuilding the family estate wherever he may. He pledged to tithe part of his future income to the monestary, so that other orphaned children could continue to be raised as he was. He has spent the past several years, wandering the land mostly earning coins by guarding travelling nobles as they ventured across the lawless trails from barony to barony. He is married, though he rarely discusses his family. Probably, to prevent danger to reach them.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Bastard Sword +1/+2undead 1 5-6 2d4+4/2d8+4 n n 13
dagger 1 2 1d4+4/1d3+4 n n 14
Battle Axe 1 7 1d8+4/1d8+4 n n 14
Equipment
Qty Item Location
1 boots high hard worn
1 backpack leather worn
1 lantern hooded-smashed tied to belt
3 oil flasks backpack
1 belt pouch large worn
3 sacks large backpack
8 iron spikes backpack
1 tinderbox f&s pouch
1 iron rations (week) backpack
1 waterskin tied to belt
1 skillet iron backpack
5 fishhooks pouch
1 twine (100ft) pouch
1 whetstone pouch
1 holy symbol (carved stone) worn neck
1 surcoat 5gp?
1 dagger in boot
1 plate mail worn
1 Battle Axe tied around back
1 money purse sewn in coat


Wealth   Enter negative number to subtract
PP GP EP SP CP
11 8 0 9 7
Magic Items
Qty Item Location
1 +2 Shield arm
1 +1/+2 undead bastard sword belted
1 Potion of Extra Healing pouch
1 Potion of Heroism pouch


Gems and Jewelry
Qty Item Location
Memorized Spells



Spell Book



Notes
notes
Detect Evil
Detect evil at up to 60' distance, as often as desired, but only when the paladin is concentrating on determining the presence of evil and seeking to detect it in the right general direction.
Saving Throws
Make all saving throws at +2 on the dice.

Disease Immunity
Immunity to all forms of disease.
Lay on Hands
The ability to "lay on hands" , either on others, or on his or her own person, to cure wounds; this heals 2 hit points of damage per level of experience the paladin has attained, but laying on hands can be performed but once per day.

Cure Disease
The ability to cure disease of any sort; this can be done once per week for each five levels of experience the paladin has attained, i.e. at levels 1 through 5 one disease per week, at levels 6 through 10 two diseases, at levels 11 through 15 three diseases, etc.
Protection from Evil
The continuing emanation of a protection from evil in a 1" radius around the paladin.

Excerpts from spell description: "... acts as if it were a magical armor upon the recipient. The protection encircles ... at a one foot distance, thus preventing bodily contact by creatures of an enchanted or conjured nature such as aerial servants, demons, devils, djinn, efreet, elementals, imps, invisible stalkers, night hags, quasits, salamanders, water weirds, wind walkers and xorn. Summoned animals or monsters are similarly hedged from the (paladin). Furthermore, any and all attacks launched by evil creatures incur a penalty of -2 from dice rolls "to hit" the (paladin), and any saving throws caused by such attacks are made at +2 on the (paladin's) dice."

2ndary skill-armoror
proficiencies
Bastard Sword
Battle Axe
Long Bow
Dagger