Balam Azmek    (Dwarf Male Dwarf)
Character Information   
Name: Balam Azmek XP/Next lvl: 0 / 2200
Class: Dwarf HP:curr/max 4 / 9
Alignment: AC:reg/rear/no shield 2 / 3 / 2
Race: Dwarf Level: 1
Age: 64 Height: 4'1
Weight: 164 Gender: Male
Encumbrance: Movement:
Languages:
Ability Scores   
STR: 16 (+2)
INT: 9 (+0)
WIS: 12 (+0)
DEX: 13 (+1)
CON: 14 (+1)
CHR: 11 (+0)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
+12 +10 +8 +7 +11

Notes:

Description and Background   
Description:
A short mound of metal and muscle, topped off with a mop of fiery red hair and flowing beard to match. Brass rings adorn the tips of his long mustache.

Background:
Having spent his entire life deep in the mountains of Hearth-Home, Balam spent his youth in the deep darks of the mining tunnels coaxing oars from the rock and learning to mold and shape the gifts of the mountain into armor and weapons. He was happy, mining and learning the forge until one unfortunate day not long ago. On that day, the tunnel he and his comrades were working gave way to a large complex infested with giant spiders. They flooded into the tunnel, taking all of his comrades save one, who escaped with him but died of poisoning before reaching help. Guards and militia were dispatched to combat the threat, but the seemingly endless numbers and growing threat from something unknown, seemingly bolstering the creatures, resulted in the decision to seal off the area and close that wing of the mine. The loss of a great many friends in the blink of an eye caused Balam to realize his mortality and he began to take stock of his life. He walked the miles of stone halls thinking of his friends, thinking of his life, and for the first time, the stone halls seemed to close in on him, and were of no comfort. Donning the armor he had pieced together over the years, and hoisting his battleaxe over his shoulder he gathered his things and left Hearth-Home wondering if he would ever return.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Axe, Battle 1 1d8/1d8 n n
Sling 1 40/80/160 1d4/1d4 n n
Equipment
Qty Item Location
1 Axe, Battle 6lbs carried
1 Sling 2lbs belt
1 Plate mail ac3 50lbs worn
1 Backpack 2lbs back
1 Belt 0.5lbs waist
1 Boots (fancy) 1.5lbs feet
1 Cloak (long) gray 1.5lbs back
1 Hammer (small) 1lb belt
4 Iron spike 0.5lbs ea. pouch
30 Pellets 0.6lbs pouch
7 Day of dried rations 1lb/day backpack
1 Waterskin 0.5 lbs/3lbs full ea. belt
2 Waterskin 0.5 lbs/3lbs full ea. backpack
1 Mirror (steel) 0.5lbs backpack
3 Pouch/Purse 0.6lbs ea. belt


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 16 0 9 0
Magic Items
Qty Item Location


Gems and Jewelry
Qty Item Location
Memorized Spells



Spell Book



Notes
Heatvision
Dwarves have the ability to see not only the colour of things but also their temperature. When a dwarf is in the dark (and only then—normal light overloads a dwarf’s heatvision and prevents it from working) they can use their heatvision to navigate and even to fight. However, heatvision doesn’t al-low the dwarf to see pictures and writ-ing unless they are carved into the sur-face that the dwarf is looking at.
Stonelore
A dwarf’s experience with masonry and stonework—in particular underground stonework—gives them a chance to detect irregularities in construction. If a dwarf examines an area looking for irregularities, the Game Master should secretly roll a check for each feature in the area being searched that is one of the following:

• Traps involving moving stone walls or blocks of stone
• Secret doors involving moving stone walls.
• Newly built stone constructions.
• Gently sloping stonework.

In each case, the check is made with a bonus of +6
Weapon Feats
Axe, Battle
Sling
Sword, Normal
Warhammer
Skills
Craft: Mining (2) +1 dex
Craft: Metalworking (2) +2 str
Encumberance
81.9 lbs worn/carried