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.
Ruins of Myth Drannor Heroes
and Villains of Myth Drannor Forgotten
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