DYMOTH


 
 
 
Name: Dymoth Strength: 17 Hit Points: 107
Race: Human Dexterity: 17 Armor Class: 2
Sex: Male Constitution: 17 # Att: 2/1, 3/2
Class: Fighter (Caviler) Intelligence: 14 Thaco: 8 (Auril's Finger) 13 (short sword)
Level: 9th Wisdom: 13 Dmg: 1d8/1d12+3,1d6/1d8+1 
Alignment: Chaotic Good Charisma: 16

Non Weapon Proficiencies: Riding Land based, Etiquette, Animal Handling, Reading/Writing (Common), Blind fighting, Running, Endurance, Rope Use

Weapon Proficiencies: Bastard Sword (sp.), Short Sword, Lance, Mace

Equipment: clothes, wineskin, whetstone, winter blanket, backpack, torches, flint and steel, Splint Mail, Bastard sword (Auril's Finger), Short sword, Boots of Defense

Background: Trained in Cormyr Dymoth joined the Northern Knights when they were a nameless band. Seeking adventure and glory in battle he decided to join the party. Though there is really no leader of the band Dymoth leads by example in his fighting and courage. He single handily saved the party in the ruins of Myth Drannor. Holding the mysterious blade known as Auril's Finger, Dymoth leads the Northern Knights.
 
 


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