Haerin Strongarm    (Hill Dwarf Male FighterCleric)
Character Information   
Name: Haerin Strongarm XP/Next lvl: 2575/2575 / 4000/3000
Class: FighterCleric HP:curr/max 15 / 23
Alignment: NG AC:reg/rear/no shield 6 / 7 / 7
Race: Hill Dwarf Level: 2
Age: 58 Height: 4'6
Weight: 150 Gender: Male
Encumbrance: Movement:
Languages: Common, Dwarf
Ability Scores   
STR: 16 (+1 Dmg Weight allow 70lbs Max Press 195lbs Bend/Lift 10 Open Doors 9)
INT: 13 (3 Bonus Prof. 9 Spells Per Lvl Max Spell lvl 6th 55 Chance Learn New Spell)
WIS: 15 (Magic Def Adj +1 Bonus Clerical Spells 2,1,0...)
DEX: 14 (N/A)
CON: 18 (+2(+4) HP Adj 100 Resurection Chance)
CHR: 10 (Max of Henchmen 4)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
10 14 13 16 15

Notes:

Description and Background   
Description:
A quirky dwarf with a silly wool hat and a long mustache but hardly any beard at all. Almost always smiling. Resembles Bofur from the Hobbit. AD&D 2.5e

Background:
Haerin (Hare-in) a Hill Dwarf that liked to hunt, learned to track, kill, prepare and cook his prey in most cases. I learned to survive in the wilderness. Being a little odd compared to most of my kin I learned how to make and use a strange ranged weapon I like to call a boomerang. Aside from my strange weapon I typically prefer the footman's flail as my main melee weapon. I find it enjoyable in a battle to see the funny look on my foes faces as I throw my boomerang at them then charge in for the strike with my flail and shield. Or when I feel particularly meticulous I'll use my shillelagh spell and thwack my foe with my magical club. It's quite funny when they think I am unarmed and I use that one on em surprise and fear all at once.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Boomerang 1 4 8 12 4 1d4/1d4 n n 19
Footman's Flail 1 7 1d6+1/2d4 n n 18 Weapon of Choice +1 to hit
Equipment
Qty Item Location
1 Belt Waist
1 Soft Boots Feet
1 Shirt Torso
1 Breeches Waist, Groin, Legs
1 Vest Torso
1 Waterskin Backpack
1 Backpack Back
1 Belt Pouch Small Belt
1 Dry Rations 1 week Backpack
3 Torches Backpack
1 Flint & Steel Backpack
1 50' Hemp Rope Backpack
1 Bedroll Backpack
1 Studded Leather Armor Body
1 Medium Shield Left Arm/Hand
1 Footman's Flail Right Hand
1 Boomerang Backpack
1 Holy Symbol Belt Pouch
1 Shovel Back
1 Grout Trowel Backpack
1 Bucket Back
1 Hammer Belt
1 Pry Bar Backpack


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 18 0 2 7
Magic Items
Qty Item Location


Gems and Jewelry
Qty Item Location
Memorized Spells


Level 1
Command
Cure Light Wounds
Cure Light Wounds
Cure Light Wounds
Light


Spell Book



Notes
NWP
Tracking 4+2 11
Hunting 2 9
Survival 3 8
Fire Building 2 10
Cooking 3 7
Stonemasonry 4+2 10
WP
Footman's Flail(Weapon of Choice)
Warhammer
Boomerang
Racial Traits
Infravision
Melee Combat
Mining Detection Abilities
Dwarf, Saving Throw Bonuses

Class Abilities
Cleric, Turn Undead
Cleric, Expert Healer
Fighter, Defense Bonus
Fighter, Weapon Specialization
Description of RacialTraits
Hill Dwarf Traits:
Infravision - Dwarves have infravision to 60 feet - the ability to see heat patterns given off by living warm-blooded creatures in the
dark.
Melee combat - Dwarves have a +1 bonus to their attack rolls vs. orcs, half-orcs, goblins, and hobgoblins. Further, when ogres,
half-ogres, ogre magi, trolls, giants, or titans fight dwarves, these aggressors suffer a -4 penalty on all attack rolls. Dwarves are small
and have defensive tactics against these large foes.
Mining detection abilities - A character with this skill is familiar with mining, tunnelling and stonework. By concentrating for one
round the character can:
Determine the approximate depth underground, 1-3 on 1d6.
Detect any sliding or shifting walls or rooms, 1-4 on 1d6.
Detect any grade or slope in the passage they are passing through, 1-5 on 1d6.
Detect stonework traps, pits, and deadfalls, 1-3 on 1d6
Detect new construction in stonework, 1-5 on 1d6.
Saving throw bonuses - Bonus to saving throws vs. poison, rods, wands, and spells based on their Constitution/Health subability scores.
Description of Class Abilities
Fighter Abilities:
Defense Bonus - +2 AC Bonus if unarmored and unencumbered.
Weapon specialization - Allows specialization in one weapon.
Cleric Abilities:
Expert healer - Grants one extra cure light wounds spell per day.
Turn undead - Allows the cleric to turn undead.
Minor Spheres of Magic - Elemental, All
Major Spheres of Magic - All, Astral, Charm, Combat, Creation, Divination, Guardian, Healing, Necromantic, Protection,
Summoning, Sun