Algrim Greybeard    (Dwarf Male Fighter)
Character Information   
Name: Algrim Greybeard XP/Next lvl: 380001 / 480001
Class: Fighter HP:curr/max 70 / 70
Alignment: Neutral Good AC:reg/rear/no shield -1 / 1 / 0
Race: Dwarf Level: 10
Age: 49 Height: 4'
Weight: 150lbs Gender: Male
Encumbrance: Movement:
Languages: Common, dwarven, NG, goblin, kobold, gnome, ogrish
Ability Scores   
STR: 15 (+1 to hit| +1 damage| +1 forcing doors)
INT: 10 (Able to read and write)
WIS: 13 (+1 Saving Throw)
DEX: 15 (-1 AC| +1 Ranged Attack| +1 Initiative)
CON: 18 (+3 HP| Res. Surv. 100| Surv. Trans. Shock 99)
CHR: 12 (0 Reaction Adj.| Retainers 4| Retainer Morale 7)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
6 8 7 7 10

Notes:

Description and Background   
Description:


Background:
With some history serving as a guard and being ex-dwarf militia Algrim knows how to fight, he even had a brief stint as a mercenary afterwards. Sometimes a bit surly and more apt to jump into a fight than try to talk his way out of one. This dwarf has seen a bit in his mere 49 years of age. Still many more to come, and more adventures to seek out.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Scimitar +2, +3 versus giants 1 1d8+2/1d8+2 n n +2, +3 versus giants
Spear +3 1 1d6+3/1d6+3 n n +3
Equipment
Qty Item Location
1 Helm Equipped
1 Backpack Back/Carried
1 Bedroll Backpack
1 Crowbar Backpack
1 Flint and steel Belt Pouch Small
1 Hammer Backpack
1 Pick, miner's Backpack
1 Rope, hemp 50' Backpack
1 Spikes, iron (12) Backpack
1 Waterskin Belt
1 Grappling hook Backpack
1 Torches (7) Backpack
12 Rations, trail (per day, preserved) Belt Pouch Large
1 Belt, leather Equipped
1 Boots, high hard leather Equipped
1 Shirt, leather patched Equipped
1 Trousers, light Equipped
1 Pouch, large belt Belt
1 Pouch, small belt Belt
3 Survival Meals Backpack


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 50 0 10 0
Magic Items
Qty Item Location
1 Splint Mail Armor + 2 Equipped
1 Shield, large, +1, +4 vs. missiles Equipped
1 Scimitar +2, +3 versus giants Equipped
1 Spear +3 Equipped
1 Gem of Seeing Equipped
1 Portable Hole Belt Pouch Large
1 Potion of Heroism Backpack
1 Potion of Gaseous Form Backpack
1 Ring of Fire Resistance Equipped
1 Potion of Extra Healing Belt Pouch Large
2 Healing Sprays Backpack
1 Poison Antidote Pack Backpack
1 Disease Cure Pack Backpack
1 Radiation Antidote Pack Backpack


Gems and Jewelry
Qty Item Location
Memorized Spells



Spell Book



Notes
Char Creation
For the Barrier Peaks game, they will be in the town of Bissel soon and you can join them there, they are already amenable to a new character. Roll up (4d6-L) whatever you want using the LL/AEC rules (ignoring race level caps) and set at 380,001 XP. No evil characters please and we'll discuss magic items when done -- if you have preferences, let me know.
Dwarf Abilities
Dwarves receive the following saving throw bonuses:
• +2 save versus breath attacks
• +4 save versus poison
• +4 save versus petrify or paralyze
• +3 save versus wands
• +4 save versus spells or spell-like devices

Due to their short height, dwarves cannot use two-handed weapons or longbows. However, they can use any other weapons or armor allowed by their class.

Due to their habit of living underground in great mines, dwarves have the ability to see in the dark with infravision up to 60 feet.

From their experience underground, dwarves have a 2 in 6 (1-2 on 1d6) chance of detecting traps, false walls, hidden construction, or noticing if passages are sloped. Dwarves must be actively searching for these abilities to function.

A dwarf character will speak the common tongue, dwarvish, and his own alignment language. Because of their frequent interaction underground with these creatures, dwarves will also speak goblin, gnome, and kobold.